Wednesday, October 5, 2016


Along the spacelanes, all manner of different races come together, even ones that in normal fantasy rpg settings would be considered monsters. And along with races comes religion, many of whom have similarities and major differences. So in such a Cosmospilotan civilization, religions get all mushed together over time, and all manner of weird faiths emerge.
So below are some of the faiths and deities found in the Silver Void setting:

These are clerics that revere an Outer Plane and all of its resident deities collectively. Planar churches are the most prevalent religious institutions along the spacelanes and in the Commonwealth. The following are the most widespread and popular (or infamous):
CELESTIA/SEVEN HEAVENS (LG, CG, NG)- Standard Lawful Clerics.
ARBOREA/OLYMPUS (CG)- Air or Weather domain.
BUXENUS/ARCADIA (LG, LN)- Sun or War domain.
ELYSIUM (NG)- Animal or Good domain.
UTOPIA/MECHANUS (LN)- Knowledge domain.
YSGARD/ASGARD (CG, CN)- Strength or War domain.
LIMBO (CN)- Madness domain.
HADES (NE)- Death domain.
HELL (LE)- Evil or Fire domain.
ABYSS (CE, LE, NE)- Standard Chaotic clerics.

The following gods and goddesses are very active in the Commonwealth and the races who travel the spacelanes.

Title(s): Our Lady of Perpetual Motion, Mama Vroom
Home plane: None (mobile)
Power level : Lesser
Alignment: Chaotic Neutral
Portfolio: Horseless vehicles, speed, recklessness
Agenoria, also called “Our Lady of Perpetual Motion”, is the goddess of horseless vehicles, particularly those created by spellcasters. She is also the goddess of freedom, getting laid and blood on the asphalt. She is the patron of all fast-moving vehicles. Her clerics can be of any alignment.
The priests of Agenoria wear gloves, buff coats and goggles over their armor, and the men are expected to cultivate glorious full mustaches; they bear the holy spoked wheel on their round shields and can cast stinking cloud once per day.

Title(s): Brrring,
Home plane: Nirvana
Power level : Lesser
Alignment: Lawful Neutral
Portfolio: Communication, bells, family
Bellman is the god of telephonics and thus also god of telemarketers and family. He appears as a gigantic mechanical being made of rotary dials, cords and buttons in rough humanoid form. This god is alien in mindset, and yet is fascinated with humanoid relationships, and will often ask strange questions of its worshippers and at odd times. Clerics of Bellman can be of any alignment.
His priests wear rotary dials as amulets and wear armor woven from copper wire (equivalent to chainmail), and are capable of casting message by sacrificing a silver piece.

Title(s): Cosmos, Mr. Monday  
Home plane: Limbo
Power level : Intermediate
Alignment: Chaotic Neutral (Chaotic Evil tendencies)
Portfolio: Space, get rich quick schemes, adventurers
Old Man Cosmos is the personification of space, travel and million to one chances, and so almost every adventurer pays at least some lip service to Old Man Cosmos. This deity is fickle and dangerous, blessing and cursing those who call on him, seeming to take great pleasure from visiting all manner of calamity on travelers (testing as he puts it).He appears as an old man of any race, usually unkempt but with a great deal of advice to give to those who treat him well.
Priests of Cosmos dress in traveler’s garb and never cut their hair and/or beards, adopting a ragged traveler appearance, though they are usually clean. Clerics of Old Man Cosmos have no special power over the undead, but gains a +2 bonus to save vs. mind control and can cast bestow curse 1/day. 

Title(s): Lady Aether, Aditi, Silver Lady  
Home plane: Astral Plane
Power level : Intermediate
Alignment: True Neutral (Neutral Good leanings)
Portfolio: Astral plane, space, consciousness
Hemera (also called Aether or Aditi) the personification of the Astral Plane, and is not really a deity per se, however, she does empower clerics and is served by unnumbered hordes of Astral Devas and other celestial beings. She appears as an Astral Deva of titanic size and great beauty and clothed in silvery light. Her priesthood claims that she is the celestial mother of every existing form and being, the synthesis of all things, she is associated with space and with mystic speech. Her clerics can be of any alignment with true Neutral preferred.
Priests of Hemera can cast detect magic at will and are never disoriented in zero gravity environments. When piloting a Spelljammer Helm, priests of Aditi can plane shift the vessel and all hands onto the Astral plane 1/day per 2 levels.

Title(s): The Riveter    
Home plane: Elemental Plane of Fire
Power level : Lesser
Alignment: Neutral Good
Portfolio: Women (all species), liberation, industry
Mater Industria, also called “The Riveter” is the goddess of hard work, industry and preparation for war. She is also the goddess of liberation and workers’ rights, and so her followers are labor bosses and Union organizers. Mater Industria appears as a muscular middle-aged woman holding a hammer and dressed for labor. Her clerics wear heavy gauntlets and leather armor with work aprons. Her clerics must be physically strong (STR 13+). Her clerics can be of any non-chaotic alignment.
All clerics of The Riveter are skilled in Bend Bars, Break Down Doors, and can add heat metal to their allowed 2nd level spells. They have no special power over the undead.

Title(s): The Wanderer         
Home plane: Ethereal Plane
Power level : Intermediate
Alignment: Neutral
Portfolio: Creation, ethereal plane, craftsmanship
Ptah is the Egyptian god of creation and personification of the Etheric Plane. He is an aloof and mysterious deity who does not normally answer prayers, preferring his servants to make decisions for themselves. He appears as an ebony skinned black man or dwarf or as a mighty winged bull. The black-clad priests of Ptah are widespread, and preach that Ptah is the one and true creator deity. Planar clerics of Buxenus are the only true allies of the Seekers of Ptah, as their plane includes the other Egyptian deities. Priests of Ptah can be of any alignment.
Clerics of Ptah have the Turn/Destroy powers of Lawful clerics regardless of the clerics alignment. They can also create magic items as though they were two levels higher.

Title(s): Golden-wings 
Home plane: Elemental Plane of Air
Power level : Lesser
Alignment: Chaotic Good
Portfolio: Flight, freedom, wind
Volania, is the goddess of flight and flying machines, including Spelljammer ships and similar vehicles. Her priests and priestesses wear golden wing pins on their blue tunics. Flying machines of all kinds are of interest to followers of Volania, who will go to great lengths to get access to such vehicles. Spelljamming vessels ore of great interest to this goddess. Her priests and priestesses wear golden wing pins on their blue tunics. Her clerics can be of any non-chaotic alignment.

Priests of Volania can cast fly once per day, but must be sitting in a cart, wagon or boat to do so - they spell effects the vehicle rather than the priest or priestess; in addition, the priestesses can cast create peanuts and coffee or tea (a variation of create food and water) once per day, but only while in flight.

These rules use the Blood and Treasure 1st Edition, a relatively simple and straight-forward game system that hearkens back to older versions of DnD. 

Wednesday, September 28, 2016


Though I am using the Blood and Treasure rpg rules for this game, I am lifting the vehicle rules from Grit and Vigor. Both games use the same engine, so compatibility is not an issue. However I highly recommend you pick up a copy of both games, as they are excellent.
For the Silver Void setting, I will be using the following rules for vehicles:

Vehicles in the game are treated in much the same way as creatures, except that they are controlled by their crew, rather than controlled by themselves.
SIZE: Vehicles use the same size categories as characters and creatures, with a few additional sizes added. While creature size is based on height and length, vehicle size is based on weight. The vehicle’s size modifier applies to its initiative and maneuver modifiers. The size modifier is already included in the statistics below.

TYPE: Vehicles are treated as a form of creature called a construct (See Chapter VI). Size category determines a vehicles Hit Dice (roll hit points normally) and applies a modifier to the vehicle’s Armor Class. 
ARMOR CLASS (AC)/DAMAGE REDUCTION (DR): A vehicle’s Armor Class and Damage Reduction (if it has one) are based on the material of its outer skin and the thickness of that material, modified by the size of the vehicle. The material provides a base AC (see below). 

For every inch of its thickness, a material has a Damage Reduction value. The DR is deducted from the total damage inflicted on the vehicle by a single attack, or from each dice of damage from weapons firing multiple bullets or shells.
Materials are rated on the chart above for their general hardness and resistance to damage. When a harder material strikes a softer one, the softer material’s DR is reduced. When a softer material strikes a harder material, the harder material’s DR is increased.
For materials of the same class, DR is 10 per inch. If an attacking material is one class harder than the defending material, reduce the defending material’s DR by 5 per inch for every class of difference, to a minimum of 0. If an attacking material is softer than the defending material, increase the defending material’s DR by 5 per inch for every class of difference.

Aircraft also modify their Armor Class by their maneuvering modifier.
SPEED (SPD)/ACCELERATION (ACC): Vehicles are given a top speed in miles per hour. While most creatures have a walking speed, jogging speed and running speed, vehicles simply have a maximum speed and a rate of acceleration. The vehicle’s operator decides at what speed they wish to travel, and the time it takes to reach that speed depends on the acceleration rate and the chosen acceleration of the operator.
MANEUVERING (MVR): This is the modifier that the vehicle’s operator adds to his task check when making a Drive Car, Ride Bike or Fly Plane task check.
ATTACK (ATK): This is a list of the vehicle’s weaponry. The attack roll uses the vehicle operator’ or weapon operator’s attack bonus and modifiers.
CEILING/CLIMB: For aircraft, this is maximum height to which the aircraft can operate, and the number of feet that it can climb per round.
CREW & PASSENGERS (C/P): This is the number of crew (C) and passengers (P) that can be carried by the vehicle. “Crew” is the standard number of crew needed to operate the vehicle. In most cases, only one person is needed to drive the vehicle; other crew members serve as gunners or copilots.
Passengers is the number of people in addition to the crew that the vehicle is designed to carry. Vehicles that carry passengers can use that space to carry additional cargo when passengers aren’t present. Each unused passenger slot allows the vehicle to carry an additional 150 pounds of cargo.
WEIGHT (WT.): This is the vehicle’s normal weight in tons.

Several sample ships, some aliens and planets. So stay tuned!

Monday, September 26, 2016


The Silver Void setting is one in which swashbuckling adventurers might travel to distant planets, battle space monsters and otherwise strut their stuff in front of green space-babes. But real-world space is a super deadly realm. It is an extremely hostile environment. It has no gravity, is airless, super-cold and has high levels of radiation strong negative energy trait (check the Blood and Treasure GMG page 20 for details). So to avoid all of the arguments and struggles of inserting real-world space travel into a fantasy game, I am circumventing it all with the following: 

In the Silver Void setting, space travel is most often done by travelling through the Astral Plane. The Astral Plane is the "space" between the planes and the spheres (planets etc). It is a great, endless "sea" of clear silvery sky, both above and below. Stars, planets and constellations can be seen, though they are not always those of our own dimension, so travelers must beware. The Astral Plane has subjective directional gravity. It is also timeless. Age, hunger, thirst, poison, and natural healing do not function in the Astral Plane, though they resume when the traveler leaves the Astral Plane. 
Ships and creatures looking to enter the astral plane must be able to reach the very edge of a planet’s atmosphere (50-80 miles up) to attempt to breach the astral barrier. This requires specially made vessels with an Astral Helm (see below) or powerful spells.

What powers a ship is a complex assortment of conjoined magical devices, built into the structure of a vessel. In many ways the end result is a melding of archaic seagoing vessel and a submarine or other designs. Ships designed to ply the starry deep are usually equipped with the following:
ASTRAL HELM: All vessels will have a Helm, which is basically the steering wheel of the ship. From this position, the ship can be steered and controlled. A helm appears as a steering wheel, often with a specialized chair. 
When in combat, the helm allows the pilot to propel the ship by thought at a speed (in feet) equal to 10 times the pilot’s Intelligence score. When the ship passes within a gravity well, such as that generated by an asteroid, moon or planetary body, it slows to a speed of 50 feet. Many ships have additional or alternate means of propulsion and flight for emergencies and to operate in a gravity well such as balloons, spells, psychic sails, wings or special materials.
PLANAR CHART AND SEXTANT: Usually attached to the Scryscreen (see below) or in the captains quarters, this device allows a spellcasting crew-member to chart a course across the Silver Void. It is effectively a map with special map symbols. Most are very mechanical in appearance, much like an astrolabe. When setting a course to distant worlds or stars, the Helmsman must make a Decipher Codes check. Success allows the vessel will take 7d10 ship days to reach their destination, regardless of travel distance. During this time the crew need not eat, drink or sleep, though many still do to repel the sheer weirdness of the Starry Void. Failing this role indicates the ship going off course, and ending up at the wrong destination (GM's choice).
GENESIS MATRIX: This integrated wondrous item has a control panel about the size of a treasure chest (often mounted on a wall), and maintains the ships gravity and atmosphere. In game terms, a functioning Genesis Matrix system turns the vessel into a mobile demiplane, with the ships environment being "set" like the Genesis spell (see Blood and Treasure GMG page 89-90 for details). This device is not often found on vessels crewed by astral races, primitives, constructs or undead.
SCRYSCREEN: This is a “magic mirror” that projects objects in front of the vessel as well as allowing communication between ships. This item is located on the bridge, in front of the Helm. Any divination spell used by the helmsman is maximized when used with a Scryscreen.

Ship basics, astral combat and sample vessels. 

These rules use the wonderful Blood and Treasure tabletop roleplaying game by John Stater. Its a fun and easy RPG made with the basic D20 system but hearkening back to old school sensibilities. Check it out. All the cool kids are doing it. 

Wednesday, September 21, 2016


With cooler weather ahead I find myself pondering winter games, as up here is the North winters are deep and cold. So role-playing games in a warm house are extra appealing. Right now I am planning a game that will involve younger players and their (geeky) mothers. To appeal to young imaginations, I am tapping into all that appeals to the hearts of young lads. So for inspiration I recommend the following:
Adventures of the Gummi Bears (Gummi Tech in particular)
Aladdin: The Series (Mechanicles)
Dr. Who (particularly the 4th doctor)
He-Man Etc.
Krull (The Beast comes from SPACE!)
Nadia: Secret of Blue Water
Pinocchio in Outer Space
Samurai 7
Spelljammer Boxed Set
Steven Universe
The Adventures of Baron Munchhausen
Voltron (The lion one)

Wakfu (particularly the fortress of Nox)

This setting will be a fighting fantasy one using Blood and Treasure 1st Edition, a relatively simple and straight-forward game system that hearkens back to older versions of DnD. The Silver Void setting will in many ways be a classic fantasy setting. Magic, monsters, elves, etc, but will also incorporate the weirder sorts of space-going science fantasy. The overall concept is that there are many worlds that support life, and that some cultures can and do cross the depths of space in ships or on the backs of specialized monsters.
Magic is the primary means by which all of this is possible, along with a technological level somewhere in the Renaissance to Colonial America area of development. So muskets, soap, tea and clockwork gadgetry. Starships are created with a mix of assorted magics and the engineering skills of the time.

All kinds of strange beings can be found across space, and a space-going adventurer can expect to find beings that would be considered monsters anywhere else. Actually, most of them are still considered monsters, but everyone tries to mind their manners for the sake of trade and politics. But a number of races are very active in space, and excellent for player characters. Such as:

Humans should require no description, for fantasy humans and real humans are not terribly different. The Humans in the Mythic Space setting are a diverse and far flung people. They are rugged and adventurous, and seem to be willing to try almost anything. Most of the humans of the Mythic Space setting are part of city states and petty kingdoms that are part of the Commonwealth, a coalition of worlds and colonies born out of the chaos of the last series of Elven Wars. The Commonwealth is roughly in a Renaissance era of development, both technologically and culturally, bolstered by powerful magical traditions and a politically active Wizards Guild. Academics, Clerics, Merchants, and an energetic populace make mankind and the Commonwealth a growing power. Generally, humans get along well with almost any race or species if properly motivated by need, greed or necessity.
Humans use the same rules as presented in the Blood and Treasure Players Handbook. 

The Dwarves of the Silver Void setting are asteroid miners and planetary colonists of great skill. Most belong to the Commonwealth, which along with mankind is growing quite wealthy across the spaceways. The Dwarves are best known for their massive citadel ships, which are nothing less than asteroids that have dwarven citadels and mines in and on them. These mini-worlds are big, tough and very well defended, and thanks to dwarf engineering, they can fly through space. 
Dwarves use the same rules as presented in the Blood and Treasure Players Handbook.

Elves are graceful creatures that are descended from the ancient Sidhe. They have thin faces, pointed ears and vivid eyes.  Their skin and hair color are often in harmony with the environment they call home, thus Space Elves have pale skin and light hair colors, but some tribes have blue or green colored skin. Elves stand about 5’ tall and have an almost androgynous build. The Star Elves revere the Primordial goddess Hemera with some also revering the Planar faiths of Arborea and Elysium, where many of their gods and allied celestials keep their divine realms. 
The Elven Empire was once a vast and powerful force in space, but is now much diminished following the last Unhuman War. The Empire is led by its Star-Empress Pleione VII and the Lord Admirals of the Elven Imperial Navy (EIN). The Empire lost large swaths of territory and is hoping to regain control of the spacelanes. 
Elves use the same rules as presented in the Blood and Treasure Players Handbook.Elves  may  multiclass  as  fighter/magicusers,  cleric/magicusers  and  magicuser/thieves.  
“He is indeed the true enchanter, whose spell operates, not upon the senses, but upon the imagination and the heart.” 
Washington Irving
The gnomes of wildspace are tinkers, inventors, and alchemists. They can be found everywhere in the Known Universe, much to the distress of every other race. Wildspace gnomes are most (in)famous for a love of mechanical devices with many bells, whistles, and make much noise and usually do little or nothing at all. Gnomes are about 3 feet tall and weigh 45 to 50 pounds, with almost no difference between the sexes. Gnomes have brown skin and black, brown, or most often white hair. Their eyes are blue or violet in color. They are stocky but nimble, spending their lives deftly darting through their machines and avoiding moving parts and flying shrapnel. Gnomes often appear quite disheveled as they do not have time for personal hygiene. They wear simple clothes with aprons with many pockets and tool hoops, as well as large, heavy tool belts. A gnome is never seen without several dozen strange-looking tools and devices.
Gnomes use the same rules as presented in the Blood and Treasure Players Handbook.

The Halflings in the Silver Void setting are almost all members of the Commonwealth, and are considered instrumental in its running. Their small size and capable hands make them ideal ship-mates, and they are excellent craftsmen, laborers, farmers and cooks.  Halflings use the same rules as presented in the Blood and Treasure Players Handbook.

Half-Elves are elf-Human hybrids, and are widespread across Maldek. Half-Elves comprise a large percentage of the Elven Fleet as standard crew and low-level officers, and so are fairly numerous in space. On Maldek, half-elves are accepted, but are sometimes resented, as most fear they are spies or otherwise allied with the Elven Imperial Fleet.
Halfelves use the same rules as presented in the Blood and Treasure Players Handbook.

Half-Orcs (and Orcs) are fairly numerous in the Silver Void setting, as orcs are an ancient star-faring culture of mercenaries and space pirates. Because of the long and terrible Orc/Elf wars, Half-Orcs have a bad reputation, but in the Commonwealth, an attempt at getting past this is being made. Most orcs and half-orcs revere Acheron, but a growing number of half-orcs are revering Hater Industria and Agenoria. On Maldek, half-orcs are most often employed as laborers and soldiers.
Half-Orcs use the same rules as presented in the Blood and Treasure Players Handbook.

Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other orc tribes.
Orcs vary widely in appearance, as they frequently crossbreed with other species. In general, they resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped posture, a low jutting forehead, and a snout instead of a nose, though comparisons between this facial feature and those of pigs are exaggerated and perhaps unfair.
After the many Elf/Orc wars, most orcs have become less focused on revenge against the elves, and are trying to create a more stable society. Orc clerics have revered Acheron for eons, but on Maldek and nearby systems, a growing number of priests of other gods can be found.
Orcs modify their starting ability scores as follows: Str +2, Int 1, Wis 1 and Cha -1. They have darkvision to a range of 60 feet. Orcs are blinded in bright sunlight. They speak Orc, and might also learn Dwarf, Gnoll, Goblin and Ogre. Orcs can multiclass as cleric/fighters, fighter/ magicusers and fighter/thieves.


In following articles I will cover the basics of Space Travel, Cosmology, Ships and the beginning campaign setting. So stay tuned!

I saw Eternity the other night,
Like a great ring of pure and endless light
-- Henry Vaughan