
The Spelljammer Campaign Setting logo featuring the Spelljammer
The Spelljammer is a unique spelljamming ship from which the Spelljammer campaign setting takes its name.[4][5][6][7]
"Aye, I have heard of a great ship - a magical vessel that swims between the worlds easier than a dolphin swims in the seas. To have that ship would be to possess a miracle. If you're looking for her, count me in."
- Etombee the gnome sage.[8]
Overview[]
"The Spelljammer is no god, but it is a child of a god, the seed of a god. It will one day spring forth as a full-blown god, and we will be there to worship it."
- St. Janeti, the Order of the Spelljammer .[9]
The Spelljammer is an enigma and is perhaps the single greatest mystery in wildspace. The vessel itself is enormous, overshadowing even the majestic elven armadas and the hulking dwarven citadels, and is even larger than many groundling cities. It moves at speeds seemingly impossible for such a huge a vessel, yet it maneuvers with the grace of a ship tenth of its size.[10] Its very name is intimately associated with the act of moving through space itself, and while there are many spelljamming ships sailing the rainbow sea between the crystal spheres, there is only one Spelljammer.[11]
The Spelljammer is a unique ship and has attracted a large body of myth. No one knows its origin or purpose. Few encounter it, and almost no one who has landed on it has ever returned. While it is obviously a constructed item, persistent rumors suggest it is both a ship and a living entity.[7] There is apparently only one such vessel, but it has reportedly been destroyed on several occasions, only to reappear, like a phoenix rising from its ashes. It has been said to have been commanded by humans, elves, illithids, and beholders, yet when encountered, it usually has no master and speeds along aimlessly on its own course. The Spelljammer often goes unseen for several generations, before making a series of appearances throughout the Known Spheres. On some worlds, its arrival in the skies is associated with dark times and impending doom; or it is revered as a herald of the gods; yet on others, it is merely an unusual astronomical event, no more sinister than the northern lights or a lunar eclipse.
Where did the Spelljammer come from? Who built it? For what purpose? How does it move through space like some huge radiant dragon? Who steers it now? These are the unknowable and unanswerable questions that surround the Spelljammer like a great fog. Even the gods themselves are silent when it comes to matters concerning the great ship; commune and contact higher plane spells produce negligible or misleading information (some sages have suggested - quietly - that the Spelljammer itself is beyond the knowledge of the gods themselves).[12]
Description[]
"The Spelljammer is a mythical spelljamming ship the size of a small world. It's supposed to be shaped like a manta ray. Its coming is said to be an evil portent, as it brings destruction and chaos in its wake. No one can destroy it or command it, not even a god. It drives its captain's insane. That's what the myths say."
- Admiral Halker, Scro Tarantula Fleet.[13]

The Spelljammer from above illustrating its size (i.e. 1 hex = 500 yards)
The Spelljammer is enormous, stretching one-third of a mile (0.5 kilometer) from stem to stern and two-thirds of a mile (0.94 kilometers) across. Under normal conditions, there is no way that something that large should be able to move and maneuver at spelljamming speeds. Yet this ship does and does so with surprising grace. The Spelljammer resembles a cross between a manta ray and a scorpion,[11] its upper surface crowded with huge towers and citadels. The interior of the vessel is hollow as well, and is laced with huge decks, storage areas, and even internal greenhouses under magical illumination.[12] The upper surface is a violet color, with great amber stripes leading across its dorsal wings, while its belly is white.[2]
The Spelljammer is a living, sentient ship, unique in the universe. Other ships may have living components, but none have true sentience - even the reigar's loyal pet ships, the esthetics, do not match the intellect of the great ship. Yet the intelligence of the Spelljammer is alien, different from that of any other creature. It is the Spelljammer's intellect that allows it to move at spelljamming speed, something ordinarily impossible. It can convert its thoughts into motive energy in much the same way that spelljamming helms allow spellcasters to convert spell energy into motive force. Because its intellect encompasses the entire craft (in much the same way a helmsman "feels" a ship as an extension of themselves when spelljamming), it can move itself through space.
The Spelljammer can cross from the phlogiston to wildspace at will, leaving behind permanent portals leading into crystal spheres that can be used by any ship. The Spelljammer does not require a captain or crew in the traditional sense. It can guide itself through space without outside aid. However, it does need a captain (race and sex are irrelevant) to replicate itself, and inhabitants to help maintain its body at its peak form and to repel invaders.[11]
Crew[]

The Spelljammer sailing through wildspace
"I saw the great ship loom before us, and all I could think was landing, despite the Captain's orders. I tried to take us in, but the Captain ripped me off the helm, and that's the last I remember. Now I'm on this planet..."
- Kalivox.[14]
The Spelljammer does not have a crew in the traditional sense. While the living ship takes care of maneuvering and propulsion, it relies on a range of self-propagated servitor constructs known as shivaks to take care of maintenance and other tasks, as well as warding off hostile creatures. However, the ship is inhabited by over 5,000 living individuals who are more akin to passengers than crew, though they are all inextricably linked to the great ship. These individuals are generally segregated by racial group or factional allegiance into separate, distinct communities throughout the ship. These groups fight amongst themselves constantly, which is permitted as long as these factional wars don't interfere with the functioning of the ship.
The Spelljammer continually releases a magical fragrance or scent into its air envelope, which captivates and dominates the will of all living creatures onboard the vessel. Very similar in effect to a charm spell, the fragrance subtly influences all living creatures (even those normally resistant to charm effects such as elves) to view the ship in a very positive light; as something to be preserved and cared for, and to be protected at all costs. This positive disposition is the reason why those who land on the Spelljammer very rarely choose to leave. Living creatures are subject to the effects of the fragrance as soon as they enter the Spelljammer's air envelope, though creatures that do not need to breathe (such as undead or automatons such as golems or clockwork horrors) are unaffected.
While those charmed by the fragrance continue to behave as they normally would, including attacking other inhabitants or even the shivaks, they are subject to certain limitations:
- Charmed individuals will not act in a way that directly harms the Spelljammer, such as firing missiles at or using spells against the ship. They will also not knowingly engage in certain acts that would harm the Spelljammer, such as using fire in the phlogiston.
- Charmed individuals will not attempt to leave the Spelljammer of their own volition. They can, however, be carried off or knocked unconscious by others and dragged off the ship.
- If an individual is charmed by the Spelljammer while still aboard another vessel, they can be carried out of the great ship's air envelope without ill effect (the fragrance within the mixed air will diminish over time). The exception to this rule occurs when a ship's helmsman becomes charmed - if this occurs, they will immediately attempt to land their ship on the Spelljammer. The rest of their crew must act decisively and replace them on the helm with another, unaffected, spellcaster if they wish to make good their escape.
Charmed individuals are not fundamentally changed in any way, in that they are not forced to behave in a certain manner. Instead, the thought of engaging in acts harmful to the ship simply never occur to them. They will not prevent their friends and allies from damaging the Spelljammer, but they will attack those they perceive as foes who actively try to harm the ship. Charmed individuals retain their original drives and goals, provided those goals do not directly threaten the Spelljammer. If an individual once desired to control the Spelljammer, they will continue to strive toward achieving that goal, but they will only do so through non-destructive means. In fact, they will become so wrapped up in attempting to control the great ship they will never want to leave.
Removing a charmed individual from the air envelope of the ship negates the effects of the enchantment - meaning that the fragrance must be constantly inhaled in order to cause any effect. If an individual spends up to 12 hours away from the ship's air envelope, they will no longer be subject to the ship's control. Additionally, an anti-magic shell or a wall of force spell will hold off the magic-tinged air for the duration of the spell, as will a dispel magic spell. The fragrance in the air is invisible, and while the odor is faint, the scent usually reminds an individual of something desirable or peaceful - roses or pines to humans, fresh-baked biscuits to halflings, and rotted flesh to neogi. The air itself is magical, and a detect magic will reveal a swirling cloud of faint magical energy.[15]
Movement[]

Looking towards the Spelljammer's bow from above the Elven High Command
"We call the great ship the Siren, the most deadly ship in wildspace, and with good reason. She lures men to their destruction - and I've seen her do it."
- Black Razor, pirate of the Stellar Main.[16]
One of the Spelljammer's most remarkable attributes is her incredible speed and maneuverability for such a massive ship. Other celestial objects of this size would be limited to a ship's rating of 1 (at best), whereas the Spelljammer can achieve an SR of 8 at a surprisingly high maneuverability rating (MR), allowing her to pull off high speed turns without affecting those onboard.
While there is a "command bridge" of a sort located in the forward quarters of the ship, it is usually sealed off until a worthy applicant bearing an ultimate helm arrives on the ship (see Ecology). The Spelljammer itself does not have a command center as such - the ship’s consciousness instead permeates the entire vessel much in the same way a helmsman's consciousness encompasses the structure of an entire ship when seated upon a helm. This means that the Spelljammer does not have a "brain" in the usual sense; no central location that can be exploited or struck at to seize control of the entire body. The Spelljammer is wholly unaffected by other helms, though these devices continue to operate when mounted on smaller ships that have landed on the the Spelljammer.
While the Spelljammer could conceivably land on both ground and water without taking severe damage (much like its progeny), the Spelljammer appears to avoid doing so at all cost. This may be due to the personal whims of the Spelljammer itself or possibly because such a landing could wipe out an entire town unless care was taken. The most likely explanation for why the great ship avoids landing on planetary bodies is because entering a planetary atmosphere would negate the effects of the protective charm fragrance over its inhabitants, who would no longer feel compelled to remain on the ship and may even seek to harm it.
When wishing to cross over between wildspace and the phlogiston, the Spelljammer can create its own "portal" through a crystal shell at will. This portal is permanent, and can be used by other spelljamming ships who wish to travel to or from the rainbow sea. Other forces may also be able to create permanent portals, but only the Spelljammer has been seen creating these long-standing gates.[17]
Combat[]

A medallion depicting the Spelljammer
"The Spelljammer? It's a weapon. Something that large, that fast, that powerful? Of course it’s a weapon! What else could it be?."
- H'Carth, the Mad Beholder of Greyhawk.[18]
The Spelljammer moves and fights much like any other ship in wildspace. If under the control of a captain, the ship moves and fights according to the captain’s will. If not under the control of a captain, the Spelljammer moves and fights as it wishes.[19] The Spelljammer is not by nature an offensive weapon. Its very size is protection against all but the largest of creatures in wildspace; where its size does not protect it, its speed and maneuverability more than make up for its lack of offensive weapons. However, the Spelljammer does have three attacks: the wake of its gravity field, its "sting", and the large weapons controlled by its inhabitants.[20]
Wake attack[]
The wake attack is used to discourage rather than defeat opponents (primarily other ships). At the same time, the crew's of other ships face the grave danger of possibly falling into the great ship's gravity plane as it passes. The fact that the Spelljammer can turn and maneuver very swiftly makes it all the more dangerous in the far reaches of space. The sight of a nearly quarter square mile of real-estate moving in at spelljamming speeds tends to discourage all but the most determined attackers.[20]
When the Spelljammer passess within 500 yards (457 meters) of another ship, the ship's helmsman must rely on their agility (Dexterity) to remain on the same gravity plane and to resist any damage, aided or hindered by the maneuverability rating of their ship. Failure to maintain control results in adverse affects on their vessel, including structural damage, as the ship is subjected to the effects of the enormous ship's gravity. Similarly, vessels without standard spelljamming helms (including illithid pool helms and beholder orbi) automatically suffer the same effect.
All crew and passengers onboard an affected vessel will begin falling towards the Spelljammer (quite likely from a great height) unless they manage to catch on to something, are caught by others, or are otherwise restrained (boarding nets). In addition, the helmsman must regain control of their vessel to prevent it from crashing down onto the deck of the Spelljammer. Of course, the best way to mitigate this threat is to approach the Spelljammer (or any other large object for that matter) along its gravity plane, which should protect the ship from any sudden changes in course (unless of course the Spelljammer makes a sudden 120° turn, which it is quite capable of doing.) Most veteran captains are aware of this protocol,[21] but many newcomers to space are not, and they must learn this procedure through trial and error - and quickly![22]
Tail sting[]
The Spelljammer has an additional weapon mounted within its overarching tail. The tail assembly can create a sphere of annihilation which can be fired independently at separate targets. The "sting" can only be fired at targets that are initially within its forward arc, but the spheres will track their targets, allowing the Spelljammer to change course and ignore its prey. The weapon can be fired any number of times, but only one sphere may be fired every ten minutes. The sphere appears as utter blackness surrounded by a corona of bright, crystalline-white light, which is quite visible when fired.
The sphere can move 3,000 yards (six hexes or 2,743 meters) per minute and can follow its intended target. It is 10 feet (3 meters) across and powerful enough to suck in any ship of 100 tons or less. If the sphere misses, it will continue in a straight line before circling around to attack again, until it either hits or the target vessel reaches spelljamming speed and outruns the sphere. If the sphere re-enters the Spelljammer's air envelope, it fizzles away into nothingness.
If the sphere falls into the gravity plane of an object larger than 100 tons, it will fragment into 2 to 12 smaller spheres of annihilation which scatter across the surface of the object. Control is lost over these spheres, which then behave as normal spheres of annihilation.
The Spelljammer can only use its "tail sting" weapon when it has a captain on board; in other words, when operating on its own, the ship will not use the spheres of annihilation in combat. Only the captain can order the spheres to be fired, which may account for why many of the more recent tales about the Spelljammer fail to mention this particular feature.[23][20]
Armament[]
The inhabitants of the Spelljammer have access to a variety of large shipborne weapons, including catapults, ballistae and the occasional bombard.[20] The heavier weapons are typically mounted on top of the major towers, while the lighter weapons are controlled by those in less powerful positions or used to support the heavier weapons. While these weapons are primarily used to attack opposing towers, the inhabitants have been known to turn their weapons on external threats, and will even combine their forces against a concerted raid bent on invasion. Contrary to previous reports, the Spelljammer does not have any jettisons onboard, which earlier observers appeared to have confused with a flurry of catapult shots.
There are rarely any bombards onboard the Spelljammer, and certainly no more than ten at any one time. Those that do make it onboard are typically fought over by the giff, who claim ancestral rights to all large guns. These brawls often result in the destruction of the gun, and while occasionally the giff do acquire the weapon, they inevitably fire it until it blows up. It is not known why the Spelljammer's giff are so excited by this destruction, but it may be a side effect of the charm effect. The net result is that there are essentially no bombards on the ship (outside of those briefly under the control of the giff).[23][12]
The ship's weaponry is believed to have been acquired over a period of centuries as various groups or individuals have taken control of the Spelljammer. In addition, the great ship has accumulated the detritus of half a hundred would-be conquerors, in some cases their ships and helms, as well as their treasures.[4]
Ramming[]
There are very few things in the universe that the Spelljammer could actually ram. Most ships are small enough that they would either be swept aside (in the wake attack) or be forced to land on the Spelljammer itself in order to weather the "storm". Objects larger than the Spelljammer, such as planetoids, would typically possess large atmospheric envelopes, causing the Spelljammer to avoid passing too closely to them.
The Spelljammer will not ram unless ordered to by its captain, instead relying on its wake attack. However, should the captain decide to ram a large object or creature, the chitinous lobes at the bow of the Spelljammer function as blunt rams against ships less than 100 tons and piercing rams against those of 100 tons or more (including citadels and armadas). However, it is difficult to determine how effective such an attack is, as the damage afflicted can be almost arbitrary.[24]
Abilities[]
Magic resistance[]
The Spelljammer is a living thing, and has an innate resistance to magic, such that it will often not be affected by fireballs or other fell magics. In addition it is also immune to the effects of all enchantment/charm spells directed against it, including the effects of magical items and artifacts,[23] and as such cannot be commanded, charmed, or otherwise affected by spells from that school. In addition, the Spelljammer cannot be fooled by illusions of any kind, as it effectively possesses true seeing. Both of these abilities are passed on to its captain through their link via their possession of an ultimate helm. (Note that this makes the captain immune to the Spelljammer's own enchanted air envelope, but the link between captain and ship compensates for this. The Spelljammer prefers its captains to have free will).[24]
Spells directed against the ship can inflict damage, provided they can overcome the ship's magic resistance, which provides protection to all parts of the vessel, including all of the towers and the ship's hull. Certain spells that affect a single creature may be used against the Spelljammer. However, the range and area of effect of these spells must take the vessels' size into account in order to affect it.[25]
Gate, teleport, dimension door, and other long distance transportation spells do not function within the Spelljammer's air envelope possibly as a side effect caused by the magic that tinges the air. Crystal balls and scrying spells cannot pierce the ship's air envelope either, and only reveal a shining blue fog. Wishes and limited wishes, as well as related magic aimed at gaining information directly from the gods (including commune and contact other plane), will not function if used directly against the Spelljammer. The ship cannot be wished away: the gods will not listen. Spellcasters may cast these spells while onboard the Spelljammer for other uses; however, they cannot be used against the ship. All other spells function normally onboard the Spelljammer given the restrictions outlined above. For instance, detect magic, in addition to functioning normally will reveal a light blue, shining fog swirling throughout the ship - the magical fragrance that influences the inhabitants of the Spelljammer.[26]
Perception[]
The Spelljammer has no "eyes" in the normal sense, but it can nevertheless detect life (as per the spell). This detection ability functions throughout most crystal sphere, and is always active allowing the ship to observe its inhabitants. The Spelljammer is able to track specific lifeforms, and knows where a person of interest is at all times. However, while the ship can determine an individual's location by using this ability, the ship cannot determine what that individual is doing without relying on its shivaks, which, in effect, act as its "eyes".
Unfortunately, the ship's detect life ability is unable to detect undead or other non-living creatures, including clockwork horrors and golems. Similarly, the shivaks share the same limitation, making it all but impossible for them to fight these creatures. Some sages speculate that this particular weakness is the reason why the Spelljammer maintains such a large community of living beings onboard; that the sole reason they are onboard is to protect the great ship against the threat of non-living creatures.[27]
Healing[]
The Spelljammer is unlikely to be severely damaged by anyone or anything, but in the event that this actually occurs, the great ship is able to heal itself. The Spelljammer is made of two types of materials, the first being the resilient, leathery material of its main hull and the second being the more brittle, chitinous material of its upper towers and ram. Damage done to the towers and ram is similar to damaging the hair or nails of a living thing - a bother, but unlikely to inflict permanent damage (the inhabitants of the towers often break through the walls in order to put in new doors or to expand their domains, without seemingly harming the Spelljammer).
However, because the hull itself can be damaged, the leathery material can heal naturally at a fairly slow rate of upto 10 points per day. Similarly, while the Spelljammer is so large that it isn't subject to critical hits, its towers can still be destroyed, and a critical hit directed against a tower may also destroy a large weapon.[24] In the event of severe damage, the great ship will mobilise its shivaks to initiate repairs. Necromantic spells that heal (or harm) the Spelljammer have no effect on the ship because of its innate magic resistance, but these spells can affect the ship's captain.[27]
Ecology[]
The Spelljammer is much more than a simple ship - it is a complex and complete ecology which is home to a multifaceted society that has evolved over the years in the citadels and towers that dot the craft's back. Members of this society have developed their own unique views and attitudes regarding both the Spelljammer and newcomers from other worlds. All living creatures aboard the Spelljammer are affected by the magical fragrance in its air envelope and, as a result, are well disposed toward the ship and will resist harming it. They will otherwise act in a normal fashion among themselves (and toward each other). Beholders will still hate other subspecies of their race, gnomes will still engage in dangerous experiments, giff will still fire their guns, and neogi will still attempt to own everything (and everyone) they can. The behavior of those who live aboard the ship is only significantly constrained when it comes to matters regarding the Spelljammer itself: no one will attempt to leave, help someone to leave, or purposefully harm the Spelljammer.
This refusal to harm the Spelljammer is the reason behind the lack of new construction outside the citadel area and, to a lesser degree, the reason for the surprisingly few attempts to take over the Spelljammer. The refusal to harm the Spelljammer or let it come to harm does not extend to other inhabitants aboard the great ship, nor does it extend to the shivaks. But full-scale wars tend to set nearly everyone against the aggressors. Most races also tend to stay out of the way of the shivaks as well, since attacking one only brings more and the shivaks do perform necessary maintenance tasks.
The inhabitants are not overtly aware that the Spelljammer is a living creature, though it is one of many theories espoused by some living on the ship. They are aware that outlanders come from time to time and that occasionally one of them will become - through mysterious and arcane means - the captain of the ship. Thereafter, most inhabitants tend to ignore the existence of the captain, as these figures rarely influence the day-to-day life of the ship's inhabitants.
Almost all of the inhabitants of the Spelljammer are aware of the great ship's need for a captain. Their histories tell them that from time to time new captains will appear, some coming from the farthest corners of the Known Spheres to run the ship. The inhabitants are not aware, however, of the Spelljammer's requirements for its captains or of the need for the captains to possess an ultimate helm. In fact, some natives have attempted to claim the captaincy, only to be turned down.
All the living races aboard the ship share an intense dislike of undead in whatever form they take. This is due to both the threat posed by the Fool and the fact that the Spelljammer cannot detect undead, which has resulted in most cultures onboard the ship cremating or otherwise destroying the physical forms of their dead, lest the bodies fall into the hands of the Fool.
The races inhabiting the Spelljammer all have their own particular areas where they feel most at ease. The major races have all taken over a complete tower or building complex as their own. Lesser or related races often share space with their cousins: other races do not appear on the Spelljammer in large enough numbers to acquire their own colony.[28]
Biology[]
The Spelljammer does not need to eat, drink, or sleep, which has led some sages to conclude that the great ship cannot be a living thing at all, but is rather a magically empowered being similar to a golem that is operating under its own magical energies or at the whim of some alien god.
The Spelljammer absorbs some energy from sunlight - much like plants do - along the dorsal side of its manta-like body. When found at rest in orbit around a fire body, it will normally have its whitened belly exposed to the sun. The energy absorbed is used for healing, producing shivaks, and maintaining life onboard. The Spelljammer also maintains a large internal area known as the Gardens which continually renews the ship's air envelope.
The gardens occupy the central bow of the Spelljammer, directly beneath the ram, along the area marked by the creature's "gills" and the two huge membranes that resemble gates. These gardens are a verdant, lush jungle within the ship, basking in the heat obtained from fiery solar bodies and directed and stored within the ship. These gardens provide both air and food for most of the ship’s inhabitants and are tended by a tribe of highly intelligent lizardfolk, the "scaled priests" of the Spelljammer.[29]
Reproduction[]

Smalljammer flying through wildspace
The current Spelljammer is a descendent of the original being, whose origins are lost in time and mythology. It may be that, like the crystal spheres and the phlogiston, there has always been a Spelljammer.[11] Like other living creatures, the Spelljammer can produce smaller versions of itself that resemble it in appearance if not in power. Known as smalljammers, these smaller spelljammers can only be produced when a captain is onboard the Spelljammer.
The need for two individuals for reproduction is common to many species, but it would be incorrect to assume that the captain is used for some form of physical reproduction. No actual material is needed from the captain (genetic or otherwise). Instead, it would appear that the presence of a captain is necessary to provide the stability required for the Spelljammer to marshal its chaotic forces into producing its young. The captain, as such, is more of a missing cog in the machinery of reproduction rather than a mate or life partner. However, the truth of the captain's function certainly hasn't stopped many from romanticising the union of captain and spelljammer. The captain may be of any sex, race, or even species. The requirements of captaincy are determined by the Spelljammer, and appear to vary with time. A would-be captain must fulfill the following minimum criteria:
- The captain must fulfill the Spelljammer's needs and have sufficient prowess to protect the ship and its inhabitants in combat. The captain must also be a living, sentient, organic creature. Golems, undead, clockwork horrors, and oozes need not apply.
- The captain must show dedication to his or her beliefs. Strong-willed beings seem to make good captains. However, this does not limit the captaincy to merely paladins, priests, and others who have a strong belief in their deities. Instead, this requirement includes anyone who believes strongly in a given ethos, be it exploration, money making, or individual rights.
- The captain must possess an ultimate helm.
- The captain must make their way to a secret command center hidden somewhere within the warrens and defeat any and all creatures present.
With a captain onboard, the Spelljammer will begin creating its progeny within the gardens. Generally known as the "Dark times" or "Dusk" (since it occurs directly before the "Dawn" of a new era), the construction/gestation of the small spelljammers takes 18 weeks from when the captain takes control of the Spelljammer. During the construction/gestation period, the gardens are sealed off, and the inhabitants must forage from stored goods or from each other until the new ships are completed. Food riots and battles frequently erupt, and assassination attempts are often made on the captain's life during this time, because if the captain is killed, the ship will cease production, the nascent smalljammers will die, and the gardens will open again for the inhabitants to use. During this time, the gardens will also produce the "seeds" which will become new ultimate helms. During the entire reproduction process, the captain remains in complete command of the vessel, and the great ship will perform all tasks as per normal, excluding the delivery of food from the gardens.[30]
About a hundred smalljammers, along with a similar number of ultimate helm seeds, are produced in the gardens with every new captaincy, and once ready, they are released into the phlogiston, which helps guarantee the spread of ships and seeds to all corners of the Known Spheres. Known as "the Flight", the gates on either side of the gardens roll back, and both smalljammers and seeds are released in an event analogous to the spawning of terrestrial sea creatures, which produce huge numbers of offspring in the hope that one or two will survive to maturity. Of all the smalljammers released, only a handful will survive their first decade, and only one in several spawnings will eventually become the next Spelljammer.
Following the successful creation and release of the smalljammers, the captain can choose to remain in command of the ship. The Spelljammer will not produce any more smalljammers, unless a new captain comes to the fore and replaces the old. In other words, the production of smalljammers is a once-in-a-lifetime event for the captain. In any event, the captain will be forced to remain onboard the Spelljammer for the rest of their life, even if they relinquish command.[31]
There is only one adult Spelljammer at any given time. If the Spelljammer is destroyed, a cry rises from it at the time of its death, as if the spirit of the Spelljammer were a ghost or phantom fleeing the mortal planes. This cry will pass through the ethereal plane to other crystal spheres until the nearest smalljammer receives it. This smalljammer will then become the next Spelljammer, growing to full size within a year's time. If the smalljammer is under the control of a helmsman, that individual will become the first captain of the newly matured Spelljammer. The new captain (and their crew) are placed in a state of temporal stasis for the next year while the smalljammer hides in the phlogiston and grows to its full size.[32]
Shivaks[]

Various types of shivaks
Shivaks are golem-like constructs that serve the Spelljammer as its eyes, ears, and hands for intricate tasks. The shivaks are omnipresent and generally non-violent. They appear in a number of forms, most of which parallel the basic body designs of various sentient species in Known Space; including humanoid, centaurian, beholderian, neogian, serpentine, and one that doesn’t match any known sentient creatures.
The shivaks are made of the same material as the skin of the Spelljammer, and have a leathery, well-worn look. They do not communicate with the Spelljammer's inhabitants or with outsiders, but merely perform their given tasks. Shivaks are solid, without detectable organs except for their cores, which consist of a piece of a spelljamming helm of some type. The spelljamming helms presumably provide these creatures with their motile power and abilities. The shivaks are tasked with repairing the ship when it is damaged, as well as dealing with dangerous invaders (including former captains). They share the detect life abilities of the great ship, but like the ship they cannot spot unliving or undead threats. Many of the inhabitants give the shivaks a wide berth, mostly because attacking a shivak or preventing one from completing its duties will draw more shivaks to the location.[33]
Notable locations[]
"They tell me that the greatest storehouses of gold may be found on the Spelljammer. I believe them. They tell me that the mightiest libraries, containing the knowledge of half a hundred worlds, are stored within. I believe that, too. But they also tell me that those who walk the decks of the Spelljammer are never seen by the eyes of mortal men. And I believe that. And until I hear otherwise on the last point, I don’t want to be checking out the first two."
- Kali Makabuck, the Realms.[3]
The Spelljammer is essentially divided into three main districts: the citadel region, ship's region, and wing areas.[34]
Citadel region[]
The citadel district includes the large structures on the Spelljammer's back, the outbuildings on its wings, and the homes of most of the ship's inhabitants.[34]
The Landing Deck is a large open area located directly behind the Spelljammer's head which serves as a combination landing field and parade ground. This is the largest open area in the citadel district, and is used on those rare occasions when there are large-scale assemblies. It is also used as a battlefield when fighting invading forces. The landing deck is regarded as "neutral territory" and is used for prearranged duels, battles, carnivals, and other events that require open space.[35]
The Council Chambers are the nearest thing to a government building on the Spelljammer, and its members are the nearest thing to a government among the various groups and races that inhabit the great ship. The Council's chamber consists of a great amphitheater opening toward the bow, with glassteel windows overlooking the landing deck. The rear half of the amphitheater is overhung by a great balcony.
The Council can meet at any time, provided a majority of representatives show up. Each faction or race has its own representative, meaning there are numeros human members from the various towers, while Arcane and the gnomes - though they share a citadel - have the right to a seat each. The only requirement by the Council is that a representative of that race or faction needs to actually show up for meetings. In theory, the Council could form the basis for a just and representational government. In reality, however, it is little more than a debating society, given only as much power as its member factions permit. Since each citadel and race fears the "tyranny of the majority", none are willing to give up a portion of their power to the others.[36]
The Captain's Quarters are only accessible when a captain is in residence. Otherwise the doors and windows are locked, and those breaking in are ejected immediately by shivaks. When there is a captain present, they are allowed to decide who may or may not enter their quarters.[37]
The Captain's Tower is a low, squat complex adjacent to the captain’s quarters and the council chambers. This tower is reserved for the captain’s staff and retinue. As captains often come with their own team of advisors (usually in the form of fellow adventurers who accompanied the prospective captain to the Spelljammer in the first place), these quarters are set aside for their use and is only accessible when a captain is in place.
An elevated walkway connects the captain’s tower to the stores - the walkway has a separate (usually locked) entrance. Using this walkway and entrance allows food and other materials to be brought directly to the captain and their advisors without passing through the market. The tower is also connected to the captain’s quarters by means of a spiral-staircase adjacent to the council chambers. This second means of access often permits a captain to get into or out of their quarters without detection. When a captain is not in residence aboard the Spelljammer, the shivaks protect the tower in much the same way as they protect the captain’s quarters. Once a captain has been installed, however, all such vigilance ceases and the captain and their retinue are left to their own devices.[38]
The Library Tower is adjacent to the captain’s quarters and is officially part of them. Originally constructed for a particularly literate captain’s court wizard, the tower is protected by the shivaks and is rumored to contain the accumulated knowledge of all previous captains. A more recent tale surrounding the library tower arose during the captaincy of Jokarin the Bold. When Jokarin was proven unfit to command the Spelljammer and was expelled by the great ship, his chief wizard, Neridox, sealed himself in the library tower and warded it with dire traps and fell magics, such that even the shivaks dare not enter. The wisdom of all the former captains is supposedly still there, along with Neridox, who found the answer to life eternal within the tower.[39]
The Ship's Stores and Market are located within one of the largest buildings on the Spelljammer, sitting amidship directly astern of the landing deck and adjacent to the council chambers. The stores rest on 30 pillars made of the same tough material as the rest of the ship. Beneath the stores, in the open area around the pillars, is the marketplace where all public commerce is conducted. The market is a hodgepodge of temporary booths and sleeping blankets, lit from above by scattered light cells from the gardens. Almost any common item available on the Spelljammer can be found here, including food, water, weapons, talismans of protection against the Fool, jewelry, and so forth. Rarer items, such as magic, books, information, and spelljamming helms, will not be found here, but this is where most searches for such items will begin.
Trading is busiest between "midday" and "midnight", but there are often merchants in the marketplace at all times. One of the concessions in the market that is always open is the Open Air Public House. The Open Air was formed three years ago as result of a contest between would-be brewmasters from the various citadels to determine which race could distill the most potent starmash from available resources. The result was a four or five-way tie (the details are fuzzy on this point), and the "winning" citadels decided to establish a communal bar, though there are still plenty of other taverns and drinking holes found throughout the ship. The Open Air is run by Kristobar Brewdoc, the halfling assistant to the Steward, and is open to all races.
The ship’s stores, located directly above the market, include the supplies, dried food, and interesting items that have been collected by the shivaks and put into storage in preparation for the Dark Times. Surplus fruit and grain are dried and placed within the stores so that the inhabitants can be given rations during the periods when the gardens are closed. There is usually sufficient foodstuffs within the stores to feed everyone on the ship, provided everyone goes on to half rations. During the Dark Times, it is the responsibility of the steward to regulate the flow of food from the stores.
The stores are also used to store interesting and/or dangerous items discovered by the shivaks, usually brought to the ship by spacefarers or objects falling into the ship‘s air envelope. Spelljamming helms that have not been converted into new shivaks and magic items that have not been snatched up by the various factions will also make their way into the stores. Usually these items are claimed by the steward, and then "re-routed" into the hands of those willing and able to pay for them.[40]
The Collective, better known as the Human Collective, is the main center of human activity aboard the Spelljammer and consists of a collection of buildings adjacent to the stores and market. The Collective consists of a large squat building surmounted by three smaller towers and a large central tower. Each tower is considered a separate entity by the Council, as is the base building, and each has the right to their own representative. The base building houses a wide variety of humans from different worlds and cultures, united together by their common denominator (being human), though they are deeply divided by their factional allegiances and differences - differences each faction is quick to point out. The three towers that rise from the bow end of the base building are occupied by three of the major mercenary brotherhoods commonly found in the void, including the Company of the Chalice, the Pragmatic Order of Thought, and the Trading Company. The topmost floors of the large central tower is occupied by the Guild, the petty nobility of the humans. In addition, the halfling quarters are considered part of the Collective even though the halflings are a separate race. Finally, the Shou are technically considered part of the Collective, though they rarely have any contact with other humans.
The base building is divided into 10 floors, each with its own militia, family organization, and representative on the governing "human council" which runs the Collective. Generally, merchants are the only ones who profit from the nearby market, and typically they run everything. The Collective’s representative on the Ship’s Council can usually be counted on to vote in favor of the status quo as long as business is good - or for rampant protection of their interests if business is not so good.[41]
The Chalice Tower, also known as the Paladinrest, serves as the headquarters of the local chapter of the Company of the Chalice, one of the major military brotherhoods active throughout wildspace. The Company is led by Grand Knight Chaladar, one of the most powerful paladins on the ship, and consists of warriors dedicated to the enforcement of law for the common good of humans and allied races, There is little love lost between the Company and the resident mind flayers and beholders, and they have also been actively engaged in running battles with neogi forces. The neogi and umber hulk representatives on the Council regularly complain of human ambushes - presumably set up by Chalice warriors.[42]
The Tower of Thought serves as the headquarters of the local chapter of the Pragmatic Order of Thought, a loosely organized band of warriors that, on the Spelljammer at least, seem more interested in the pursuit of the most potent form of mead than glory in battle. They tend to view Chaladar and his Chalice crew as overwrought about the natural order of things. Their master, CassaRoc the Mighty believes that nasty creatures such as neogl and beholders have a place in the universe, if for nothing else than to provide sparring partners for humanity's own best warriors. In general, CasaRock is much better thought of than Chaladar, partly illustrated by a common saying among humans in that "Chaladar may have the speeches, but CassaRoc has the mead".[43]
The Tower of Trade serves as the headquarters of the local chapter of the Trading Company, the military brotherhood most likely to engage in mercenary activities. The Trading Company is the shadiest of the three towers surmounting the Collective, and its members are quite willing to talk to anyone on the ship interested in hiring them, regardless of race, creed, or species. Their leader, Chila Irontooth, is regarded as cold-blooded, her eyes glued on the bottom line. However, she always makes sure that her opponents - if human - survive with most of their wits and numbers intact because she prefers to secure her objectives with minimal casualties. She is also known for her generosity toward the Collective’s members, and she continues to foster that generosity because the Collective's goodwill provides the best shield against reprisals.[44]
The Guild Tower is home to what passes for the petty nobility among the humans aboard the Spelljammer - all descendents of the myriad heroes and adventurers who have been attracted to the great ship over the years. Once their bloodlines had steel and fire in them, but those days are long past. Now the nobility are entrenched in their pedantic beliefs and devoted to the preservation of the way things are. The Guild is primarily a neutral force aboard the Spelljammer, its members interrelated and capable of tracing their ancestry to the first arrivals on the ship. Lost to them, however, is what those heroes did and even which captains have come and gone during the generations they've been on the ship. Their forebears served as advisors to the captains, but now their primary interests are their hobbies and setting an example to the lower ranks of the Collective, the "rabble of commoners". In the Collective’s eyes, however, the Guild members have become parodies of true nobles.
Despite their attitudes, the nobility do wield a great deal of power, mainly derived from the weapons of their ancestors and the fact that their “hobbies” tend to revolve around combat and magic. The Guild members have a good deal of time on their hands (mostly because their formal duties consist primarily of sending an occasional representative to the Council), so they devote hours and days to studying their hobbies. Fortunately for the other races, the combined forces of the Guild have never been gathered in battle on the ship. Members of the Guild generally see battle as distracting and, more importantly, "lower class". However, the mere fact that this much power exists in one place makes other races generally hesitate before launching major offenses against the Collective since no one really knows just what would make the Guild angry.[45]
The Halfling Community is pressed up against the Collective, curled up next to the side of the human towers as if looking for protection from larger, more dangerous towers to the stern. As far as most of the other races are concerned, this is a fair analogy to the halflings true position on the shlp, cowering behind their larger brethren, taking advantage where they can by dint of their small size. The halflings tell a different story, naturally. In their opinion, they are the grease that makes the wheels of commerce turn. Humans, of course, provide much of the energy and there are a lot more of them, but halflings (or so they say) have the edge because of their craft and ability.
Furthermore, they always have their ears open and their mouths shut. Halflings typically serve as errand runners, waiters, and messengers for the other reces. They are most commonly seen in the market at the Open Air Public House. They use their service positions to set themselves up as "facilitators", making sure that person A gets to talk to being B so business can be transacted. As a result of their efforts, the halflings have a very good handle on who is plotting what and when. Lord Mayor Scuttlebay is a smiling, jovial halfling who can usually be found at the Open Air encouraging punters to tell tall tales about about their adventures. He is particularly charming with humans, whom he treats as if he were a congenial uncle. Beneath his disarming smile, however, he is continually on the lookout for information that can be used to help his people.[46]
The Shivak Terminal is a squat, nondescript building overshadowed by its neighboring towers. The terminal is officially part of the citadel district, but it is also the base for the shivaks and as such is considered part of the ship's region as well. Entrances are present on all sides, with the largest entrances opening onto the market itself. All of these doorways open into an "airlock" - a small anteroom with another set of doors. The interior doors remain shut until the exterior doors have been closed and no life is detected. In addition, the terminal also has a network of underground passages tunneling through the hide of the ship that connect to the warrens, the stores, the captain's tower, other towers In the complex, and the gardens (when open). Because of this complex network, it is impossible to seal off the shivaks from their base.[47]
The Illithid Tower, also known as the Horned Tower, is a strange-looking structure that is home to the mind flayers onboard the Spelljammer. The illithid community is led by Lord Trebek, a newcomer who arrived five years ago and who quickly established himself as a leader among the warring rival clans. Before his arrival, there were three major clans and a smattering of smaller ones, each of which were vying for control of the "Illithid Empire of the Spelljammer". Now the mind flayers are united under Trebek’s guidance. Not everyone - including some illithids - is sure that this is such a good thing.[48]
The Goblin Alliance Quarters is attached to the port side of the Illithid Tower, and consist of a purportedly independent coalition of humanoid tribes. In reality, the building is little more than slave quarters used by the mind flayers to house the labour force for their brain mold farms. The tower itself is divided into separate quarters for goblins, hobgoblins, orcs, and kobolds. Bloody rivalries are encouraged between the races and even within each race in order to keep them inline (i.e. thin the population down). Massive losses are not permitted, however, since the illithids depend on their goblin "allies" for additional supplies. One-fifth of all food brought to the goblin quarters is skimmed off and redirected to the mind flayers.[49]
The Giff Tower is also known as the Smoke Tower because of the sulfurous fumes that often billow out of the windows in clouds of acrid smoke - the result of "experiments" carried out by the giff. Like the beholders, the giff are one of the least populous but most feared races onboard the Spelljammer. Unlike the beholders, the glff are feared due to the fact that they are as dangerous to themselves as they are to others. The giff community onboard the great ship retain their love of explosives, in particular smoke powder, and their casual handling of this dangerous material makes other races wary of their friendship. They have been given jurisdiction by the Council over all matters concerning smoke powder, and they enforce that jurisdiction zealously, confiscating any and all smoke powder weapons - from starwheel pistols to bombards - that are brought onboard the Spelljammer.[50]
The Communal Church is considered a place of safety, or a thieves' guild, depending on who you talk to, and serves as a sanctuary for those who have nowhere else to go; either because of their race, beliefs, or nasty personal habits.[51] The Church is home to a mixed group of individuals, including the poor and the persecuted, the villains and the outcasts, the hungry and the hunted - all living together in a relatively harmonious conglomerate that sometimes makes it difficult to tell friend from foe. The large, hulking building was at one time a warehouse before being gutted by a fire during a previous Dark Time. It was later used by vagabonds and outcasts, individuals who were chased from their homes for personal or political reasons. Many deposed lords and their followers used the building as a hiding place while they set to rebuild their forces in an effort to launch a counter assault - an attack that seldom actually took place.
The building's interior is mostly in ruins, and is a maze of crumbled walls and caved-in floors that forces most of the inhabitants to stay in the left-wing of the building, closest to the Giff and Human towers. This mix of disparate races is led by a single leader, named Father Goat, who brought the competing races and factions together under a semi-benevolent and semi-peaceful rule. Once a typical satyr who had little interest in anything more than wine and wenching, Father Goat was taken into wildspace and "transformed". Finding himself marooned on the Spelljammer, Father Goat began to aid the poor and needy and in the process established the Communal Church of Wildspace.[52]
The Gnoll Ruins is a complex of ruined buildings at the foot of the giff tower. Though its external walls are solid, the roof has a number of unplanned skylights from when the giff dropped stone shot onto the gnolls' home during an intertower argument. The ruins are now practically deserted, and only 20 gnolls (divided into four separate clans) remain to live off carrion and the discards of other towers. The surviving gnolls are not strong enough to threaten anyone, and they are now little more than scavengers. They will flee to their lair rather than fight, and they are more pitiable than dangerous. Still, they will defend their home territory with their lives because they believe that Argargon, their missing king, will return to them one day soon and lead them back to glory and prosperity.[53]
The Minotaur Tower is home to a large, militaristic clan of minotaurs, most of whom are refugees or descendents of refugees. Much like the giff, the minotaurs hire themselves out as mercenaries to the highest bidder. Unlike the giff, however, they do not have superior firepower on their side, and have been the target of attacks from other factions who are trying to enslave them, including the neogi, illithids and the beholders. As individuals, the minotaurs are loud, boisterous, and rude. In groups they are dangerous, highly unstable, and quick to anger. Their primary targets are the human towers and the goblin quarters. They are detested by most races, and the human collective has relied on both the Guild and the giff in repelling minotaur attacks. The minotaurs would have been enslaved by one of the other factions had it not been for their leader, Breakox, who is in fact a cursed hill giant. Thus far, he has managed to keep the minotaurs from being enslaved, mostly through the use of guile.[54]
The Ogre Quarters is a low barracks that runs between the ruined warehouse which serves as Father Goat's church and the minotaur tower. Because of their few numbers, the ogres must survive by craftiness and guile as opposed to brute force. Unlike the minotaurs, however, the ogres are good at it. The chief proponent behind the ogres’ survival are the three ogre mages who lead them, the self-proclaimed “enchantress” ShiCaga and her two sons. These ogre mages rarely appear in their natural forms in public, rather choosing to appear as simple ogres of the community. Because of this predilection, ambushers who would never hesitate to attack a gnoll or minotaur hold back, unsure if what they face is truly a relatively simple ogre or something much more deadly.
The ogres hire out small groups as independent units in raids and wars, and they have no problem working for any race, provided they get paid. Their farming efforts are minimal, and they usually have to supplement the rations they receive from the shivaks by raiding or by working for others. The ogres are allied with the minotaurs in a mutual defense pact, but ShiCaga has assured the neogi, beholders, and illithids that if the day comes when Breakox is besieged in his tower, the ogres will stand with the winners (effectively promising to help all sides).[55]
The Beholder Ruins is a colonnaded building which is in ruins for the most part, its interior walls breached and shattered by battles between subspecies of the beholder race. There are only a dozen beholders left in the structure, and they are all under the leadership of Gray Eye, an ancient beholder elder. The beholders were at one time the most powerful race on the ship - more powerful than the elves, dwarves, or humans and more dangerous than the illithids, neogi, or the solitary Arcane. A full complement of 100 beholders roamed the vaulted halls of this complex at one time. Then, in the course of only two standard years, the beholders were almost completely wiped out by a disease known as the Blinding Rot.
None know where the Rot came from, though suspicions run strong toward the illithids (because of their work with molds) or the neogi (because of their general hatred toward beholders). The disease affects the extremities of an infected beholder, causing their eyes to fail one by one until they are blinded and useless. Death typically follows in short order at the hands of either the Rot, or of a fellow beholder who cannot abide the horror of their former comrade. Old Astor, the current steward of the ship's stores, is perhaps the only known beholder to have contracted the Blinding Rot and survived, mostly because he managed to escape from his fellow beholders.[56]
The Dwarven Citadel of Kova is the largest building on board the ship and belongs to the dwarven nation of Kova. The tower is 120 feet across at the base and rises from a plaza of solid chitin mounted across the back of the ship, abutting the beholder territories and Father Goat’s church. While the area beneath the plaza could easily house another race, it has proved to be impregnable, and dwarven mining attempts have proved fruitless. Furthermore, any small advances the dwarves do make are filled in by the shivaks almost as soon as the holes are created.
The Kova family, along with most of the ruling families in the community, are mountain dwarves. All newcomer dwarves are automatically welcomed into the nation, provided they offer fealty to Agate Ironlord Kova. There are approximately 300 dwarves in the tower. The Kovan leadership is typified by the dwarves they governs. These dwarves are stolid, pragmatic, insular, and conservative in their attitudes. The way that dwarves have always done things is paramount in their minds, and they only grudgingly make any changes in recognition of their changed environment. To do otherwise would be to abandon their very dwarvishness.[57]
The Free Dwarves Tower is immediately adjacent to the large forge tower of the dwarves of Kova, and is home to the Free Dwarves, a splinter group of about 100 dwarves. They are primarily of hill dwarven stock but also include a mix of creatively inclined mountain dwarves and the few illusionist gnomes found aboard the great ship. The Free Dwarves differ from their cousins in that they are more emotional, creative, and devoted to making objects beautiful as opposed to functional. They believe that in wildspace they are free of the rules that have constrained dwarves for so long and that it is time to show what their race can truly achieve. The leader of the Free Dwarves is Vagner Firespitter, a brilliant craftsman who has a mercurial temperament.[58]
The Neogi Tower is a cramped, narrow tower complex separated from the beholder and minotaur complexes by a narrow expanse of leathery hide. The neogi use the upper half of the building as their own quarters and reserve the lower half for their slaves (primarily umber hulks, but may include a few hill giants, minotaurs, and gnolls as well). There are approximately 20 umber hulks onboard the Spelljammer and about 10 enslaved members of other races, meaning that only the elite of the ship’s neogi have the right to a personal slave. This paucity of slaves makes their acquisition very important to the neogi; indeed, the entire drive of their race onboard the Spelljammer is the eventual enslavement of every other race on the ship - effectively turning the Spelljammer into a neogi ship.
Needless to say, this goal is opposed by the sentient races on the ship. which severely limits the neogi's attempts at control. Of all the races, the neogi are the most hated and shunned. They are a self-contained community; if anything is needed, their slaves deliver messages and fetch their orders. Indeed, Trebek and his illithids appear kind and gentlemanly in comparison.
The neogi believe that they are taking their rightful place among the races of the universe as their "masters". The concept that others are “unowned’ is strange to them, and they believe that newcomers to the Spelljammer are runaways to be reclaimed by the neogi. The current neogi overmaster, Master Coh, could be considered a moderate in that he wants to leave most of the current inhabitants alive after the eventual neogi takeover. He will seek any ally he can in his drive to control the ship and has even extended tenuous invitations to the Fool in order to gain the undead lord’s help.[59]
The Hulk Tower is a low tower that was seized by the neogi several years ago as “additional room” and turned into quarters for their umber hulk slaves. (The other slaves have to be kept in the neogi building or else they would run away and join the other towers. The umber hulks, on the other hand, have nowhere to run away to and thus are “trusted.”) The previous tenants of this building were the Spelljammer's thieves guild, who merely joined Father Goat’s church which resulted in an amazing increase in attendance and offerings.
The umber hulks, while intelligent, have no minds of their own because they are under the continual control of the neogi. In theory, Master Coh’s personal slave Orik has some say in umber hulk matters, but in reality he just responds to Coh’s wishes and parrots whatever he is told to say.[60]
The Giant Tower is a relatively small tower and is home to the giants aboard the Spellammer who number less than a dozen (a family of seven hill giants, three stone giants, and a single frost giant.) Seriously outnumbered by the other races, unwilling to throw in their lot with the numerous but weak good-aligned races, and equally unwilling to side with the evil-minded races that would reduce them to slaves, the giants have taken a neutral position. They offer to fight only in defense of the ship as living catapults, and they will aid in tasks requiring heavy lifting but will otherwise refuse to be part of any hostility between races. The giants live in the shadow of the dwarves, a fact not lost on either race.
The leader of the giants is Taja Deeplunder, a neutrally aligned frost giant and a priestess of Ptah. She believes that the giants were placed on the Spelljammer in order to learn. To that end she has taken on the role of storyteller and talespinner, trying to keep track of all the captains and kings who have passed through the ship. Her surprisingly gentle manner has earned her a degree of respect from the human communities, but the fact that her tales are usually less than complimentary toward dwarves has further deepened that race’s dislike.[61]
The Shou Tower is home to a relatively isolated human enclave, who live in the shadow of the dwarven towers. Originally settled by several waves of oriental adventurers from different worlds, the community is currently dominated by recent arrivals from the nation of Shou Lung on Toril. The Shou community seeks to keep its members "pure" and apart from the other human communities. Rigidly devoted to their duty to the empire, there are about 80 Shou in the complex. While there are those living in the Collective and other towers who claim descent from "oriental" cultures throughout the Known Spheres, including Wa and Shou Lung, the Shou consider these other orientals "tainted" and no better than the rest of the gaijin. Only those who reside in the Shou Tower and have minimal interactions with other humans have remained true to the Path. The Shou claim to have been sent into wildspace to collect information for the edification of their mighty emperor. The present Magistrate Under Heaven, Si Loo, operates under the Imperial Seal and has claimed the Spelljammer as property of the emperor. All other races are welcome to live aboard it until the emperor chooses to take possession - such as when the Shou take control of the vessel.[62]
Arcane’s Tower is a single spire attached to the Kovan citadel by a wide dormitory. The building is home to most of the gnomes onboard the Spelljammer, while the tower’s upper spire has been claimed by Arcane. The inhabitants of the complex are primarily tinker gnomes whose family ties stretch back to Krynn but who have wholeheartedly adapted to living in space. They are typical of their kind: bustling, haphazardous, interested, curious, and dangerous in their continuous search for inventions. They are as thrilled as they can be that Arcane has chosen their tower for his home and that they get to serve so august a personage.[63]
The Tenth Pit is a squat, circular tower which serves as more of a meeting place than an actual community since only Korvok and his personal retinue of about a dozen flunkies are normally found here. However, the most immoral and wicked of other races, including thieves and murderers, use the Pit as neutral ground for meetings. No protection is offered by the management, and visitors come at their own risk. Korvok the Fell is a hulking, beastlike man who has a fine eye toward pitting one group against another to benefit a third. He deals in little secrets picked up here and there from various groups, but currently he knows nothing worth trading. He and his assistants (mostly thieves and fighters) can be hired to acquire unique objects or to remove troublesome individuals. Nearly every leader on the ship has offended someone else in a position of power, and Korvok's business opportunities can only become better as these tempers begin to fray.[64]
The Long Fangs' Tower is home to the Long Fangs, the closest thing to a rival thieves’ guild who give the Communal Church members a run for their money. Slightly more popular than the dour, plotting Tenth Pit, the Long Fangs number about 50 humans, typically outcasts who do not wish to hide behind Father Goat's skirts at the church. The Sharptooth Common Room, a tavern on the first floor, is a regular meeting place for evil races. Selura, the proprietor of the tavern and leader of the Long Fangs, keeps the peace with the aid of several of Taja’s hill giants. Many evil-minded individuals use the Sharptooth as a place for an initial meeting; then, if neither side betrays the other, they adjourn to the Tenth Pit for serious planning and skullduggery.
The Long Fangs will fight for anyone, anytime, anywhere. They admire the organization of the illithids and the power of the beholders, and are even willing to talk to the neogi. Their human blood makes it easier for them to slip into the marketplace among their fellows, whereas one of the other races would most certainly attract attention.[65]
The Academy of Human Knowledge is ostensibly a monastery and retreat operated by the Seekers, and includes a library staffed by human monks who have taken a vow of silence. Headed by the chief academician, Brother Burke (who is the only monk permitted to speak), the library is open to all other races who wish to partake of the benefits of human knowledge. Only tomes and scrolls written by humans are permitted within their walls. No magical tomes are kept in the library, nor are there any books or manuscripts that refer to the Spelljammer or its captain, as they were removed many years ago by the wizard Neridox and are most likely locked inside his tower. The library documents a wide variety of human achievement on some 200 worlds. Other races are mentioned in asides, but there is no “dwarven section” or anything in an elven alphabet. The Academy of Human Knowledge contains exactly that: human knowledge.
In reality, the Academy is a front for the local chapter of the Xenos, a racist human-supremacist group dedicated to the elimination of all nonhuman races, whose ultimate goal is to turn the Spelljammer into a sanctuary for humans only. There are only three dozen Xenos on the ship, but their membership includes many higher-ups in the military brotherhoods and in the Guild - in particular, King Leoster’s grandson Ollister and Si Loo of the Shou. (In reality, Si Loo never actually attends any meetings and merely sends a representative in his stead.) The Xenos meet irregularly, and meetings are called by the posting of a thin red banner on a flagpole. The Xenos’ leader is a masked human known only as the Hooded Soldier; his identity is kept hidden from the others, and all attempts to discover it have failed.[66]
The Elven High Command is the tallest structure on the Spelljammer (by virtue of the ornately carved serpent atop the pinnacle) and serves as the headquarters for the Elven Imperial Navy onboard the Spelljammer. The fact that the Imperial Fleet has no ships that can operate outside the Spelljammer's air envelope doesn't bother the high command; their stated goal is to keep the Spelljammer out of potentially hostile hands - particular that of the goblinoid races. The high command is on constant alert; if an elven ship attempts to land on the Spelljammer, the crew will be met at the field by a detachment of the elven guard, who will escort the newcomers to their tower for official welcoming and processing. By the time that processing is complete, their ship will have been dismantled by the shivaks and the newcomers will feel no desire to leave. While the elves do not set out for this to happen, they are nevertheless gratified by the number of newcomers who decide to remain in service. The elven tower is governed along military lines by Admiral Highstar, who is supported by a staff of advising commanders, who are in charge of the captains, who in turn command squads of up to 10 elves each aboard the Spelljammer. Orders are unquestioned and immediately acted upon, and positions are for life.[67]
Ship's region[]

Lizardfolk tending the Gardens
The ship's region consists of those areas restricted to outsiders (all the time or occasionally), and are typically reserved for the use of the Spelljammer itself. Such areas include the gardens, the shivak production terminal, the "tail sting", the mysterious bridge of the ship, and the captain'’s quarters.[34]
The Gardens is the largest interior region of the Spelljammer, and consists of a huge vault that dominates the central internal section of the ship. The gardens are located immediately behind the head of the Spelljammer and extends two-thirds the length of the ship, running beneath many of the towers on the great ship's back. The gardens are a verdant, well-watered jungle, rich with fruits and vegetables, and are tended by a lizardfolk tribe who claim this area for their own. The gardens are 500 feet (152 meters) wide and 700 feet (213 meters) long, and average around 150 feet (45 meters) from floor to ceiling.
The gardens provide food, water, and air for the inhabitants of the Spelljammer. Air is recycled through this huge complex and passess on to the air envelope through the gill-like membranes located on either side of the gardens. The gills are thick, filter-like structures that allow air to pass through, but not solid material. The gills will allow water vapor to pass through, which provides some of the water needed by the inhabitants. While most potable water is distributed and traded alongside food, additional water may be generated using solar stills that are commonly found throughout the ship. The gardens also produce a cornucopia of food: dates, apples, pears, grain, rice, berries and other organic foods, along with a limited amount of meat - usually herds of wild pig and taplr. Such foodstuffs provide the bulk of the food consumed by the inhabitants of the ship.
The gardens are well-lit due to the presence of luminous cells that line the ceiling. These cells, each a plate about a foot (0.3 meter) across, run on a continuous 20-hour cycle of 10 hours of bright daylight, followed by a 10 hour "night" when the plates dim to a bluish hue similar to moonlight. This 20-hour day sets the standard for daily life on the Spelljammer, and most inhabitants have adapted to the day-night cycle. Creatures affected by sunlight or moonlight (such as vampires and werewolves) would suffer similar effects in the gardens.[68]
The Smalljammer strips are four great amber bands that mark the forward wings of the ship, giving the Spelljammer its distinctive markings. They serve as the "runways" used by the smalljammers on their Flight from the gardens. The great louvered "doors" at the end of each runway only open when the smalljammers are ready to be released (smaller portals along the dorsal fin provide access to the gardens for the ship's inhabitants). The runways are not inhabited, nor does anyone build on them. During the Dark Times, squatter camps will sometimes spring up outside the doors in the hopes that the lizardfolk will take pity on them and bring them food. These camps are discouraged by the lizardfolk, as they will be destroyed when the smalljammer's take flight.[36]
The Armory is located within one of the massive towers to the stern of the ship, and is patrolled by the shivaks. Interlopers are apprehended by the shivaks, beaten into unconsciousness If necessary, and dumped outside the building. However, access to certain areas of the tower is permitted in cases of emergency, such as when weapons or equipment are needed for defending the ship. The armory is a storehouse of those magical items and materials gathered over the years that may be dangerous or inappropriate for inclusion in the ship’s stores. If the ship determines there is a need to open the armory, the doors at the base (and at the upper tower) will open, while the shivaks guard those passages that remain sealed.
The armory is in reality the ship’s memory, It is filled with exhibits that remind the ship of various individuals, races, planets, battles, and captains. Removing exhibits literally removes pieces of the ship’s memory, though there are parts (like the multiple battles represented by a ballista bolt) that the Spelljammer can do without, and so it lets the inhabitants use these items to protect it. Hence, the inhabitants think of the building as the armory - a place to retrieve weapon supplies. In reality, the armory is a mnemonic device that aids the ship in navigation and battle.[69]
The Dark Tower is the last of the citadels at the stern of the Spelljammer, and it suffers a reputation more foul than any tower controlled by evil creatures. While the shivaks will simply remove an offender found in most ship’s regions, rumors are that intruders into the Dark Tower are killed by the shivaks to protect the Tower's secrets. Soon after someone enters the Tower, there is usually a trickle of black smoke seeping from its chimneys. The invader, it is said, has been captured, killed, and burned. No one may enter the tower and leave alive to tell the tale.
The Dark Tower serves as the great ship's brig - the dungeon where the great ship imprisons its former captains - those who were defeated in combat by later successors and survived, and those captains who had to be deposed for endangering the ship. Here the former captains are well cared for, given luxurious apartments and sufficient food, and each other for company. They only have two restrictions; they can never leave the Tower, and may never speak to an outsider. They will remain prisoners for life. The remaining Lost Captains include Jokarin the Bold, Theorx the Aged, and Miark the Blind, the only beholder to have ever commanded the ship.[70]
The Control Room serves as the location of the ship's “soul” - its personality and its spirit. It is also the location where a prospective captain, bearing an ultimate helm, will present themselves for acceptance by the Spelljammer. The control room is hidden from all and only the prospective captain, guided by their ultimate helm, can find it. The control room will contain an ornate throne, protected by a guardian shivak, which must be defeated by the prospective captain in single combat before they will be allowed to sit on the throne, where they will finally be judged by the Spelljammer. If found wanting, the failed applicant will be expelled, their ultimate helm dissolving into nothingness, while the control room shifts location and the guardian shivak is reformed to reflect the failed captain's greatest fear. If successful, the applicant is proclaimed captain and installed within the captain's quarters, while the throne and the control room are dissolved and reformed elsewhere, in readiness for the next captain.[71]
Wing areas[]
The wing areas include the bastions that house the ship's weapons batteries, as well as the warrens which encompass the bulk of the ship's interior, which is laced with passages and cross-tunnels. This is the region of outlaws and the undead, and is the domain of the mysterious Fool. Beware the wing warrens!![34]
The Batteries are permanent weapon installations located on each wing, consisting of 10 large ballistae per battery, arranged in two floors of five ballistae each. Each ballista is mounted on a great pivot and riser, which allows the weapon to be aimed at a target on or above the Spelljammer. The batteries are controlled by various races, and require 40 personnel each. Usually a battery will only be manned by a crew of 20 (meaning that only half the ballistae will be operational), unless the great ship is under attack, in which case the batteries will be manned by a full complement.[72]
The Dracon Tower is a bastion located on the Spelljammer's left wing and is inhabited by a family of dracons led by Kaba Danel. The dracons are responsible for operating the battery of heavy catapults mounted in the bastion, often with the assistance of the lizardfolk from the gardens. The two races are on good terms, and some of the lizardfolk have even been adopted as members of the dracon herd. The dracon have also adopted a female brass dragon named Suza who serves as their prophet. Suza was originally brought to the Spelljammer by a neogi leech and subsequently freed of its effects and rescued by the dracons, who consider dragons to be the mouthpieces of their gods.
The bastion is equipped with 15 large catapults mounted on the main keep and the tower rising from it. Most of the interior space of the upper tower is taken up by a variety of shot (from large stones to nets filled with rubble for use as anti-personnel weapons). The dracons will gladly take in what refugees they can from the other races, but apart from the lizardfolk they have no real allies on the ship. The dracons have a distinct hatred for the neogi and would gladly open fire on them if given the chance.[73]
The Centaur Tower is a bastion located on the Spelljammer's right wing and is inhabited by a herd of centaur, who under their current leader Mostias have let their tower fall into disrepair. There are about 60 centaurs in the tower, who live in large, low stables in the outer reaches of the structure. The central keep has been converted into a small garden given over entirely to grains and mushrooms. The former were brought from the centaurs’ homeworld, and the latter were a gift from the illithids, who lost a racing bet with the horse-men. Both grains and mushrooms are used to make potent ales and wines, some of which are served in the Open Air at the market, but are mostly consumed by the centaurs themselves.
In addition to the centaurs, the tower is home to a family of five wemics who are much more conservative, and frown on Mostias’s tendency to party as if there were no tomorrow. The wemics are led by a powerful warrior named Webber, who is as gruff and short-tempered as Mostias is open and well-meaning. The lion-men currently live in the upper tower among the additional weapons, and make sure the catapults are in good shape, even if their crews are not.[74]
The Warrens consist of tunnels and passages that riddle the thick porous substance that makes up the Spelljammer's structure, beneath the tough leather of its "skin" and the hard chitin of its citadels. These tunnels run beneath most of the buildings, from wingtip to wingtip and from head to tail. The tunnels are not meant for habitation but are usually used by the shivaks to access areas that require repairs. However, the warrens have become infested with creatures the shivaks cannot perceive- the undead, who are led by the mysterious boogeyman known only as the Fool. The warrens have a number of entrances, including two in the gardens (well guarded by the shivaks), one in each tear-duct of the Spelljammer's "eyes", one beneath the gnoll ruins, one in the shivak terminal, and one below the Academy of Human Knowledge.[75]
Notable inhabitants[]
- Arcane (no other name known) was the only representative of his race onboard the Spelljammer.[76]
- Argargon the Gnoll King was the last known chieftain of the pack of gnolls onboard the Spelljammer.
- Arvanon was the priest-king of the lizardfolk community onboard the Spelljammer.
- Old Astor served as the Steward of the ship's stores onboard the Spelljammer, after surviving the effects of the Blinding Rot.
- Breakox was a cursed hill giant minotaur elder and leader of the minotaur community onboard the Spelljammer.
- Kristobar Brewdoc was the proprietor of the Open Air Public House and an influential member of the halfling community onboard the Spelljammer.[77]
- Brother Burke was the chief academician at the Academy of Human Knowledge onboard the Spelljammer.
- CassaRoc the Mighty was the leader of the Tower of Thought onboard the Spelljammer.
- Grand Knight Chaladar was the leader of the Chalice Tower onboard the Spelljammer.
- Chila Irontooth was the leader of the Tower of Trade onboard the Spelljammer.
- Master Coh was the overmaster of the neogi community onboard the Spelljammer.
- Demets the Chosen was the favored grandson of Arvanon, who appointed him heir apparent and his representative on the Council.
- Lord High Gunsman "Diamondtip" Hojson was the commander of the giff platoon onboard the Spelljammer.
- Father Goat was the leader of the Communal Church of Wildspace onboard the Spelljammer.
- Firespitter was the leader of the non-conformist Free Dwarves community onboard the Spelljammer.
- The Fool was a near-mythical undead creature that haunted the depths of the Spelljammer.
- Gray Eye was the ancient leader of the beholder hive onboard the Spelljammer.
- Lord Mayor Hancherback Scuttlebay was the leader of the halfling community onboard the Spelljammer.
- Admiral Highstar was the former commander of the elven armada Triumph (now dismantled and retired from active service), and current leader of the elven community onboard the Spelljammer.
- The Hobgoblin Prophet (no other name known) had devoted his life to freeing his fellow hobgoblins from enslavement by the mind flayers onboard the Spelljammer.
- The Hooded Soldier was the secret leader of the Xenos onboard the Spelljammer.[78]
- Jokarin the Bold was a former captain of the Spelljammer.[79]
- Kaba Danel was the young, inexperienced leader of the dracon herd onboard the Spelljammer.[80]
- Korvok the Fell was the leader of the local chapter of the Tenth Pit onboard the Spelljammer.[81]
- The Kova was the patriarch of the Kova Citadel and leader of the more conservative dwarven community onboard the Spelljammer.[82]
- Leoster IV, also known as the Silver Lion, was the leader of the Guild Tower and self proclaimed "Regent of All Humanity" onboard the Spelljammer.[83]
- Miark the Blind was the only beholder known to have captained the Spelljammer.[84]
- Mostias was the lazy and self-indulgent leader of the Centaur Tower onboard the Spelljammer.[85]
- Nagasimi of the Shou was chief advisor to the Magistrate Under the Heavens, leader of the Shou community onboard the Spelljammer.[86]
- Ollister was a naive and free-spirited young man who was unknowingly a member of the Xenos.[87]
- Orik was the personal umber hulk slave of Master Coh of the neogl onboard the Spelljammer.[88]
- Selura Killcrow was the leader of the local chapter of the Long Fangs onboard the Spelljammer.[89]
- ShiCaga the Enchantress was the leader of the ogre community onboard the Spelljammer.[90]
- Si Loo, the Magistrate Under the Heavens and self proclaimed master of the Spelljammer, was the leader of the Shou community.[91]
- Commander Stardawn was an Imperial Fleet officer who had been tasked with discovering the secrets of the Spelljammer, and if possible, taking command of the vessel on behalf of the Fleet.[92]
- Suza the Brass was revered as an oracle by the dracon community onboard the Spelljammer.[93]
- Taja Deeplunder was the leader of the giant community onboard the Spelljammer.[94]
- Theorx the Aged was a former captain of the Spelljammer.[95]
- Lord Trebek was the leader of the Horned Tower and the illithid community onboard the Spelljammer.[96]
Appendix[]
Gallery[]
External Links[]
- Spelljammer (spelljammer) article at the Forgotten Realms Wiki, a wiki for the Forgotten Realms campaign setting.
References[]
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), Tales From Wildspace, page 6
- ↑ 2.0 2.1 2.2 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), Tales From Wildspace, page 4
- ↑ 3.0 3.1 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), Tales From Wildspace, page 9
- ↑ 4.0 4.1 Jeff Grubb, AD&D Adventures in Space, Lorebook of the Void, 1989, (TSR Inc.), chapter 2: Spelljammers, pages 47-49
- ↑ Jeff Grubb, The Legend of Spelljammer Box Set, 1991, (TSR Inc.), ISBN: 1-56076-083-4
- ↑ Jeff Grubb, The Legend of Spelljammer, 1991, (TSR Inc.), ISBN: 1-56076-083-4, The Spelljammer poster map
- ↑ 7.0 7.1 Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 44
- ↑ Jean Rabe, SJR7 Krynnspace, 1993, (TSR Inc.), sidebar, page 83
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), sidebar, page 11
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), page 3
- ↑ 11.0 11.1 11.2 11.3 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Truth Behind The Legends, page 11
- ↑ 12.0 12.1 12.2 Jeff Grubb, AD&D Adventures in Space, 1989, (TSR Inc.), ISBN: 0-88038-762-9, The Spelljammer poster map
- ↑ Roger E. Moore, The Cloakmaster Cycle, The Maelstrom's Eye, 1992, (TSR Inc.), page 62
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), sidebar, page 12
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Truth Behind The Legends, pages 12 and 14
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), sidebar, page 6
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Truth Behind The Legends, pages 14-15
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), sidebar, page 7
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, page 16
- ↑ 20.0 20.1 20.2 20.3 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, page 19
- ↑ Jeff Grubb, AD&D Adventures in Space, Concordance of Arcane Space, 1989, (TSR Inc.), Ships and Gravity Planes sidebar, page 12
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, pages 20-21
- ↑ 23.0 23.1 23.2 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Truth Behind The Legends, page 15
- ↑ 24.0 24.1 24.2 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, page 21
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, pages 21 and 22
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, page 22
- ↑ 27.0 27.1 Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Great Ship In Combat, page 23
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 4
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Lifecycle Of The Spelljammer, page 24
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Lifecycle Of The Spelljammer, pages 24-25
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Lifecycle Of The Spelljammer, page 25
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Lifecycle Of The Spelljammer, pages 25-26
- ↑ Jeff Grubb, The Legend of Spelljammer, Legends and More, 1991, (TSR Inc.), The Lifecycle Of The Spelljammer, page 32
- ↑ 34.0 34.1 34.2 34.3 Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 5
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 6
- ↑ 36.0 36.1 Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 10
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 12
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 15
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 16
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 13
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 17
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 19
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 19-20
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 20
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 21
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 22
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 23
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 24
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 25-26
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 26-27
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 42
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 28-29
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 30-31
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 31
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 32
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 33
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 34
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 35
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 37-38
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 39
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 40
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 40-41
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 42
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 43
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 44
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 44-45
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 46
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 6 and 8
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 47-48
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 49
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 3-54
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 50
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 50-51
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), pages 51-52
- ↑ Jeff Grubb, The Legend of Spelljammer, The Grand Tour, 1991, (TSR Inc.), page 52
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 28-29
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 56-57
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 52-53
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 53
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 54-55
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 55
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 55-56
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 57-59
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 59
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 60
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 60-62
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 62
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 62-64
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 64
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 65-66
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 66-67
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 67-68
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 68-69
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 70
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, page 71
- ↑ Jeff Grubb, The Legend of Spelljammer, Captains and Ships, 1991, (TSR Inc.), Personalities of the Spelljammer, pages 72-73