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Signaling equipment is widely used by spelljamming vessels to communicate with each other, or with spacefaring communities and ports in the Spelljammer campaign setting. When travelling through the depths of wildspace, communication with other ships over even short distances can be very difficult. Unless ships have merged their air envelopes, their crews will not even be able to speak to each, since sound does not travel through a vacuum.[2]

Types of signaling equipment[]

To communicate with other ships in the depths of wildspace, spacefarers have adopted the use of various types of signaling equipment which enable them to send complex messages across the void. No matter the technology in use - whether it be signaling mirrors, lights or flags - a coded message can be seen up to 10 miles (16 kilometers) away, though the observer has to be in direct line of sight. A skilled operator can transmit up to 10 words in a minute.[3]

Signaling flags[]

Flag signals are a common method of communicating with passing vessels, or when requesting permission to dock at a port city. A series of small, brightly colored flags and pennants are raised up the mainmast along a single halyard. Each of the flags has a distinct shape and color combination, and each flag or combination of flags will have a preassigned meaning or code. A port will have a similar post along which the harbor master will run flags as a means of "traffic control", informing approaching vessels where and when to land,[4] as well as the location of the gravity plane (which on certain asteroid cities, such as the Rock of Bral, may not be evident.)[5]

Although many spacefaring races have their own flags, and ways to signal with them, several flags are fairly universal in meaning, and are used to signal major problems, such as a fouled atmosphere or the presence of plague and disease.[5] Other common flags are used in battle, including the red or "bloody" flag (meaning "no quarter" will given, i.e. no prisoners will be taken), and the white flag (which is the universal sign for surrender and is usually flown after a ship's own colors have been lowered or "struck", or as a sign of peaceful intent and is usually flown by vessels carrying ambassadors). In addition to signal flags, a ship may also fly a flag indicating its port or planet of origin or the personal heraldry of it captain or owner. Pirate vessels will typically fly the black flag or the more traditional "Jolly Roger".[6]

Semaphore flags[]

Flag semaphore is a system of transmitting information by means of visual signals with a pair of hand-held flags, rods, disks or paddles. Information is encoded by the position of the flags and is read when the flags are in a fixed position (see below). Many organized war fleets have adopted semaphore flags as their standard means of communication, and will typically assign two signal's officers to each ship.[7]

Signaling lamps[]

A signal lamp uses flashes of light to transmit coded messages to other ship's in wildspace. It operates by producing focused pulses of light, either by opening and closing a shutter mounted in front of the lamp, or by tilting a concave mirror. Certain lamps have been packed with phosphorescent fungi, known as a "cold light", or have been equipped with a gemstone enchanted with a continual light spell, creating a continual light lamp ( both of which may be used safely in the phlogiston).[2] Certain warfleets have adopted signal lamps as their standard means of communication, such as the fleets of the scro.[8]

Signaling mirrors[]

A signaling mirror is a small, reflective piece of metal or glass that can be used to reflect light from a nearby fire body. Signaling with a mirror can be very quick but requires a fair amount of accuracy to hit a distant target. Moreover, a signaling mirror is reliant on a stable, stationary light source (such as a local fire world), which may not be available or perhaps too distant to be useful. Even when a source of light is available in the phlogiston, the mirror's signal flashes can be difficult to see in the continuous glow of the rainbow sea.[2] The inhabitants of Clusterspace use a similar device, known as a signaling crystal, which is mounted on a swivel and has been designed to facilitate inter-ship communication.[9] Larger signaling mirrors are also installed in fixed positions and on watchtowers in civilian ports[10] and military bases.[11]

Signaling lights[]

Signal lights are momentary signals produced by igniting various flammable alchemical mixtures that create a bright flash of colored light, similar to fireworks. Various colors are available, allowing for specific codes to be developed; for example, amber lights are typically used as a distress signal, while green lights indicate that the signaler has peaceful intentions and wishes to approach. Igniting these mixtures can take several seconds, which limits their use for complex codes. They are also dangerous to use in the phlogiston, producing a ball of fire 4-feet (1.2 meters) across.[2]

Smoke signals[]

Smoke signals are produced by igniting smoke grenades: devices containing flammable alchemical mixtures that produce a thick cloud of colored smoke. The smoke spreads out to a surprising degree in wildspace while retaining enough cohesion that someone far away is able to make out its color. Similar to signal lights, smoke grenades take a while to be effective, and are typically used for general messages. However, the size of the signal cloud allows messages to be sent great distances, if the intended recipient is looking in the right direction, even if the sender doesn't know exactly where they are (for example. a stranded drifter who is looking for help from anyone). Again, similar to a signal light, igniting a smoke grenade in the phlogiston is very dangerous and will result in a fireball 4-feet (1.2 meters) across.[12]

Appendix[]

Gallery[]

References[]

  1. 1.0 1.1 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), table 15: Price and Encumbrance List, page 77
  2. 2.0 2.1 2.2 2.3 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 6: Spacefaring Logistics, page 75
  3. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), pages 65
  4. Nigel D. Findley, The Cloakmaster Cycle, Into the Void, 1991, (TSR Inc.), pages 199-200
  5. 5.0 5.1 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 6: Spacefaring Logistics, page 77
  6. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), Signal Flags sidebar, pages 8 and 9
  7. Dale "Slade" Henson, War Captain's Companion, War Captain's Guide, 1992, (TSR Inc.), chapter 1: Spacefaring Proficiencies, pages 8-9
  8. Roger E. Moore, The Cloakmaster Cycle, The Maelstrom's Eye, 1992, (TSR Inc.), pages 97-98
  9. Sam Witt, The Astromundi Cluster: The Astrogator's Guide, 1993, (TSR Inc.), Clusterspace Equipment section, Ships and Equipment chapter, page 31
  10. Sam Witt, The Astromundi Cluster: The Celestial Almanac, 1993, (TSR Inc.), Shaseogan section, The Almanac Chapter chapter, page 77
  11. Sam Witt, The Astromundi Cluster: The Celestial Almanac, 1993, (TSR Inc.), The Shakalman Group section, The Almanac Chapter chapter, page 77
  12. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 6: Spacefaring Logistics, pages 75-76