Blue Mountain
        Campaign Start
Current Turn?NoSubject:Background
Campaign:SpelljammerTurn Start Date:
Adventure:Campaign StartTurn End Date:
Adventure Number:1Characters:
Turn Number:1.0Send To:bluemountain@championsoftheempire.com
Greyhawk Campaign?Combat Turn?
Name
Lethal
NL
Current
END
PROT
LOW
DEF
ROF
Flash
Heal
Luck Pts
Fate Pts
0
0
@ERROR/
/
/
/
/
Mage/Psioncist Name
Psionic Pts
Spell Pts
Spell Pool
Miscellaneous Information
/
/
/
Spelljammer is your home. It is a massive city built in and on an equally large ship that travels the phlogiston. It lumbers through the ether like an unhurried whale swimming slowly through an endless sea. Is it really a true spelljammer that can make distance-eating jumps through space or is it just a large flying city whose position in space is not fixed as are other satellites such as the Rock of Bral and the various planets? It seems to steer but is there an intelligent mind behind the course of Spelljammer or does it wander aimlessly, changing course from time to time for reasons unknown and unknowable.

Does it matter?

This is your home. You were born and raised on that massive entity known as Spelljammer, from which all other spelljamming ships have taken their name. True each spelljamming ship has its own name but collectively they are known as spelljammers. But there is only one ship named Spelljammer. In shape it is like a fat, massive manta ray that can be found in the oceans of some of the planets. On the back of this manta ray, tall buildings extend high above the body of the ship. Many are interconnected on multiple levels.

Spelljammer has its own farms, its own water supply, its own government and its own army. It is self contained in many ways but still relies of trade for many other things. Spelljammers of all sizes come and go, importing and exporting, visiting and departing. Spelljammer has diplomatic relations with scores of kingdoms throughout the phlogiston.

Growing up on Spelljammer would be a unique experience for anyone else. For you it is the definition of normality. It is how kids have been growing up for generations. Now you have moved past your childhood but your adventuring spirit has not departed you. You have no desire to settle into the business of your family or enter into any one of scores of potential professions. You want to continue to adventure, not only into the deepest, unexplored regions of Spelljammer, but beyond it to the uncharted regions of the massive doughnut-shaped area that is known as the phlogiston. A doughnut that is over 300 million miles in circumference with numerous uncharted planetoids and ancient ruins of a long dead civilization that preceded the current civilization of know space. You want to be able to travel on your own spelljammer.

And you are not alone. A handful of other young adults, most of whom you have known since early childhood, are of a similar mind. Over the past many months, you have met regularly at Witchum's Under Bar or The Iridium Tavern or Big Spikes to muse about the possibility of leaving behind the humdrum days of your current existence and travel off on grand adventures. You've even come up with a name for your group, calling yourselves the <group name>.

GM: This is your basic share background. Please suggest names for your group and feel free to develop character concepts.

GM: Also, I would like to target eight players for this campaign. So far we have six. Of the Blue Mountain players, I've heard from everyone except Keith and Jason. If either of you are interested, let me know. Otherwise, I will advertise for a couple more players, probably on Facebook somewhere.

Show details for Spells and Limited Use Items and AbilitiesSpells and Limited Use Items and Abilities
Hide details for Spells and Limited Use Items and Abilities