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Aethrjammr 1.1
Aethrjammr 1.1
S PAC E FA N TA SY SHIP C O M B AT
Much like its earthbound cousin 5e Hardcore Mode, Aethrjammr prefers fast, simple
and deadly mechanics to clunky, over-detailed and seldom dangerous stats and
systems. Sure, it’s a titanic clash of star-galleons, but that doesn’t mean we need to halt
the story, bury our noses in numbers, and measure the gunrails foot by foot.
Aethrjammr is here to offer a fast, simple, brutal system for ship-to-ship battles in your
game. It’s friends with 5e Hardcore Mode, but like all Runehammer works, it’s intended
as brain-food for the innovative GM. Take what works, toss the rest.
1
CORE SYSTEMS
THE TIMES-TEN RULE THINKING IN PARTS
To get started, let’s make a fundamental All aethrjammrs are built in parts. A part
distinction of things that can be harmed, is a large section of the ship like a cluster
attacked, affected, rammed, or blasted of cannons, a battle ram, magic engine,
by an aethr-faring starship. solar sail, or grapple crane. Parts have
a number of hit points and one ability.
First, there is ship-to-ship interaction.
Most often, ships target each other. Their When a part is reduced to 0 HP, it must
aim is to disable, destroy, or plunder make a 50/50 save to remain intact. If this
another vessel. In these cases (most save is failed, the part is obliterated! The
common) use the parts system at the core simplest way to roll this is meet or beat a
of this document. DC 10 on a D20. If the save is made, the
part can be repaired, but is out of use until
When individual characters are directly repairs are made. If an already unusable
impacted by a ship’s weapons, or even part is hit again, it is obliterated with no
crushed by its hull or battle ram, multiply save.
its ship-to-ship effect by 10. Your battle
ram inflicts 4 ship damage? Well, that’s If a part is obliterated, the ability
40 damage to a crewman. Someone get associated with it is gone.
the medkit.
A given part features 4, 6, 8, 10, or 12 HP.
Similarly, the damage or effect delivered
uses a matching tier of die, rolling that
Ships’ weapons and effects... die when used. Beneath the parts is the
• Roll a single die for effects hull, with a handful of HP, only hit when
• Operate at 10X character numbers all parts are unusable. Hulls at 0 HP must
• Do not roll to succeed save or be obliterated.
• Originate in destroyable parts
Take a look at the rules
summary sheet for easy
reference.
2
CORE SYSTEMS
IMPROVING THE ODDS SHIPS DON’T DO THINGS
No one wants to lose their ion drive in Parts have obliteration saves and a die
the Zangeezi voids or bumble a ramming for output, but what about rolling to
maneuver and hit a Beldarian asteroid- succeed? That’s where crew comes in.
castle. Your players will be looking for
ways to improve the odds with everything When a player announces an action,
they do aboard their aethrjammr. call for a roll on the corollary attribute.
Hurling an anchor to swing ʻround? STR.
When it comes to ships, the only way to Spinning the helm to dive under a cloud?
improve performance and chance-of- DEX. Bracing the main sail for a blast of
success is with parts and strategy. solar fire? CON. Don’t overthink it, keep
it visceral.
Higher HP parts have a higher
corresponding output die, improving Enemy ships take D4 crew actions
pull-away speed, cannon damage or fuel on their turn
reserves. As far as strategy, well once
you’re using your ship’s parts to effect, In extreme cases, pump the DC of an
that’s a boundless array of options for attribute check by 3 or 6. Still doesn’t feel
players to improvise and imagine during crazy enough? The wildest maneuvers
their adventures in the aethr. can require ALL CREW to succeed their
respective checks. See p. 18 for a handy
Take a look at the parts table on p. 15. reference on crew rolls.
Your crew should be doing everything
in their power, between trips to save the “Boom line?” “Made it, cap!” “Engine
universe, to get more or better parts! shield?” “Half capacity!” “Grapple
arrows?” “Bullseye, cap’n! Punch it!”
Seeking out shipyards and merchants
or stealing from other ships is always a By avoiding pre-defined crew
priority in the vastness of space. roles and skills, players can
freely think in 3D space,
not look for answers
on their sheet.
I see your fancy squid-sloop. You’ve all the shiny bits in all
the right places, but give me three stalwart crewmen with
the right training, and I’ll take on a whole fleet in a rowboat.
3
CORE SYSTEMS
UNCOMMON MANEUVERS
Aethrjammr may strip away a lot of numeric detail in ship combat, but this simplicity
frees up player brain-power for the real task: thinking creatively and tactically in a
fully 3D combat space. Starfaring ships have limited maneuverability, and the vasty
nothin’ awaits the unwary captain in any skirmish. Any crew can execute a fast run,
sharp turn, cannon attack or boarding. Tactics below are for the seasoned sailors.
Present Flank: Position your ship with a heavily armed or armored side to your foe.
Damaged, but not obliterated, parts can also be presented to absorb fire.
Dropout: If an encounter is happening in a relative plane of space, cut engines or use
heavy ballast to ʻdrop’ vertically, eluding an opponent’s immediate view.
Anchor Catch: At speed, hurl an anchor at a massive object to induce an extremely
sharp turn. Anchor catching has been known to toss crew and parts overboard.
Decoy: Use concealment or silent running to convince a foe you are somewhere else.
Split Ram: Superior sailing skill means getting above or perpendicular to an enemy
ship. Ramming from above, or directly into a flank, is far more destructive.
Dead Man’s Handshake: Pulling up flank-to-flank is a signal for boarding. This
devious maneuver uses that assumption to fire a massive volley at point-blank.
Shunting Maneuver: At speed, a precise collision can push another ship slightly,
using its momentum to ʻshunt’ it into an unwanted collision with other objects.
Brick Wall: Surprising a fast moving ship by appearing in front of it, forcing a collision.
Ball & Chain: Using a massive object as a pivot point, usually on a long cable or chain.
Hitchhiker: For madmen. A single crew leaps into open space, slowly falling or drifting
to an enemy vessel undetected. Employed for sabotage, rescue, or demolitions.
4
CORE SYSTEMS
GRAVITY
The vast of space is criss-crossed with currents of gravity. In most places, it is light,
but present, requiring engines to keep jammrs moving on course and pulling masses
of gas like great rivers. Gravity pulls toward whatever mass may be nearby. This aids
navigation, but dooms the drifters. Aethrjammr reduces all possible gravity scenarios
into four varieties:
Zero G: Pure weightlessness. Use crampons or ship parts to keep ship decks walkable.
Gravity River: A gentle pull of gravity toward a world or larger rock mass.
Fall Zone: Enough gravity to induce a high speed fall (to your doom).
Gravity Well: A powerful vortex of gravity only the best engines can escape.
INERTIA
Like a seafaring vessel, an aethrjammr has limits in the precision of its movement,
especially stopping and tight turns. Don’t get too hung up on exact measurements of
distance here, it’s more about time. Parts will help your crew execute more precise
stops and turns. Engines roll high, but improved brakes use smaller dice to measure
stopping time. Let’s compare two braking systems:
Simple Inertia Stop: With no special brakes, come to a stop in 1D4 rounds.
Braking Chute: A simple sail to slow a ship. 8 HP. Come to a full stop in D8 turns.
Impulse Reverse: A small, forward-facing coal thruster. 4 HP. Full stop in D4 turns.
Notice how maneuvers here are measured in turns and rounds. Turns are fast!
A captain slams the reverse thruster, rolls a 2. The next player takes his turn.
The player after that sees the ship grind to a full stop before taking
their action. Once again, it’s all about parts.
5
CORE SYSTEMS
ENGINES AND FUEL DIVERSITY OF ACTION
On a leisurely sailing voyage, almost As a conclusion to the core systems,
no fuel, of any type, is consumed by an it’s important to note that ʻrules’ only
aethrjammr. Gas currents and gravity are represent baselines. Every crew worth
used to get from place to place with little its salt will want to bend rules, push the
care for supply. In battle, though, fuel is limits, and go for broke as long as the GM
consumed to execute maneuvers. provides diverse challenges.
Engine parts have HP and a corresponding Diverse challenges is a very brief way
die like any other part. Big coal furnace? of saying that space combat needs
8 HP and D8 turns of lead on a pursuer. interesting and ever-changing variables,
Expensive alloy mage ring engine? 12 limitations, and seemingly impossible
HP and 12 turns of pull-away. Aethrjammr odds to keep crewmates on their toes.
uses one simple rule to govern how much Simply blasting cannon volleys is only
fuel an engine can burn: one very simple type of action.
I’ll take a good iron war boat with three small coal forges
over these superfast mage rings any day. I blow an engine?
No problem, I’ll have two more to spare.
6
SHIPS
CONSTRUCTION LIMITS
Let’s get you sailing the vasty nothin’. A handful of example ships are included below,
but all the cool players will want to build their own. What’s to keep wily crews from
just stacking loads of parts and crafting the ultimate ship for every possible purpose?
If your players don’t track gold much, earn 1 part for every 5 levels in your group. If
coin is your jam, multiply part HP x 100 for gold coin cost.
Acquire a hull (ship without parts) by king’s fortune, royal gift, or inheritance.
Aethrjammr hulls are rare, wondrous things that cannot be bought.
For 5 levels or part HP x 100gp, acquire 1 part for your aethrjammr hull.
Part cost may seem a bit high if your group is lower level. Never fear! Some hulls offer
early sailors a better deal, but with limited build potential. Consider these hull types.
Sloop: A stripped down, simple sailing hull. Hull HP: 2. Part capacity: 2. Pay 2 levels
under normal part cost for such simple mounting cleats.
Argosian Keelboat: The most common jammr type. Hull HP: 6. Part capacity: 4.
Krakken: A tentacled, organic ship design from deep space. Hull HP: 8. Part capacity:
5. Krakken ships include a D8 / 8 HP magic engine with the hull.
Thrustrock: A mass of rock equipped to sail. Hull HP: 12. Part capacity: 4. These are
the easiest hulls to acquire (they’re just space debris), but cannot be fitted with parts
over D6 / 6 HP quality. Add +2 to obliteration saves aboard this durable hull.
Galleon: A huge masterpiece of shipcraft. Hull HP: 12. Part capacity: 6. Pay 2
levels above normal part cost to outfit this vessel. Also requires a crew of 10
or more to sail.
Flagship: A massive sailcraft the size of a village. Hull HP: 30. Part
capacity: 10. Requires crew of 30 or more, very few of these are
known to exist... a true sight to behold.
I know you’ve got big dreams, lass, but I’ve seen naught
but sloops and keelboats for a decade. The bigger ships
are out there - beyond the argon storms.
7
SHIPS
CLOUD CHASER
Hull: Argosian Keelboat
Origin: Edsel shipyards
Hull HP: 6
Parts:
• Modified Beldarian Ion Drive: A D12 engine, custom built with a D4 fuel reserve.
• Hidden Cargo Bay: A D4 part that cannot be actively targeted by foes. Carry 4
parts or up to 40 people. Secret access hatch is -4 for searchers to detect.
• Heavy Smoke Bellows: A cloaking device. D10 part. When deployed, roll D10 for
spot/target/pursue penalty on opposing ships and crew.
• Shadowsails: Light-absorbant, quiet canvas fans for silent running. A D4 engine
that does not consume fuel.
The Cloud Chaser has changed hands several times over the past 50 years,
mainly employed by smugglers running the argon frontier. It combines top
speed with a few dirty tricks to elude pursuit, but has little to offer in
a direct combat engagement. It’s current captain is Randall Kay, a
former kingsman turned fugitive.
8
SHIPS
DEXY’S RUN
Hull: Krakken
Origin: Outer reaches, stolen
Hull HP: 8
Parts:
• Grapple Crane: A D8 haul-in winch and articulated tentacle - hook.
• Heavy Cannon Rail: A D10 array of extra large gunpowder cannons.
• Jaw Ram: A brutal D12 sawtooth battle ram. Parts or hulls damaged by this ram are
at -3 / Disadvantage on obliteration saves.
• Mage Ring Engine: A typical magic engine with D8 capacity. Cast any spell into
the engine as a 1 point fuel reserve.
• Coal Forge Engine: Heavy iron thruster. D6 capacity. Tough construction gains +3
/ Advantage on obliteration saves.
Dexy laid low a while, but she’s back at it again these days,
using that ship as bait to lure the squids out of their nebulae.
A bit mad, but she’s got some real sand.
9
SHIPS
ATHEON RAY
Hull: Galleon
Origin: Elven High Court
Hull HP: 12
Parts:
• Mage Ring Engine: A typical magic engine with D8 capacity. Cast any spell into
the engine as a 1 point fuel reserve.
• Arcane Fuel Reserve: A D10 fuel reserve contained in a small silver vessel. This
part cannot be deliberately targeted from afar.
• Standard Cannon Rail: A D8 battery of gunpowder cannons. Lighter than heavies,
in exchange for a retractable state, in which they cannot be targeted. 1 crew action
to retract/extend them.
• Coal Brake Thruster: A D4 part reverse engine for fast stops and other extreme
maneuvers. Dwarf-craft gives it a 1 point fuel reserve on any successful obliteration
roll.
• Admantium Hull Shield: 10HP blast armor.
• Standard Iron Ram: A D8 ram fitting. Lighter than a jaw ram, but easier to
salvage, +3 / Advantage on obliteration rolls.
10
SHIPS
GRANITE RESOLVE
Hull: Thrustrock
Origin: Dwarven salvage team
Hull HP: 12
Parts:
• Cold Iron Coal Engine: A D10 coal-burning engine. Coal can be mined on any
asteroid or space-rock to stockpile fuel reserves.
• Coal Brake Thruster: A D4 part, reverse engine for fast stops and other extreme
maneuvers. Dwarf-craft gives it a 1 point fuel reserve on any successful obliteration
roll.
• Dragonfire Cannon: A huge, terrible weapon that ejects a bolt of white-hot steel.
D12 part. Any hit on a vessel of 6 or more ignites the vessel, inflicting 1 damage
every subsequent round until extinguished.
• Anchor Gun: A massive iron hook fired from a pneumatic turret. D10 part.
This anchor functions as normal, but with a tremendous range. It can also
be used as a boarding hook or weapon.
11
LAST RITES
GM’S BULLETS FOR HONOR!
As a direct counterpoint to Titan Shell, this Dave: Ok guys, both ships are drifting
encounter pits two allied aethrjammrs into the weird, teal-colored gas clouds.
against a common enemy: an outsider A heavy dirge of druidsong is in your
warship. The stakes couldn’t be higher, as hearts, but before you can reach the
a king’s dying wish hangs in the balance. cradle of stars, a massive shape emerges
from the gas.
• A long-beloved king has finally Holt: I knew it.
passed away, leaving a legendary Dave: First you see the blades on the hull,
final wish: to be interred among the then the strange thrust pods, the weird
stars in a young nebula. Our heroes green lights within. Outsiders.
are the only starfarers willing to make Holt: (Grabbing a handful of dice)
the journey... willing to risk their lives Ironbeard! Thrust hard starboard. Let’s at
for a king’s last rites. So the journey least give this thing two targets.
begins. Ironbeard: Aye aye!
• The nebula is a remote gas cloud Dave: Ok, I suppose that’s our first roll.
known to be patrolled by outsiders. Let’s get the Granite Resolve thrusting
The chances of survival are all too low. away. Holt, you can roll for the Resolve.
• On the journey, a second, smaller ship Holt: Excellent. Let’s see, Cold iron coal,
joins the quest, vowing endless loyalty D10... a 3. Down to 7 fuel.
to the ʻgreatest king in the cosmos.’ Dave: As the Resolve pulls away, who
• Before the body can be set adrift in the reacts faster, the Cloud Chaser crew or
strange, cloudy nebula, the two ships the outsiders? Give me a D20, highest
are ambushed by an outsider warship. wins.
• We have a GM (Dave), 2 players aboard Holt: Can I use my DEX bonus?
the Cloud Chaser (Em and Holt), and 1 Dave. Sure! I’ve got an 11 here.
NPC solo piloting the Granite Resolve Holt: 17! To your stations guys! Let’s
(Ironbeard). keep the guns off Ironbeard to start. Em,
• The target or DC for this encounter can you fire our engines? Straight at the
is set by the GM at 12. All DEX, STR enemy ship? I’ve got an idea.
and such rolls are against that number Em: We don’t have any weapons on
unless circumstances warrant a board, but I like it. D12 engine here... a
penalty or bonus. beast! How far is the outsider ship?
• Outsiders are a mysterious and Dave: Good question. (Rolls D4) Looks
malevolent species that have sworn to like 2 ROUNDS distant at cruise speed.
kill all Oearthlings. Em: Firing engine! Boom! a 9! 3 fuel
remaining.
12
LAST RITES
Dave: More than enough. You blast across Holt: For the king! Helluva shot, Ironbeard!
the nebula, slamming into the outsider Dave: Ok, your move, Cloud Chaser. A
warship. You don’t have a ram, so both massive plume of fire billows into the
ships take D4 damage. A 3, ouch. aethr as the warship catches fire.
Em: Let’s mark that damage on the Holt: Thank the gods they failed with
shadowsails. They’re torn to pieces, 1 HP the grapple crane. Let’s disengage so
left. Ok, Holt, your plan ready? Ironbeard can make another shot. Rolling
Holt: Dave, I want to deploy our smoke engine to blast away from this flaming
bellows. The idea is ram them, get their hulk. Whoah, I rolled max! A 12! That
attention, then make it hard to see exactly expends our 7 fuel AND our reserve. The
where we impacted. engine is at 0!
Dave: Love it. Roll. Em: You’ve pushing it too hard!
Holt: Ha! A 6. So they are -6 to exactly Dave: The Cloud Chaser speeds well out
locate or target us, but they sure know of outsider weapon range, the huge fire
we’re here. far behind you. The engine goes dark.
Dave: Alright that brings us to the outsider Holt: The engine is dry, Em! We’re on
ship. I’ll take D4 crew actions here... a 2. sails now- and they’re almost shredded!
First, they fire standard cannons into the Dave: Em, your move.
smoke! Rolling DEX for these weirdos. AT Em: Not sure I can do this, but I want to
-6? The volley goes wide, hitting nothing get working on these sails. They’re our
but smoke! lifeline now.
Holt: Yes! Dave: Ok, give me an INT roll for shipcraft.
Dave: Ok, another outsider crew action 15? Ok, recover D4 HP on the sails.
here, firing Grapple Crane! Another Em: Ugh, a 1. More than nothing.
DEX-6 attempt on DC12: ugh, a 3 after Dave: Ironbeard fires engines to head
the penalty. Damn smoke! Ok, back to your way. A 2. It will take 5 or 6 rounds,
Ironbeard: Firing dragon cannon, but I’m but he’s letting his engine cool, coming
2 ROUNDS out of range. Can I try anyway? your way slowly. As for the outsider ship,
Dave: Make it a longshot. -4 to hit with it’s in flames, taking another... 3 damage.
DEX. (-2 per ROUND out of normal range.) That damage goes to its engine. Do they
Ironbeard still gets it with a 15! D12 on stay to fight? A 2 on my D6 here, so no,
this monstrous weapon... 11 damage! they don’t! The outsiders pull away,
Em: Where does it hit? working to extinguish the fire.
Dave: Well, the outsider ship just fired Holt: I walk slowly onto the deck, seeing
its cannon rail, so Ironbeard takes aim at the young stars. It’s time. Time to bury a
the muzzle flash. 11 brings it to 0 HP, so king.
rolling for obliteration here. Nope. The
rail of cannons is totally destroyed!
13
TABLES PROPULSION PARTS
1. Solar Sails: 4 HP. Common, lightweight cloth sails for fuel-free cruising.
2. Shadowsails: 4 HP. Light-absorbent, quiet canvas fans for silent running. Roll D4 as a
penalty for pursuer attempts to spot or target.
3. Gobbo Prop: 4 HP. A cheap but reliable belt-driven propeller.
4. Coal Forge Engine: 6 HP. Heavy iron thruster. Simple construction grants +3/Advantage
on obliteration saves. Coal is easily found and mined to stockpile fuel reserves. Carry up
to 4 coal reserves with no cargo hold.
5. Cold Iron Coal Engine: 10 HP. The big one. Coal is easily found and mined to stockpile
fuel reserves. Carry up to 4 coal reserves with no cargo hold.
6. Coal Brake Thruster: 4 HP. Reverse engine for fast stops. Dwarf-craft gives it a 1 point
fuel reserve on any successful obliteration roll.
7. Mage Ring Engine: 8 HP. An alloy ring that focuses arcane energy into thrust. Cast any
spell into the engine as a 1 point fuel reserve.
8. Arcane Fuel Canister: 4 HP. Glowing aethr in a glass bell.
9. Arcane Micro Battery: 10 HP fuel reserve contained in a small silver vessel. This part
cannot be deliberately targeted from afar. Very hard to find.
10. Beldarian Ion Drive: 12 HP. A massive engine. Can be seen from afar.
11. Varithruster: 8 HP. A semi-organic thrust system with pivoting valves. Use for engine
thrust in any direction. Attracts attention from outsiders and other non humans.
12. Crystal Furnace: 4 HP. Keep this heat core burning to feed D4 fuel into any engine
with a 1 turn crew action. If obliterated, explosion inflicts D4 damage on engine in use.
13. Ion Trail Scoop: 6 HP. A large intake vent mounted on the bow. If pursuing another
ship within 3 ROUNDS distance, refuel engine in use with D6 fuel per ROUND.
14. Arc Drive: 10 HP. A super-rare space-folding engine. When used, travel distance
rolled without crossing the space between. Flash of lightning can be seen for vast
distances when this engine is employed.
15. Argosian Silksails: 6 HP. These mastercraft sails are silvery in texture. They deliver
6 thrust consistently with no roll when unfurled. Ideal for long journeys.
16. Bounce Piston: 6 HP. In a collision, this pneumatic piston is deployed to shoot away
from another object with great force. The same thrust is delivered to the other object.
17. Cold Iron Engine Casing: 8 HP. A heavy bell for engines. Add +3/Advantage to
obliteration saves on that engine. The engine within also cannot be targeted until this
shielding is at 0 HP.
18. Frost Heart: 4 HP. Arcane ice cools engine parts, allowing a final push. Gain 1 extra
thrust roll when your engine is at 0.
19. Arcane Injectors: 4 HP. Alloy tubes fixed to any engine. Add D4 to your engine rolls.
20. Integrated Engine Housing: 4 HP. This custom-fitted requires a master shipcrafter.
The ship’s engine is hidden inside the hull. The engine is hit with damage only if all
other parts are at 0 HP.
14
TABLES WEAPONS AND RAMS
15
TABLES ARMOR & UTILITY PARTS
16
TABLES CREW EQUIPMENT
17
TABLES THINGS IN THE AETHR
1. Gas Cloud: A colossal mass of breathable gas, partially opaque with mineral elements,
hovers in the void. Includes 1D4 large rock masses within and light gravity.
2. Derelict Ship: An aethrjammr drifts, damaged and devoid of crew. Such wrecks are
usually occupied by star spiders, ghosts of the doomed, or a single outsider.
3. Debris Mass: After a huge explosion or space battle, giant sparse clouds of wreckage
and stone remain. Only very slow travel is possible here.
4. Mass of Water: A globule of water hosts fishes and aquatic peoples. There may also be
moorage on the outer surface for air-breathers.
5. Smoke Ring: A ring of breathable gas around a tiny crystal star or eternal flame. Within
this gas, trees hover weightlessly, hosting long-limbed arboreal folk.
6. Gravity Lake: A shimmering mass of superdense fluid that emits powerful gravity in all
directions. Those who plunge in to the oily liquid are never seen again.
7. Wizard’s Gate: By the work of ancient star-mages, this glyph-portal still hovers, large
enough to fly a ship to parts unknown.
8. Ship’s Graveyard: Flotsam and ruined ships sometimes aggregate in space, forming
huge flotillas of debris. A salvager’s dream.
9. Young Planet: Rock and magma rumble in a smoky air cloud, forming a tiny world.
10. Cityship: The rare and wondrous starcraft of the ancient ones, hosting towns of
hundreds or even thousands, adrift in the furthest reaches of the aethr.
11. Asteroid Mine: Dwarves work a large chunk of space rock.
12. Thrust Portal: These gates jettison ships at incredible speeds to hasten travel
between two moons or gas colonies. No one knows who built them.
13. Rogue Moon: A tiny moon that has wandered from its star... drifting in the dark.
14. Crystal Wall: The realms of aethr are contained in immense transparent bubbles or
spheres. These bubbles feature superthin walls that can be passed through with effort.
Between these bubbles, though, is absolute airless void.
15. Nomad Ring: An alloy ring with soil and plant life on the interior.
16. Titan Wanderer: The titans were gigantic arthropods in ancient days. Those few who
remain are thousands of years old, miles tall... slowly wandering the void.
17. Pirate Outpost: Space raiders gather in hidden starports, waiting to prey on any
ships they spot. They use devious tactics, smoke, and decoys.
18. Cinder Cloud: A mass of burning smoke, ash and fire in space.
19. Outsider Observatory: The seldom-seen outsiders built these crystal scopes to
observe distant spheres. Most are abandoned, but some still host their strange creators,
who prefer isolation.
20. Tomb of Stars: Kings and emperors find their final rest among colorful, lantern-like
lights. These lights are usually found in eerie clouds of folding mist. The distant sound of
singing can be heard on the stellar breeze.
18
AETHRJAMMR
S PAC E FA N TA SY SHIP C O M B AT