"An elf shows you respect? If you are not a great captain, you must be a small god." -Rozloom
- D&D in space.
- Travel between settings without invalidating the lore.
- Highly flammable Phlogiston (light & color) divide the space between stars.
- Everything has its own gravity.
- Spellcasters and hamsters power Spelljammers (spaceships)
- Unique Race: Giff, Hadozee, Plasmoid
- Race Variants: Elf (astral), Halfling (Anadian),
Spelljammer is a campaign setting that was created by Jeff Grubb and was published by TSR, Inc., 1989 for 2nd edition Dungeons & Dragons. It features a fantastical (as opposed to scientific) outer space environment - a system of fantasy astrophysics, including the Ptolemaic concept of crystal spheres. Crystal spheres are like a bubble that contains multiple worlds and are navigable using ships equipped with "spelljamming helms". Ships powered by spelljamming helms are capable of flying into not only the sky but into space. With their own fields of gravity and atmosphere, the ships have open decks and tend not to resemble the spaceships of science fiction, but instead look more like galleons, animals, or even more wildly fantastic shapes. Players can travel between the Forgotten Realms, Dragonsphere, and Greyhawk and many other settings without invalidating the lore of any of the existing worlds.
What you would normally consider space is called Wildspace in Spelljammer. It's what lies between planets that share the same crystal sphere (solar system). If you want to travel from one planet to another, from a planet to a moon, or from asteroid to asteroid, you'll be traveling through Wildspace. Beyond that, outside of the crystal sphere, is Phlogiston - a navigable sea of highly flammable phosphorescent gas. Magic shields the Spelljammer ships in an air pocket, but an air envelope can run out or become fouled. Planar travel or planar contact and cleric deity contact doesn't work in space, only within a crystal sphere.