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宇宙知识手册

杰夫·格拉布著
在千万个世界之外还有千万个世界——

寒冷的,炽热的,光明的,黑暗的,

由海洋构成的和由陆地构成的。

而它们都有着同一种渴望——

对英雄的渴望。

——贤者伊尔明斯特

我看向夜空然后我想······

那儿肯定有些值得我去偷取的东西。

——半身人行会的阿莉娅·玛卡巴克

设计:杰夫·格拉布

编辑与开发:史蒂夫·温特,吉姆·劳德,乔恩·皮肯斯,

凯伦·柏佳登,埃里克·西弗森,金姆·莫汉

宗教指导:吉姆·沃德

包装制作:吉夫·伊斯利

封面制作,

插图,船只概念图:吉姆·霍洛韦

地图制作:狄塞尔

着色,棋子制作:罗伊·派克
图案设计:斯蒂芬妮·塔巴

印刷:安吉莉卡·洛基,盖伊·奥基夫

本产品是许多【想法与灵感】交汇融合之后的结果。对于那些为本产品作出了贡献
却没有位列上方的朋友与同事,我们表示由衷的感谢和歉意。

TSR, Inc. TSR Ltd.

POB 756 120 Church End, Cherry Hinton

Lake Geneva, Cambridge CB1 3LB

Wl 53147 USA United Kingdom

TSR, Inc.

PROOUCTt OF YOUR IMAGINATION *

AD&D, SPELLJAMMER, FIEND FOLIO, DRACONLANCE. FORGOTTEN REALMS, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by

TSR. Inc. Printed in the U.S.A.

* Copyright 1989 TSR Inc. All Rights Reserved.

前言

你现在正拿在手中的这项产品是一次举行于日内瓦湖畔的一间旅店之中的一次头脑风暴的成果。诸位设计师与编辑们在此闭关,为
能给 AD&D 游戏系统增添更多的新玩意儿而竭尽脑汁。我们讨论得实在是有点太过激动,以至于服务员都问我们是不是为史蒂夫 ·斯
皮尔伯格工作的——据说当时它也在日内瓦湖畔。

我得说,如果我们这个方案奇怪到足以拍成一部电影的话,我们可能还真就拍了。

魔法船™扩展的设计方针非常的简单:让 AD&D 游戏的范围扩宽到外太空中去。确定了这一点之后,我们就开始往里面添材加料


了。它(魔法船)可不能与以往的任何东西类似。它也不应该远离令人兴奋的冒险。然后,“嘿,我们现在有 24 块厚纸板,杰夫,
用这些来设计一些船怎么样?”我们希望,这个设定能够将被遗忘的国度,克莱恩和灰鹰等等世界在不推翻任何已有的东西的情况
下联系在一起。

这很快变成了一个难啃的任务:在不推翻任何东西的情况下,将早前的各个 AD&D 设定联系在一起,同时还要保持它们各自原有


的精髓和趣味。但如果宇宙如常识般运转的话,要怎样才能——举例而言——让克莱恩的星座在不扰乱其它行星的情况下运转呢?

泽伯·库克拿出了一些中世纪的木版画,上面展示了一位旅行者行遍了【它的】世界所在的球体,并发现太阳和星星都是按照一定
的轨迹运行的——这催生出了“晶壁(crystal shells)”这个点子。每一个奇幻世界所处的太阳系都可以拥有各自的方位和规则,
而这些太阳系又可以都被一个更大的整体所收纳。

但“一个更大的整体”也有着它自己的问题——太空太过广阔了。真的太过广阔了。当我写下这些时,旅行者 2 号才刚刚在旅行
了 12 年之后拜访了海王星。【在太空之中】常规的航行方式会让旅行变得既漫长又无聊,进而使得角色扮演索然无味。然而,我们
在大多数奇幻世界中看到的一切东西都设想出了一个类似地球、也有着类似地球的物理效应的世界。

快速地飞越太空的需求带来了魔舵,而有了它,我们就可以让自己完全脱离真正的科学,开始创造一种有着自己的规则与定律的
“奇幻物理法则”。大卫·拉·福斯(我们一般叫它狄塞尔)和我开始从各个方面考虑有着重力的平面和大气层,以便让“星际海盗在
太空中站在它的飞船的甲板上”这种事情成为可能。

那么,这背后的原理是什么呢?咳,最简单的答案是“这是魔法。”而稍微复杂一点的答案是“这是魔法,并且它 自成一派 (it


knows it’s magic)。”这里仍然有着必须遵守的规则和定律,只不过和我们世界中的那些不同罢了。就好像在我们的世界当中,
人们会告诉你,不可能存在什么会喷吐火焰、有足足 50 英尺长、还会飞的大爬虫,但它仍然可以存在于我们的想象当中。我们在对
魔法船的一切感到不可思议时同样也可以这样想。

吉姆·霍洛韦开始考虑船的种类,而狄塞尔同时开始设计 魔法船本身以及后来被称为“布拉之岩”的类星体基地。吉姆对我们全盘
接受它画出的五幅不同的眼魔船只感到非常惊讶。在这之前,一个太空战役只有一种类型或风格的船只,但现在我们有了像是只有
一半的核桃、改良过的加利恩帆船,还有巨型飞蛾一样的会飞的玩意!

我们要创造如此多种多样的魔法船的原因在于,我们要遵守我们的奇幻太空特有的规律——在那当中有许许多多的不同的种族,
而它们的船只也理应看上去各不相同。像空气动力学这种“真正的科学”则不应该在存在飞毯和夺心魔这类东西的世界里成为约束,
它们也因此能够反映出魔法船的多样性。总之,吉姆为我们画出各个魔法船的模样,而我们则负责思考它应该如何运作。

你也许会注意到我们在创作者名单中列出来的编辑同时也身兼开发之职。尤其是史蒂夫·温特(总协调人和主编辑)与吉姆·沃德
(设计经理和我的顶头上司)——它们负责增补和修订我们的作品。当我完成了某个章节之后,吉姆就会检查它,然后想出五件我
们能用它来实现的奇思妙想,而我接着就会立刻蹦回我的电脑前,笑着记录下这些新点子。

同样地,史蒂夫·温特会以追求连贯性和趣味性的眼光去审视我们的规则,将零散的系统加以增补和精炼,最后让它成为一个完整
的整体。这个任务的难度堪比赫拉克勒斯的十二试炼,真是辛苦它了。我们的目标不是推出一款简化了 ADND 游戏流程的小型战棋,
而是想要为 DM 和 PC 们提供一个能让它们在一个最与众不同的设定当中享受“船对船战斗”的扩展系统。

而现在,这个扩展系统属于你了。我曾将设计这项产品的过程比作一场穿过宅邸,踹开大门,并找到其背后之物的游戏。在无垠
的太空之中,有无限的可能性,无数的邂逅、魔法船、种族和怪物都在前方等待着你们。这个盒子【译注:实体规则书大都装在盒
中售卖】将成为你们迈入一个充满机遇的崭新世界的第一步—— 并且不是一小步,而是一大步(not a furtive foothold but a
fulltilt charge)!

最后,我谨代表魔法船扩展设定的各位创造者们,衷心祝愿你们能够享受这趟千奇百怪的漫长旅行。

杰夫·格拉布

1989 年 8 月
译者:VictorWJ

特别鸣谢:迷の奇异果、伊路瓦塔的礼物。没有他们这本翻译就不会诞生。
还有为我提供了各种帮助的子虚、dnd 女装美少女***群和真爱群及其他群中的爱好者们的支持。

翻译虽然是爱好但也十分寂寞,
鼓励和赞美对我的帮助大到无法用语言来形容——
如果硬要说的话,每一个人的每一份支持都会在我的记忆当中保持至少是很长、很长的时间。

读前须知
Ⅰ.身为一名忠实的舰 R 玩家,文中指船只的所有代词我都换成了“她”,而不是原文的“它”(it)。

Ⅱ.【】中内容皆为译者所注,与原文的()相区分。大部分是因为 TSR 不说人话,为语句通顺/便于理解


而插入的补足语,小部分是注释。如果你看见正文被我用【】括起来(或保留原文),那就说明这是一段存
疑的翻译,最好参照原文。
Ⅲ.大概是因为版本遗留原因,文中使用牧师( Cleric,祭司的一种)这个词的数量几乎和祭司( Priest)
一样多,但我认为在这里牧师是泛指祭司的。巫师(Mage)与法师(Wizard)也是一样。【2018-3-18 注:
这一点在《荒宇 Wildspace》模组中得到了确认。杰夫这位老设计师应该是不小心沿用了古早版本对神术施
法者的称呼。】
Ⅳ.本规则距今已有近 30 年的历史,其中的许多设计也许亦已不符合现代人的思路和习惯。如果你不同意
本书中的某部分规则,你尽可以——正如无数 DND 设计师在无数本书中重复了无数遍的一样——创造合自
己心意的规则,无论何时,书中的规则都只是指引和参考而已。
Ⅴ.为了尊重 TSR 的平权精神,本文中所有的“他”、“她”都统一为“它”。毕竟,我们都只是动物而
已,不是吗?
Ⅵ.本书允许在不作任何删减的前提下转载。尽管如此,如果你在 X 宝网等地方的商店中看到有不法商贩
用免费分享的本书译文牟利,无论是直接出售文档还是印成实体书,这些都是同时侵犯作者与译者权益(同
时给译者带来被起诉的危险)的恶毒且违法行为。如有遇到,请立刻向我举报——或者,更有用的是,向 X
宝客服等官方渠道举报。两者中任意一者都是对我莫大的帮助。
Ⅶ.感谢度娘为我读出了本书中所有艰难晦涩的名词,让我得以作出相应的音译。同样的,如果这些音译
出现了偏差请去 rbq 她→,→。

Ⅷ.边栏翻译为了不显杂乱放至另一个专门的文件夹中,建议不要错过。同时为了保持风味而保留了书中
边栏位于原位置的截图,可删。

本 文 首 发 于 纯 美 苹 果 园 二 版 魔 法 船 翻 译 区 ( http://www.goddessfantasy.net/bbs/index.php?
board=1661.0),转载请注明,并保留本段内容。

我的联系方式
纯美苹果园 ID:Victor

新浪微博:http://weibo.com/5814027021/

B 站 ID:爆炸飞机头

机核网 ID:VictorWJ

私人群:318902766

译文版本:1.1

完成于 2018 年 3 月 18 日

【(2019-6-7)1.1 更新:修正了少量译名和翻译。】

目录

【*此处以及正文中所注页码皆为原文页码。】

前言...............................................................................................3

第一章:太空中的战役.............................6
从这里开始:战役的种类............................................................6

从这里开始:进入太空.......................................................................7

太空冒险................................................................................................9

其它行星上的生命...............................................................................11

世界的种类和其中的生命形式....................................................11

根据世界的类别决定怪物...................................................................11

怪物的外观............................................................................................11

改变怪物数据........................................................................................12
登陆!抵达行星....................................................................................13

当太空遇上地表....................................................................................13

第二章:魔法船...................................................14
名词定义................................................................................................14

宇飞者....................................................................................................15

宙蚊.........................................................................................................16

卡拉维尔快帆........................................................................................17

宙蜓.........................................................................................................18

宙蛉.........................................................................................................19

宙蜂.........................................................................................................21

暴君王座................................................................................................22

旅商快帆................................................................................................25

侏儒侧明轮船........................................................................................27

鹦鹉螺....................................................................................................29

纽吉脑蛛................................................................................................31

加利恩帆船............................................................................................32

鱿鱼舰....................................................................................................33

龙舟.........................................................................................................35

锤头鲨....................................................................................................37

护卫舰....................................................................................................40

纽吉死亡蛛............................................................................................41

无敌舰....................................................................................................44

堡垒.........................................................................................................45
魔法船.................................................................................47

第三章:宇航家们............................................50
太空中的生命........................................................................................50

人类.........................................................................................................50

精灵舰队................................................................................................55

矮人.........................................................................................................56

蜥蜴人....................................................................................................57

侏儒.........................................................................................................58

半身人....................................................................................................59

地精族....................................................................................................59

异位面存在............................................................................................60

巨人.........................................................................................................60

夺心魔....................................................................................................61

龙.............................................................................................................62

半人马....................................................................................................62

亡灵.........................................................................................................62

魔像.........................................................................................................64

兽化人....................................................................................................64

其他怪物................................................................................................65

星兽.........................................................................................................65

新怪物

秘法商族.............................................................................................................67

眼魔(苍白魔眼&巢母).....................................................................................69
天龙人.................................................................................................................71

辐射巨龙.............................................................................................................73

太空焰灵.............................................................................................................75

浮生掠影.............................................................................................................76

基弗人.................................................................................................................77

鲸驮骊.................................................................................................................79

克拉精海怪.........................................................................................................81

纽吉怪.................................................................................................................83

独眼䲟.................................................................................................................85

第四章:已知晶壁系....................................87
在已知晶壁系当中来一场简短观光...........................................................87

克莱恩天宇...................................................................................................87

太阳, 希瑞安, 洛克斯, 克莱恩, 奇思洛夫, 兹弗林

灰鹰天宇.......................................................................................................89

奥斯, 秋耳, 罗尼, 利加, 磨床, 伊迪尔, 朱尼堡,

康纳塔, 金赛尔, 博尔卡, 格瑞拉, 幽鬼

国度天宇.......................................................................................................92

太阳, 阿纳迪亚, 柯里尔, 托瑞尔, 卡皮, 山度士, 格吕斯,

花园, 哈•卡塔

船只信息表格.......................................................................................96

边栏目录

驾驶魔舵..........................................................................................................6

船只为何在太空中出现?..........................................................................14

大装特装.......................................................................................................20
世界的种类,第一部分——地类世界....................................................26

世界的种类,第二部分——火类世界....................................................30

世界的种类,第三部分——水类世界....................................................36

关于宇宙诞生的报告..................................................................................42

大型和小型种族...........................................................................................50

坠向地表的冒险者.......................................................................................56

世界的种类,第四部分——气类世界....................................................62

家乡世界.......................................................................................................88

世界的种类,第五部分——生机世界......................................................90

本产品内包含——

书籍:

《神秘太空百科》

《宇宙知识手册》

地图:

魔法船

布拉之岩

星系图表

战术战斗图表

参考&计数卡:

1 张星系信息表 3 张船只计数表

2 张锤头鲨甲板图 2 张鱿鱼舰甲板图

2 张旅商快帆甲板图 2 张宙蜓甲板图

2 张鹦鹉螺甲板图 2 张龙舟甲板图

2 张黄蜂甲板图 2 张护卫舰甲板图

2 张加利恩帆船甲板图
1 张纽吉死亡蛛甲板图 1 张纽吉脑蛛甲板图
第一章:太空中的战役
使用了魔法船®奇幻设定的 AD&D®游戏战役引出了一些在其它的奇幻世界中难以出现的问题。其中最大的问题便是战役中包含

了太过广阔的太空空间。在我们的奇幻设定中,从地球去火星需要几天时间。而如果使用 20 世纪的科技,同样的路程需要超过一年

半的时间。

奇幻太空中的另一个难题是多样性。我们现在讨论的是一个包含了灰鹰、卡拉图、被遗忘的国度、克莱恩,外加 DM 想要添加的

任意战役设定的战役设定。保证这样的世界不变成一团乱麻就已经颇具挑战,更不用说还要让宇航家们们感到新鲜和独特了。

太空中有很多地方都空无一物,但可能帮助或阻挠冒险者的遭遇仍可发生于旅途中的任何时刻。因为魔舵的性质让它必须在遇到

障碍和(路径)重合的船只时减速,而这就让所有的遭遇可以更自然而然地发生了。

这一节内容能够帮助 DM 更好地开启一场奇幻太空战役,并将其长期地开展下去。

从这里开始:

战役的种类

你可以以许多不同的方式来使用魔法船奇幻设定。它可以通过让你的战役中的英雄们(冒险者们)突然发现自己身处太空,来利用该

设定对标准的陆地战役作出改变。在决定要返回它们的家乡还是逗留在这个丰富多彩的太空战役之前,你可以先让它们在太空中进

行一次(或几次)冒险。这个设定的第二种用法就是用来创造一个完全不受任何行星或地区的束缚、位于太空之中的 ADND 奇幻战役。

第三种用法是为你的战役提供冒险背景。在这几种用法中,最劳心劳力的就属把一个陆地战役带进太空当中。 我们会在下一节讨论

如何直接将角色放入其中。在将自己的英雄们(冒险者们)扔进太空之前,DM 得先做点基础工作。

首先,你得初步确定太空中有些什么。要做到这一点,你可以只是简单地画出一个星系的轮廓,或是复杂一点,比如仔细地画出

好几个星系。对诸如奥斯、克莱恩和托瑞尔这些“ TSR 世界”而言,它们的星系都已被确定,并在 《神秘太空百科》【以下简称

《百科》】当中被详细的列了出来。DM 可以使用《百科》第五节中的星系表随机创造一个星系,或是制定它自己认为合适的宇宙

观。

一个建议:除非你已经为自己的奇幻太空建立了宇宙观(例如一个环世界或戴森球),不然还是建议你使用我们的“经典”宇宙:
即一个有着围绕某个中心有规律地进行公转的天体行星的宇宙。这是最容易掌控的宇宙,因为你的 PC 在现实中就生活于这样的宇宙。

在 PC 们进入太空时需要接受的新事物已经够多了,如果再弄出一个和它们原有的宇宙观不同的宇宙,它们可能就会彻底陷入困惑当

中。它们的奇幻战役对它们来说很“正常”,这是一种很常见的、可以让幻想萌发的试金石。举例而言,上文提到的三个 tsr 战役中

的天体行星的自传周期都是 24 小时,围绕太阳的公转周期都是一年。(呃,奥斯的太阳是围绕行星公转的,但周期都是一样的。)

你需要在开始设计你自己的宇宙观时考虑以下几件事:

行星的位置

行星的大小

行星的类别

行星的形状

法驱普及水平

这片太空区域之中的生物的种类

其它世界的居民

头四项被放到了《百科》第五章中解决。“法驱普及水平”表示着英雄们遇到其它法驱船只的频率。该水平低下的话就意味着这

个区域偏远闭塞,并且没有多少贸易往来(例如克莱恩),而高水平则意味着这个晶壁系是一个繁荣的太空枢纽。

就太空生物的种类而言,你可以按照自己的想象来使用这些书中的生物。如果你的 PC 对一旦它们登上有二十个这种东西的船只就

会立刻受到攻击的眼魔的死亡感到厌烦,那么就不需要将眼魔的内战放入 PC 们所在的太空中了。如果你想在没有空气的月球上建立

一个水母一般的圆顶城市,那就继续吧。一般来说,在你用到的那一部分太空里会有人类生活着 (如果没有其它人的话至少也会有冒

险者),很可能也会有矮人和精灵。亡灵船只和夺心魔也同样常见,而纽吉怪只是稍微少一些。纽吉怪和眼魔都是很难对付的外来者 ,

因此对于低级的冒险者来说,最好是尽早避免遇到这种情况。

最后,从这一个任务到下一个任务,期间玩家们会需要一个对它们开放的落脚点——一个休息和得到补给的地方。本盒子中有一

个 “ 典 型 ” 的 太 空 城 市 — — “ 布 拉 之 岩 ” 的 地 图 。 DM 可 以 自 由 地 将 这 个 小 行 星 城 市 放 进 在 它 所 选 择 的 世 界 当

中:Krynn,Toril,Oerth;或者它也可以自行选择。

对于从太空中开始的战役而言,岩城也为玩家们提供了起始的落脚点。这样的英雄会比你的地表冒险者懂得稍微更多 ;它们会理解

太空旅行和法驱魔舵的基本原理。不过这并不意味着它们在此之前使用过魔舵或离开过岩城。在岩城或其表面之下有许多可能存在

的冒险。了解有关岩城的更多信息,请参阅《百科》的附录 4。
最后,思想开放的“杂食性”DM 可以使用魔法船™设定作为新点子和资料的来源。(“杂食性 DM”这个词并没有讽刺的意味—

—作者本人曾经是如此描述它自己的战役的:“这是一个宇宙真空吸尘器,它将与自身有关的一切奇幻点子全部吸收殆尽。” )魔法

船战役设定中的种族一般不会与地表文明有什么交集,但它们的存在也可以用来创造有趣的冒险。在这本书的第 50 页描述了一个将

轮枪机【wheel locks,旧式火器,由钢轮与燧石等相击而发火】引入到国度中的深水城的案例。其它可能的冒险点子还包括扮演一

名与当地酋长进行交易的神秘人物的保镖,或者是跟随一支精灵搜索队,寻找一个随某艘宇飞者一同丢失的魔舵。冒险者不必到太

空中去,也能从魔法船设定的世界中获益。

从这里开始:

进入太空

The first obstacle for any groundling characters is getting into space. The longstanding barrier to space travel in

fantasy has been the fact that there is nothing up there, compared with the slews of dragonhordes and orcish legions on

the ground.

However, once characters are made aware that space is yet another frontier, they will be looking for ways to get there.

Here are a number of ways to start groundlings on their way into space.

The Ancient Artifact: At the bottom of the haunted mines located near the heroes' current base of operations, or at

the summit of the mad wizard's abandoned tower, there is a great vault with a domed ceiling. In the center of the vault

is a huge ship (probably a tradesman or other less powerful ship, but for those who have never seen one before, it is

large and impressive). The chamber is guarded by creatures suitable to challenge the adventurers, such as stone

guardians or golems. The ship has an obvious throne (the spelljamming helm) mounted on the aft deck, along with

whatever other treasures the DM would like to add.

The ship is too large to take out through the great doors, but a series of inlaid buttons mark the podium on the far

wall of the room. At a touch of one of the buttons, the dome above opens, revealing a wide passage out into the

sunlight. With a little experimentation, the player character seated on the throne can figure out how to operate it to

control the ship. Note that learning to operate does involve learning finesse with the controls: the first attempt to rise

out of the shaft will likely put the ship (and all those on board) out near the orbit of the moon before the actions can be

reversed.

This option provides a fully operational ship for the players immediately. It is recommended if they, through their

most recent adventures, had done something momentous, like save the world from a dark, evil power, and now are

looking for new adventures.


所有地表角色都要面对的第一个障碍是进入太空。在奇幻当中,太空旅行一直以来的一个障碍就是:与地面上有的巨龙栖息的沼

泽和兽人军团相比,那上面是空无一物的。

然而,一旦角色们意识到太空是另一片疆域,它们就会寻找到达那里的方法。

这里有许多方法可以让地表土著们开始向太空进发。

古代的神器:在英雄们目前的落脚点附近的闹鬼矿井的底部,或者在疯狂巫师的废弃塔楼的顶端,有一个巨大的拱顶储存库。在储

存库的中央有一艘巨轮(可能是一艘旅商快帆或其它不那么强大的船只,但对于那些从未见过的人来说,它是巨大而令人印象深刻的 )。

这个房间由适于冒险者们挑战的生物保护着,比如岩石守卫或魔像。这艘船有一个很显眼的“王座” (法驱魔舵)安装在船尾甲板上,

以及其它任何 DM 想要添加的宝物。

这艘船大到不能从大门里运出来,但在房间远处的墙上镶有一连串的钮扣。触碰了其中一个按钮之后,上方的拱顶打开了,露出

一条向着阳光的宽阔通道。只需稍加摸索,坐在王座上的玩家角色就能知道如何操作它来控制飞船。注意,操作的学习确实需要一

点技巧:第一次从竖井中升起的尝试很有可能使飞船(以及所有在甲板上的事物)在可以撤销行动之前离开月球轨道。

这个选项可以立即让玩家能够完全地掌控飞船。如果它们在最近一次冒险中做了一些重大的事情,比如从黑暗邪恶的力量中拯救

世界,而现在正在寻找新的冒险的话,这将会令它们十分高兴。
The Ancient Artifact, Part 2: The setup is the same as before, within a "standard” dungeon setting. Instead of the

ship, the heroes find the helm itself, which may be anything from a simple chair to an ornate throne. The chair radiates a

very strong magical aura. The kind-hearted DM may provide a book or diary describing the use of the chair (useless in

its present setting, secured to the floor). The less charitable will place the instructions for mounting and use elsewhere in

the dungeon, or in another country entirely, and the truly cruel will provide no instructions whatsoever. In this case the

heroes will likely have to find a sage conversant in such matters, and, once the object's purpose is known, keep it secret
and out of the hands of others who would be interested.

古代的神器,第 2 部分:设置和先前一样,让故事在一个“标准”地下城当中发生。英雄们找到了魔舵,而不是船,而这魔舵从

简单的椅子到华丽的王座都有可能。这把椅子散发出强烈的魔法灵光。善良的 DM 可以提供一本书或日记,以描述椅子的使用方法

(它在目前的状态下没有任何用处,因为它被固定在地板上)。不那么仁慈的 DM 会把安装和使用的说明放在地下城的其它地方,或者

放在完全不同的国家当中,而残忍的 DM 则不会提供任何指示。在这种情况下,英雄们很可能需要找到一位通晓相关知识的贤者,

并且一旦了解了魔舵的秘密便守口如瓶,以便从同样对其感兴趣的势力掌中脱身。

The Scroll: An even nastier version of the above. The heroes find no helm and no ship, but only a scroll with three

create minor helm spells and general instructions on how to use the result. The instructions will run to the tune of:

“Find a suitable ship of no more than 50 tons, mount the chair desired to be the throne in its aft section, have a spell-

user seated in the chair, and cast the spell to turn the chair into a helm."

Tonnage, of course, is in spacial tons, which are larger than naval tons, so a smaller ship will likely be used. Keep in

mind the limitations of air and crew on the party. The "suitable ship” referred to in the scroll is a spacegoing ship, but

unless the heroes have knowledge of space, they may try to use a riverboat or light cog.

This version will likely carry the individuals, overloaded, into space. It would be a nice idea if the Rock or a passing real

space vessel were in the area before their air runs out.

卷轴:上面的更糟糕的版本。英雄们没有魔舵,也没有魔法船,而只有一张记有三个 创造小型魔舵法术的卷轴,以及如何使用其造

物的大概说明。这说明是这样的:“找到一艘吨位不超过 50 的合适的船,将椅子移动到船只尾部适合放置的地方,让一位施法者坐

在椅子上,最后施展法术将之转变成一个魔舵。”

这里所说的“吨位”指的当然是太空中的单位,它比海上的吨位大,所以可能需要使用一艘更小的船。谨记队伍中的空气和船员

限制。在卷轴上提到的“合适的船”指的是魔法船,但除非英雄们对太空有所了解,否则它们可能会尝试使用一艘内河船只或是轻

型柯克船。

这样的船只可能会将过多的乘客送上太空。如果在它们的空气耗尽之前,让它们的所在区域中出现岩城或是路过的真正魔法船的

话,这将是一个好主意。

The Sage: The heroes are hired by a sage to investigate travel in space. If the world the heroes are on is already active

in spelljamming, the sage may hire them to seek out the artifact or book mentioned in the above sections. Otherwise he

will have the heroes test out a number of interesting ideas for getting into space, including:

A chariot drawn by swans.

A saddle on the back of a charmed dragon.

A huge balloon.

A brass sphere containing the morning dew. Since the dew rises toward the sun, the sphere will be taken with the dew

toward the sun.


Wings of flying, used to a height never before attempted.

A machine, built from old gnomish drawings, that mimics the birds themselves.

A huge tower filled with smoke powder and ignited. The heroes are at the top of the tower within a cube of force. The

blast shoots the heroes into space.

A dimensional ladder that continually extends itself as you climb up it, the bottom rungs vanishing as other rungs

appear above.

This being a fantastic world, all of the above methods work to a certain degree. They will take the heroes to the edges

of the atmosphere of their planet, at least three miles up, far above the cloud cover.

The DM may then choose the next move for the heroes. If they continue on, they will have a long voyage to the

nearest moon (say, 3-18 days, being kind). If their ship has insufficient tonnage to keep them alive, then they will

experience the dangers of suffocation in space (ioun stones and word of recall spells help here). Should the ship be able

to reach the nearest body, they should find inhabitants and adventures there as well.

The DM may also choose to give the heroes a glimpse of a spelljamming ship (or the Spelljammer itself) while they

are in space, then force their return (the swans become confused, the dragon reaches its limits of endurance, the dew

escapes from the brass ball, or the magic runs out of gas). In this case, the heroes are encouraged to refine their

methods (they have seen a large ship in space) and try again.

The DM may also choose to force an encounter with a ship, either a trader, pirate, or slaver. This opens other choices

to the players, including delivery to the Rock, or being taken to another planet for sale.

The nature of the DM’s choice depends on how deeply he wishes to bring the player characters into the

SPELLJAMMER™ universe. This “first encounter" can potentially go in a number of directions: piracy, mutiny, escaped

slaves, or just finding oneself on the Rock looking for a way to get home.

贤者:英雄被贤者雇佣来研究太空旅行。如果英雄们所在的世界已经广泛地使用法驱,贤者可以雇佣它们来寻找上面提到的神器或

书籍。否则,它将会让英雄们测试一些进入太空的有趣想法,包括:

一辆由天鹅拉动的战车。

装在被魅惑的巨龙背上的鞍座。

一个巨大的气球。

装有朝露的黄铜球。因为露水随着太阳而出现(rises toward the sun),球体就会与露水一起被带向太阳。

飞翔之翼,并用来飞向以前从未尝试过的高度。

一种根据古老的侏儒图纸建造的模仿鸟类的机器。

一座装满了点燃的发烟火药的巨大塔楼。英雄们身处塔顶的一块力场方块之内。随后的爆炸将英雄们射入太空。

一条会随着你的步伐不断延伸、底部的台阶不断消失而顶部的台阶不断出现的次元阶梯。
这是一个奇幻世界,所以所有这些方法都在一定程度上起作用。它们会将把英雄们带到它们星球的大气层的边缘——至少三英里

高,远高于云层。

然后,DM 可以选择英雄的下一步动作。如果继续航行(比如说——让我们设置得简单一点——3-18 天吧),它们将远航到最近的

月球。如果它们的飞船没有足够的吨位来维持它们的生命,那么它们将会经历在太空中窒息的危险( 艾恩石和回返真言在这时会有

所帮助)。如果船能够到达最近的天体,它们也应该在那里找到居民和冒险。

DM 也可以选择让英雄们在太空中遇见法驱船只(或是那艘魔法船),然后强迫它们返回(【上文所述的】天鹅变得混乱,巨龙的耐力

达到极限,露水逃离铜球,或魔法耗尽了气体)。在这种情况下,鼓励英雄们改进它们的方法(它们已经在太空中看到了一艘大船),然后

再试一次。

DM 可能还会选择以一艘船来强制发生一场遭遇,【船长的身份】可以是商人、海盗或者奴隶主。这为玩家打开了其它的选择,

包括被搭载到岩城上,或者被带到另一个星球出售。

DM 作出选择的本质依据是它想要多深入地让玩家角色们涉足魔法船™的宇宙。这种“第一次接触”可能会有很多方向 :海盗,叛

变,逃跑的奴隶,或者只是让自己在岩城中寻找一种回家的方式。

Aliens from Another Planet: The heroes are called upon by a local lord to investigate a series of disappearances in a

distant part of his fief. The heroes discover that the disappearances are the result of neogi slavers making a landfall and

taking on a batch of new slaves. The ship on the ground should be a neogi mindspider, with a deathspider in orbit

above. The heroes may be captured by the evil neogi (a standard crew with personal umber hulk slaves) or defeat them

and capture the mindspider.

If the heroes fail to defeat the neogi, they will find themselves in space involuntarily until they escape or are slain. If

the heroes defeat the neogi, they must deal with several problems: figure out how to operate the mindspider (with

either a lifejammer or a minor helm), defeat the deathspider up above, and then, defend themselves against the first

ship that assumes the heroes to be evil neogi and attacks them.

来自另一个星球的外星人:英雄们被当地的领主召唤去调查在它的领地的一个遥远的角落出现的一系列失踪事件。英雄们发现,失

踪是纽吉怪贩奴者登陆并带走一批新奴隶所造成的。而地面上的飞船应该是一艘纽吉怪脑蜘蛛,在上面的轨道上还有一艘死亡蛛。

英雄们可能被邪恶的纽吉怪(一位拥有私人土巨怪奴隶的标准船员)所捕获,或者打败它们并俘虏脑蜘蛛。

如果英雄们不能打败 neogi,它们会发现自己不由自主地身处太空之中,直到它们逃脱或被杀。如果英雄击败了纽吉怪 ,它们必须

解决几个问题:弄清楚如何操纵脑蜘蛛(上面装载的是命舵或者小型魔舵),击败它们头顶上的死亡蛛,然后在第一艘认为它们是邪恶的

纽吉怪并且开始攻击的船只面前自保。

The Envoy: The characters, renowned through their lands (or perhaps even the rulers of the land), are summoned to

court to investigate the claims of a strange trader. The trader is a tall, blue giant with a narrow face (an arcane), and is

offering a magical throne in exchange for an extreme price (some artifact of power in the hands of the heroes, or which

the heroes must go and fetch).


The magical throne is a minor helm, and the arcane is using it to see if this part of the world is civilized enough to

open relationships with the spaceborne nations. If the Arcane is attacked, it will try to escape, and not return for a

hundred years. A nice turn on this would be a rival wizard who would want the item for himself, so that he would slay

the arcane and take the helm.

使者:那些名遍家乡(或者甚至是土地的统治者)的人物,被传唤到法庭去调查一个奇怪的商人的说法。这名商人是一个高大的蓝色

巨人,长着一张马脸(这是一位秘法商人),它提供了一个魔法的王座,并索要一个极高的价格(一些英雄们已经拥有或者必须去获取

的强力神器)。

魔法王座其实是一个小型魔舵,而秘法商人想要用它来观察这个世界的文明是否先进到足以与星际文明建立联系了。如果秘法商

人被攻击,它将试图逃跑,至少百年之内都不会再次拜访。而一个足以匹敌的法师将之杀掉并且将魔舵占为己有将会是一个漂亮的

转折。

The Crash, Part 1: There is a meteor shower one night when the party is outside. During the shower, a particularly

large meteor streaks overhead, trailing fire. It passes directly over the heroes, seems to detonate as part of the meteor

blows off, then changes direction and crashes in the nearby mountains. The heroes may investigate if they choose.

The ship is a tradesman that came down with the storm. It is almost destroyed, its hull scattered over a mile-long line

scarred into the mountain. The crew (what is left of them) is dead, but the spelljamming helm and a few weapons

survived. It is up to the heroes to piece it together from here.

As an option for this version of the crash, there may be one lone survivor, who mutters something about “The Black

Spot” before dying. The Black Spot is a local pirate who shot down the merchant in the first place, and if the heroes

make it into space, he'll be after them as well.

坠毁,第 1 部分:一天晚上,当队伍身处室外的时候,发生了一场流星雨。在流星雨幕当中,一颗特别大的流星拖着火尾划过头顶。

它径直从英雄们的头顶越过,似乎被流星击中而爆炸,然后改变方向,在附近的山脉坠毁。英雄们可以对此进行调查。

那是一艘随着流星雨而来的旅商快帆。它几乎被摧毁了,它的船体洒满了足有一英里长的直线。(它们剩下的)船员都已经死了,但

法驱魔舵和一些武器保存了下来。至于要不要把它们重新组装则取决于玩家角色。

作为这次坠毁事件的一个选择,船中可能会有一个孤独的幸存者,它在死亡之前会对“黑点”有所抱怨。黑点是一名当地的海盗 ,

就是它将商船击坠的。如果英雄们用这艘船进入了太空,它很快就会尾随而至。

The Crash, Part 2: Similar in setup to the crash, part 1, except that the ship is a beholder tyrant ship. Its orbus and

most of the crew died in the crash, but five beholders and the hive mother survived. Their mission—to get back into

space, preferably on the backs of slave labor, and under the hive mother's directive, seek to carve out a kingdom to gain

the resources. The beholders will go back to their normal nasty behavior if the hive mother is slain, and no longer seek

to return to space. The heroes may get an inkling of space life from this adventure, or the beholders may have a

prisoner, a mage capable of casting a create minor helm spell.


坠毁,第 2 部分:这部分的设定类似于第一部分,但坠毁的船只是一艘眼魔的暴君王座。它的苍白邪眼和大部分船员在事故中丧生,

但 5 个眼魔和巢母幸存了下来。它们的任务是回到太空,这项工作最好是有奴隶劳工来帮忙,所以根据巢母的指示,它们试图开辟

一个王国来获取资源。如果巢母被杀死,眼魔将重拾普通的肮脏行为,不再试图返回太空。英雄们可能会从这次冒险中得到一些有

关太空生命的知识,或者眼魔可能有一个囚犯——一位能够施展创造小型魔舵法术的巫师。

The Crash, Part 3: Similar to the crash, part 1, save that the crashed ship is an elven man-o-war. The crew and ship

survived (mostly, but medical aid and repairs are needed). Evil forces are looking to kill the space elves and take the ship.

The heroes will likely have similar ideas, though without the killing. In addition, a second man-o-war will appear in a few

days to find the first, and to kill anyone that has found the helm on board.

坠毁,第三部分:类似于第一部分,但坠毁的这艘船是一艘精灵战舰。船员和船只都幸存下来(大部分,但需要医疗救助和维

修)。邪恶势力想要杀死太空精灵并带走这艘船。英雄们可能不会杀死它们,但很可能也想要这艘船。此外,在几天之内将会出现

第二艘前来寻找第一艘的战舰,并杀死任何找到船上的魔舵的人。

The Door: Lastly, the most simple way of getting characters into space in a hurry—a dungeon door (or trap, for that

matter) that is a dimensional hole, which deposits the heroes in a distant sphere, under strange stars, in a place called

the Rock, with no way home except to learn the customs of the natives and their strange boats.

门:最后,把角色在短时间之内丢进太空最简单的方法就是——一扇其实是一个次元洞的地城门(或者说陷阱),它会将英雄们

扔到一个遥远的球体上,它位于陌生的群星之下,是一个名为“岩城”的地方。英雄们只能通过学习当地的风俗以及它们奇怪的船

只才能找到回家的方法。
太空冒险

Once the heroes have gotten into space (by whatever means) with a decent vessel, the next step is figuring out what

they're doing up there. There are a number of options, depending on the tendencies of the adventurers themselves.

无论如何,一旦英雄们用一艘过得去的船进入了太空,它们下一步就应该弄清楚自己在那里要干什么了。
Adventuring: This is generally described as “cruising around and seeing what attacks us.” The DM should have

some set-piece encounters for this type of group (treasure lairs, abandoned dwarven mines, etc.) and mix liberally with

random encounters. Many of the descriptions within this book are intended as springboards for the DM to provide

interesting adventures and encounters for the characters.

冒险:这通常被描述为“四处转转,看看有什么会攻击我们。”DM 应该事先准备一些这些类型(藏宝巢穴、矮人矿洞等等)的

预设遭遇,并随意地混入一些随机遭遇。本书当中的许多内容都着力于让 DM 能够为角色们提供有趣的冒险和遭遇。

Trading: A subset of adventuring which usually involves getting Item A to Point B. Most items along this line are small

and valuable, ranging from components needed to fill a wizard's requirements for a spell to precious gems and artifacts.

In the last case, the patron must either be sure of the individual's honesty or very, very desperate to put a magical item

of great power into the hands of the characters. Of course, in addition to encounters along the way, there may be other

individuals who would want to intercept the heroes and relieve them of their items, which brings us to . . .

贸易:这也是冒险的一种,其过程通常包括将物品 A 运送至地点 B。从能够满足某位法师所需的法术成分到珍贵的宝石和神器,

这条路线上的大多数物品都是小巧且富有价值的。在最后一种情况当中,生意的投资人不是相信其商业伙伴的诚信,就是非常非常

想要将一件力量强大的魔法物品送到另一个角色的手上。当然了,除了路上发生的遭遇,可能也会有其它人想要拦截英雄们并得到

它们的物品——而这不禁让我们想到······

Pirating: A nasty word, so most individuals engaged in it call it free booting or swashbuckling. Pirating is a common

occupation for space crews, and there are as many cities based on pirating as there are on trade (they are made of the

same coin, and a pirate one day may be a trader the next). The best of the pirates cut a swath across the stars, legendary

heroes who are kind to the weak and dangerous to the strong. The worst are called marauders and reavers, and leave a

trail of blood floating in the void. Both are hunted by whatever local authorities exist, but the reavers are shown no

mercy.

A specialized pirate is a privateer, a free agent who serves space-based nations as a raider, choosing his targets from

among the ships of that nation’s enemies. In reality, the privateers are less concerned with such details, and a number

have “accidentally" attacked friendly ships.

海盗:这是一个肮脏的词,所以大多数从事它的人将之称为“私掠”或是“劫富济贫”。海盗对太空船员来说是一种常见的职业,

有多少城市依靠贸易而存在,就有多少城市依靠海盗而存在(它们是同一枚硬币的两面,今天的海盗也许明天就是商人)。海盗中

最棒的那些是传奇般的英雄,名遍群星,锄强扶弱。而最糟糕的那些被称作掠夺者和盗匪,它们在太空中留下的是漂浮的血迹。这

两种海盗都会受到当地政府的通缉,但盗匪是毫无慈悲之心的。

专业的海盗都是私掠船,是为太空文明充当掠劫者的自由特工,它们会从己方的太空文明的敌人当中挑选目标。而在现实当中,

私掠船不太注重这些细节,它们中有许多会“无意地”攻击友方船只。

Local Navies and Military: These types of adventures tend to be boring in times of peace, deadly in times of war.
Every small city maintains a militia fleet charged with patrolling its orbit, aiding ships in distress, and repelling possible

threats. The nature of these threats vary from city to city, but usually include neogi deathspiders, reavers, and known

pirates.

War is a common occurrence in space, and with indiscriminate fire, soon brings a large number of factions into play.

Typical warlike missions include patrol, search and destroy for enemy ships, spying missions, and all-out assaults. Cities

war among themselves for trade or to right grievances, trading costers battle for patrons and routes, and various races

are involved in continual running battles (the beholders, for example, hire both military and privateers among humans to

fight other beholders).

本地海军与军队:这种冒险在和平时期往往是无聊的,而在战争时期往往是致命的。每个小城市都会成立一支民兵舰队,负责在

其轨道上巡逻、帮助遇险船只,并击退可能的威胁。这些威胁的本质因城市而异,但通常包括纽吉怪的死亡蛛、盗匪和已知的海盗。

战争在太空当中时有发生,而且因为枪炮无眼,很快就会将大量的势力牵扯其中。有代表性的战争任务包括巡逻、搜索和摧毁敌

舰、间谍任务和全面攻击。城市之间会为贸易或权利诉求而开战,商人之间会为投资人和商路而开战,在连绵不断的战争当中,许

多种族都会参与其中(例如眼魔就会雇佣人类海军和海盗来对抗其它的眼魔)。

Exploration: For all the years that men have sailed the void and cruised the phlogiston, there is a great deal that men

do not know about their universe. Fantasy space is a universe not of theorists and scientists but of explorers and

adventurers, whose solution to test out what is beyond a shell is to journey there and find out. The Seekers are excellent

patrons for these types of adventures, since they will willingly finance exploration into new areas to receive detailed

maps of new lands.

探索:在漫长的岁月当中,人类已经试过在太空中航行、在燃素海中漫游,但它们仍然对浩瀚的宇宙所知寥寥。奇幻太空并非是

属于理论家或科学家、而是属于探险家和冒险者的宇宙,而它们了解晶壁之外的世界的方法是前往那里,然后去发现。索寻者就是

这类冒险的绝佳赞助人,因为它们愿意为探索新疆域的详细地图而提供资金。

Intrigue: A sneakier sort of adventuring, suitable to rogues and those who prefer the (relative) safety of the cities. The

various factions and races of space continually tilt against each other for dominion: Seekers against Xenos, military

brotherhoods against each other, wizards against competitors, and the neogi against all. The long distances and relative

lack of information make spies and scouts very valuable in space.

阴谋:一种较为卑鄙的冒险,适合游荡者与偏好城市的(相对)安全的人。太空中不同的派系和种族相互攻击,以争夺领土;索

寻者对抗陌客,有武装的兄弟会彼此对抗,法师与竞争者们斗争,而纽吉怪与一切为敌。遥远的距离和信息的相对匮乏使得间谍和

斥候在太空中非常吃香。

其它行星上的生命
Many of the fantasy worlds share similar creatures, species, and types of government. A native of Waterdeep would

not be totally lost in Greyhawk, and an elf from Silvanesti could fit in at the elven courts of Evermeet. Other planets do

not necessarily share those same similarities, and the DM may create worlds to fit his fancy and the needs of his

adventures.

许多奇幻世界都有类似的生物、物种,以及政府种类。一名深水城的居民不会在灰鹰不知所措,而来自 Silvanesti 的精灵也可以

适应永聚岛的精灵审判庭(elven courts)。其它行星并不一定要拥有相同的共同点,DM 可以创造适合自己口味和冒险需要的世界。

世界的种类和其中的生命形式

The easiest method of populating other worlds, short of creating all new monsters for every possible planet and

terrain, is to use already existing creatures in different situations. Certain types of planets are more amenable to specific

types of creatures than others (fish do not survive well on fire-worlds, for example).

Given the choice of weighing the DM down with yet more monsters, some of which would be variants on existing

types, the DM may choose to use the following tricks to make his worlds look and feel different, and to give the heroes

unexpected monsters and encounters.

丰富其它世界最简单的方法是——除了为每个可能存在的星球和地形创造全新的怪物以外——在不同的环境当中使用已经存在的

生物。某些类型的行星比其它类型的行星更适合特定类型的生物(例如,鱼类在火焰世界当中无法生存)。

考虑到用更多的怪物——其中一些是已经存在的怪物的变种——来减轻 DM 的负担,DM 可以选择以下技巧来使它的世界看起来

和实际的感受都与众不同,并给予英雄们意想不到的怪物和遭遇。

根据世界的类别决定怪物

Following are general examples of typical inhabitants of the various world types (the four elemental types,

discounting for the moment the “fifth” element used by the KaraTur characters).

以下是不同类别的世界当中的代表性居民的代表性示例(以下的四种元素类别由卡拉图角色所使用的“五大元素”简化而来)。

Earth-Type worlds have a diverse selection along the lines set out in the Monstrous Compendiums, and in the

Monster Manuals and FIEND FOLIO™ tome that preceded them. In fact, many of the monsters in those' previous texts

will never see the light of day in the Compendiums, and as such could be used on alien worlds. (Then again, who wants

to admit that his paladin was eaten by a flail snail in a distant crystal shell?)

《怪物纲要》、《怪物手册》和《魔族典籍》为地类世界提供了多种多样的【怪物】选项。事实上,许多在先前的文本中出现的

怪物永远都不会出现在怪物纲要里,但可以被用在外星世界上。(不过话又说回来,谁会愿意承认自己的圣骑士在一个遥远的晶壁
系当中被一只田螺吃掉了呢?)

Fire-Type worlds tend to have fire elemental based creatures, such as the salamander, efreet, and azer, but also fire-

based analogs of existing creatures (such as a fire-based bear). These analogs have the same appearance, hit dice, and

attacks as their regular versions, but in addition are made of elemental fire, plasma, molten rock, and other materials. As

a rule of thumb, these creatures will have the following special abilities:

They inflict 1-6 additional hit points in fire damage to normal damage for every Size class. (Size S = ld6, Size M = 2d6,

Size L = 3d6, Size H = 4d6, and Size H = 5d6.)

They are more vulnerable to cold, suffering double damage from cold attacks. They are vulnerable even to the cold

that we consider comfortable temperatures, taking 1 d6 points of damage for each round of exposure to these chill

temperatures, eventually burning out or fusing into a lump of inanimate rock.

火类世界往往会存在由火元素所构成的生物,例如火蝾螈、火神怪以及 azer,但也存在由火焰构成的现有生物的类似物(如火

熊)。这些类似物拥有与常规版本相同的外貌、HD 和攻击,但却是由火元素、等离子体、熔岩和其它物质所组成的。一般来说,这

些生物拥有以下特殊能力:

每有一个体型等级,它们便能在正常伤害之外额外造成 1d6 点火焰伤害(体型 S 为 1d6,M 为 2d6,L 为 3d6,H 为 4d6,G*为

5d6。)

【*原文为 H,应为 G】

它们不堪寒冷,寒冷攻击会对它们造成双倍伤害。即便是我们认为很舒适的寒冷中它们也非常脆弱,每处于这种对它们来说寒冷

的气温下一轮就会受到 1d6 点伤害,最终令它们燃烧殆尽或融化成一堆无生命的岩石。

Water-Type worlds have a rich diversity of aquatic life. All fish, whales, and water-breathers are possible on water-

type worlds, including mermen, sahuagin, sea elves, and locathah. The DM may double the size and hit dice of these

creatures, as they are perfectly adapted for their worlds (creating mergiants from mermen, for example). DMs may also

take creatures who are normally air-breathers and create an aquatic version (such as a water-breathing beholder, which

unlike the eye of the deep retains use of its eyes). On those islands that break the surface of the water, earth-type life

will also be found.

水类世界拥有丰富的水生生物多样性。所有鱼类、鲸鱼以及能够在水下呼吸的生物都有存在于水类世界的可能性,包括人鱼、鲨

华鱼人、海精灵以及洛卡鱼人。DM 可以因为这些生物根据所处世界而发生的演化,将它们的体型和 HD 翻倍(例如从人鱼中创造出

巨人鱼)。DM 还可以创造出无法水下呼吸生物的水中种类(例如一种能够在水下呼吸、却又不像深海之眼那样使用自己的眼睛的

眼魔)。在那些漂浮于水面上的岛屿当中,也能够发现地类生命。

Air-Type worlds specialize in fliers. Dragons, djinn, aaracokra, and other winged creatures will be common. The DM

may double the hit dice and size of these creatures to represent their adaptive nature to a world without a surface, and

the fliers here never need tire or land. The DM may also modify existing creatures for flight (the airboar, for example,
which has batlike wings). These creatures will have a speed equal to their earthly analog's ground speed doubled, and

have a maneuverability class of either C or D (50% chance for either).

气类世界专属于飞行者。巨龙、神怪、飞羽族和其它有翼生物都是很常见的。因为这些飞行者从来不会疲倦或是降落,DM 可以

将这些适应了一个没有地面的世界的生物的 HD 和体型翻倍。DM 也可以令现有生物变得可以飞行(例如一种有着蝙蝠般翅膀的飞

猪)。这些生物的速度相当于它们的地上种类的两倍,并且有着 C 或 D 的机动性(50%为 C,50%为 D)。

怪物的外观

One of the great advantages for AD&D® game players is that once the basic monsters are known and committed to

memory, they are an open book for the players. Their weaknesses and vulnerabilities are well known enough that a

prepared party can take on most monsters with special vulnerabilities. This is particularly true of monsters specialized to

a point where a single type of attack will drive them off or slay them.

AD&D®玩家的一大优势在于,一旦它们知晓并记住了基础的怪物,那这些怪物对它们来说就没有秘密可言了。它们的弱点和短

处已经广为人知地足以让任何一个有所准备的队伍战胜大多数有着特殊弱点的怪物。这对那些只有某一种攻击可以赶走或杀死它们

的怪物来说尤为如此。

This situation makes sense on most home planets, where the heroes have at least a passing familiarity with tales of

rakshasa and water weirds and other creatures. But in the new lands opened by space, this is not always the case. A hero

should not be always able to identify a monster from his home campaign, and have the same tricks work in every case.

这种情况在大多数原属星球上是说得通的,因为在那里,英雄们至少会对罗刹、水怪奇和其它生物的传说有所了解。但在太空的

新疆域当中情况并不总是如此。一个英雄应该总是能够认出一只来自它原属战役当中的怪物,【并且拥有每次都能有效的应对方

法】。

One way of dealing with this problem (short of new monsters, which are nice if there is time) is to change the

appearance of the monsters. All abilities, hit dice, and raw stats remain the same, but the creature, if humanoid, takes on

a nonhumanoid appearance; if it is normally reddish in hue and looks like a cow, it is now blue and looks like a giant fox.

解决这个问题的方法之一是改变怪物的外观(如果有时间的话新怪物当然更好)。所有的能力、HD 和原始数据保持不变,但这

个生物——如果是类人生物的话——呈现出非人的外形;如果它一般是红色的,看起来像一头牛,那么它现在就是蓝色的,并且看起

来像一只巨大的狐狸。

An example from the writer’s own campaign: The grimlock from the FIEND FOLIO tome is a creature that will likely

not reappear in the Monstrous Compendium. These creatures appear as grey-skinned humanoids with sharp teeth and

blank eyes, and are particularly vulnerable to audible glamer spells while being invulnerable to illusions. Most of my

players knew this description and brought out the needed spells when they appeared. They traveled to another world

and found more grimlocks, but this time I changed them in appearance only to resemble land-walking squids with
weapons in their tentacles. Confronted with the "landsquids," the players fought as if they were encountering the beasts

for the first time (which they were), all the while trying to figure out why I was reading from the FIEND FOLIO'" tome.

来自笔者自己的战役当中的一个例子:魔族典籍当中的 grimlock 是一个几乎不可能出现在怪物纲要当中的生物。这些生物看起

来像是有着尖牙和盲眼的灰皮类人生物,在对幻术免疫的同时却很容易被 虚幻之音法术给欺骗。我手下的大多数 PC 都知道它的这个

特点,并且会在它们出现的时候拿出需要的法术。它们去到了另一个世界并发现了更多的 grimlock ,但这次我改变了它们的外表,

让它们看上去只是用触手使用武器的陆生乌贼。在面对“地乌贼”的时候,我的 PC 如同第一次遇见这种怪物(实际上并不是)一样

与它们战斗,同时它们都想要弄清楚为什么我为什么在这种时候翻阅魔族典籍。

Changes in appearance can be minor (blue elves) or major (giants with mind flayer heads but none of their psychic

abilities). The limitations of the appearances are up to the DM, though he should note them in sidebar if the heroes ever

come back looking for the “Land-squids unaffected by illusions." Examples of changes of appearance are:

外观的变化可以是微小的(蓝色的精灵),也可以是巨大的(有着夺心魔头颅的没有它们的灵能的巨人)。这些改变都取决于

DM,【不过如果英雄们总是回去寻找“免疫幻术的陆生乌贼”的话,它也应该顺带提醒它们。】外观改变的例子包括:

Change in color (blue elves)

Change in flesh type (scaly humans)

Appears as a related creature

Appears as a creature of a different species

Appears with the head of a different creature (dragon, horse, etc.)

Is translucent or faded, but still visible (no penalties to hit)

颜色的改变(蓝色精灵)

肉体的改变(有鳞人类)

变为近亲的外表

变为另一物种的外表

头变为其它生物的(龙、马等)

体色半透明或者黯淡,但仍然可见(对命中没有惩罚)
改变怪物数据
A more involved modification is to change one or more of the statistics of the monster to reflect its appearance in a

new environment. This is more chancy than just changing the monster’s appearance, as it can affect game play

severely, often creating unkillable creatures or those that the players may use to their advantage.

更复杂的一种修改是,改变怪物的一项或更多的数据,以体现它在一个新环境当中的外观。这比仅仅改变外观更具有挑战性,因

为这会大幅地改变游戏体验,并且经常会创造出无法被杀死、或是可以被玩家所利用的生物。
Here are some general changes to monsters that can preserve their freshness, and limitations to those changes.

No. Appearing: Never more than double or less than half.

Armor Class: Raise or lower by only 1 point.

Movement: Double speed at best.

Hit Die: Double at best, plus give the players a clue by increasing size.

Number of Attacks: Double, but never more than four per round.

Damage/Attack: Leave as for normal monster.

Size: See under Hit Die above.

这是是一些能让怪物显得新奇的总体改变,以及这些改变的限制。

出现数量:决不能多于【原来】两倍或少于一半。

防御等级:只提高或降低 1 点。

移动速度:最好翻倍。

HD:最好翻倍,另外提醒玩家它们的体型变大了。

攻击次数:翻倍,但决不能超过每轮四次。

伤害/攻击:不变。

体型:见 HD。

In general, alter special attacks, special defenses, and in particular magic resistance at your own risk. When modifying

such special abilities, try to trade for an equal or weaker special ability. For example, a creature that can only be hit by

silver may be altered to one that can only be hit by cold iron, but not to one that could only be hit by magical weapons.

The first case would surprise and hamper the character, while the second would give too great an advantage to the

monster. Further, a monster that was more resistant to certain attacks would eventually force out his normal cousins and

become the dominant type of creature.

一般来说,改变特殊攻击、特殊防御以及——尤其是——魔法抗力的话,你需要自承风险。在调整这些特殊能力的时候,最好尝

试与同等或是较弱的特殊能力交换。例如将一个只能被银所伤的生物改为只能被寒铁所伤,而不是只能被魔法武器所伤。前一种情

况会让角色们为之惊讶并且为难,而后一种则会让怪物获得巨大的优势。【此外,一种对特定攻击更有抵抗力的怪物最终会迫使它

正常版本的近亲在这一类生物当中占主导地位。】

An example of a modified special attack is our beholder/bartender on the 布拉之岩. The death-ray eye is disabled, and

replaced with one that projects a detect lie spell. The result is a more socially oriented monster, who can survive better in

a city since most patrons know they will not be knocked dead (of course, he retains his disintegration ability with

another eye).

调整特殊攻击的一个例子是我们在布拉之岩上的眼魔酒保。它的死亡射线眼已经不再,取而代之的是一只可以使用侦测谎言的眼
睛。这样的结果是我们制造了一只更贴近社会的怪物,因为大家都知道它们不会被射死,所以它也可以更好地在城市里谋生(当然,

它的另一只眼睛仍保有解离能力)。

登陆!抵达行星

Fantasy worlds are large entities in themselves, and are often developed as the players move through them. In

ground-based campaigns, the DM can often stay one jump ahead of the players—if they move toward the

“impassable” mountains at the edge of the map, the DM has a chance to build more world before they arrive.

奇幻世界本身就是一个巨大的实体,并且经常会随着玩家的行动而不断发展。在地表战役中,DM 通常能比玩家领先一步——即

使它们朝着地图边缘那“无法翻越”的山脉移动,DM 也能够在它们过去之前创造地图之外的世界。

In fantasy space, this problem for DMs is intensified in that the players have more mobility. They can effectively land

anywhere on a planetary surface, which seems to require that entire planets need to be created wholesale before the

play can proceed.

在奇幻太空当中,这个问题对 DM 来说更加严重,因为玩家们的机动性变得更好了。它们实际上可以降落在一颗行星表面的任何

地方,而这似乎就要求 DM 必须在进行游戏之前将整颗行星都规划出来。

Such is not the case. Most campaign worlds are not full globes, and are developed over time. The “other side of the

world” tends to stay vague and with large areas of similar terrain until the heroes arrive there.

情况并非如此。大多数战役世界都并不是一开始就是一整颗星球,而是随着时间逐步发展而成的。在英雄们到达之前,“世界的

另一头”往往是模糊的,并且大片区域的地形都相类似。

As a rule of thumb, when adventurers land on a planet, they will come down where the DM says they come down. If

the far side of Toril does not exist as yet, they cannot land there.

根据经验,当冒险者们在一颗星球上降落时,它们的落点由 DM 决定。如果托瑞尔的遥远彼方还不存在,它们就不能降落在那里。

This sounds a little harsh, but taken as a group rule, makes sense. If the DM has plans and adventures set around the

fantasy equivalent of New York, it makes little sense to land the heroes in Istanbul and expect them to make the long

march. Adventures tend to happen near adventurers— when the space barbarians land on the deserted planet with the

ruins of an ancient race, said ruins are usually within walking distance. This is a convention used regularly in fiction and

may be used here as well.

这听上去有点苛刻,但作为一条推而广之的规则,它是有道理的。如果 DM 计划围绕一个奇幻“纽约”来开展冒险,那么将英雄

们降落在伊斯坦布尔并期望它们长途跋涉到“纽约”是毫无意义的行为。冒险往往会在冒险者周围发生——当太空野蛮人降落在一

个有着古代种族遗迹的荒废星球上时,遗迹往往就会处于它们的步程之内。这是一种小说常用的手法,同时也可以用在这里。
The exception to this is when the heroes know where they are going. A native of Krynn, for example, landing in the

Realms for the first time may be placed by the DM as he sees fit (preferably with an eye toward adventure and within the

wishes of the player—if they ask to land somewhere fairly removed from civilization, having them come down in

Waterdeep is not a good idea). A native of the Realms can likely identify his homeland from space, and as such be able

to set down pretty much as he sees fit.

这里的例外是英雄们【事先】知道它们要去哪里。举例而言,一个第一次在国度内降落的克莱恩土著也许会被 DM 放在它认为合

适的地方(最好是与冒险有关且玩家愿意的地方——如果玩家们希望降落在偏远之地,却将它们放在深水城,这就不是一个好主意

了)。而一个国度土著不难从太空中辨认出它的家乡,因此它就能够在它认为合适的地方降落。

When landing, the DM should check the weather, according to the Concordance. Strong winds or rains may reduce

the chance of landing safely. The characters may choose another landing area, choose to brave the storm (with

attendant possible damage) or simply wait out the storm in space. This last would involve additional possible encounters

while waiting for the clouds to clear.

在着陆时,DM 应该根据《百科》来检查【当地的】天气。强风或暴雨可能会减少安全着陆的几率。【如果天气恶劣】,角色们

可以选择降落别处、勇闯风暴(伴随着受到伤害的可能性),或在太空中等待风暴过去。最后一项将涉及在等待天气转好时可能发

生发生的额外遭遇。

当太空遇上地表 When Space Meets Ground


One of the key rules to keep in mind when introducing the SPELLJAMMER'" setting to established fantasy campaigns

is that they are very much separate worlds, and one should not outweigh or overwhelm the other.

在将魔法船™设定引入已经存在的奇幻战役时要记住一条关键规则——【这些战役】都是相对独立的世界,任意一者都不应该超

过或压倒另一者。

Civilizations in space consider themselves superior to the swarming groundlings, and most of their citizens do not

worry about the state of the Realms or the Dragonlance Wars—in a huge galaxy of myriad spheres, it simply doesn't

matter to them. They have their own provincialism, dealing with shipping and pirates. Their subjects of discussion are

neogi incursions and beholder civil wars, two subjects that would leave a groundling listener believing he was in the

company of professional liars. The demands of their space are different from the demands of “the ones below,” and as

such the two do not mix.

太空文明认为自己比群居的地表文明优越,它们中大多数的公民都不关心国度或龙枪战争的现状——在一个晶壁系无数的广袤银

河当中,这对它们来说并不重要。它们有自己的习俗,并因此有自己的航运和海盗。它们关心的话题是纽吉怪的入侵和眼魔的内战,

而这是两个会让地表土著觉得讲述者来自骗子行会的话题。它们在太空中的需求不同于“下面那些家伙”的需求,因此两者不能混

为一谈。
This is not to say that they do not know of each other's existence; simply, that matters not. Groundling nations hear

tales of space armadas and translate them into the equivalent fleets, not understanding fully the difference in cost and

potency. The powerful and the adventurous in both worlds know of each other, and often try to link the two worlds.

Wizards in particular are very interested in the differences between the spacers and the groundlings.

这并不是说它们不知道彼此的存在;但如果了解不充分的话,那就和不了解没有区别。地表国家听说了太空舰队的传说并将之理

解成同等规模的【海上】舰队,并不了解它们之间在价格和效力之间的差异。而两个世界当中的强者和冒险者都知道彼此的存在,

也经常试图将两个世界联系起来。法师们尤其对地上人和太空人之间的区别感兴趣。

In the Realms, for example, Khelben of Waterdeep and Elminster of Shadowdale are both powerful wizards. They

know of the spelljammers and the ships that regularly ply the skies over their heads. Khelben has an active interest, while

Elminster prefers dimensional travel as quicker and easier, and has less to do with such matters. The Lord of Waterdeep

is aware of space craft, but only listens to what Khelben has to say about it when a strange ship docks in the harbor with

odd and unusual items. The Lord of Shadowdale, who runs a much smaller community, knows nothing of spelljammers

and space civilizations, since he is concerned with invading troops from Zhentil Keep.

举例来说,深水城的凯尔本和阴影谷的伊尔明斯特都是国度中的强大法师。它们知道魔法船的存在,也知道这些船经常从它们头

顶的苍穹飞过。凯尔本对此有着积极的兴趣,而伊尔明斯特更喜欢简单快捷的次元旅行,也就不那么热衷于此。深水城的领主虽然

知道太空船的存在,但只听说过它在一艘带着古怪而不同寻常的货物的奇怪的船只停靠在【深水城】港口时提起过它。而管理着一

个【比深水城】小得多的社区的阴影谷领主对魔法船和太空文明一无所知,因为它要为来自 Zhentil Keep 的入侵军队而操心。

If inventions from space (such as wheel locks and smoke powder) threaten to overwhelm a groundbased campaign,

the DM has full permission and encouragement to correct the sitution. In Greyhawk, for example, smoke powder does

not function, though if taken off-planet it regains its abilities.

来自太空的发明(例如燧发机和发烟火药)会对地表战役产生毁灭性的威胁,但 DM 完全有权力、也十分应该去纠正这种情况。

例如,在灰鹰当中,发烟火药就不会起作用,只有在飞离星球之后才能恢复。

The gap between groundling and space is both a state of reality and a state of mind. The groundling campaigns can

run smoothly and effectively without interference from space, and the spaceborn legions can fight among themselves

without worrying the nations of the various planets.

The reason? Simply put, because they lack a common ground.

地表与太空之间的隔阂既表现在物质上,也体现在精神上。在不受来自太空的介入的情况下,地表战役可以平稳而有效地展开,

而太空中的军团也可以在不担心各个星球上的国家的情况下战斗。

原因?简单的说,就是因为它们缺乏共同点。
第二章:魔法船

CHAPTER 2:SPELLJAMMERS
名词定义 Definition of Terms

名称: 所述船只的常用名。

制造者: 所述船只的制造者一般属于这里所述的种族。

主要驾驶者: 这种船只的驾驶者主要属于这里所述的种族。如果有特别说明,这里列出的种族之外的其它种族也会使用这种船只 ,

但一般来说驾驶者都属于这里列出的种族。

吨位: Tonnage of the ship determines hull points and amount of crew and passengers that may be safely carried.船只

的吨位决定船体的生命值以及她可以安全搭载的船员和乘客的数量。

船体值: Amount of damage the ship may take before breaking up.船只在解体前可以承受的伤害总数。

船员: The number before the slash is the number required to operate the ship at its optimum maneuverability class.

The number following the slash is the maximum number of man-sized passengers and crew the ship can carry without

straining its air envelope.斜杠前的数字表示将所述船只完全运作起来所需的船员数目。斜杠后的数字表示船只在其气囊承受范围

内能够搭载的中型乘客和船员的最大数量。

机动性: The rating for the ship's maneuverability. This affects the ship’s ability to turn and evade in combat. A is the

best rating, F the worst.所述船只的机动性等级。该等级影响船只在战斗中的转向和回避能力。A 为最好,F 为最差。

着陆能力 : Whether the ship can land safely on land or water without crashing. This does not affect ships in orbit or

using space docks. If a percentage is given, that is the chance the craft has of landing successfully.船只有无在不发生事故的

情况下降落在陆地或是水上的能力。这项能力不会影响船只进入轨道或是停泊与星际港口。如果这里给出了百分数,则代表船只成

功着陆的几率。

防护级别: The strength of the ship's hull, given as a number similar to a character's Armor Class.代表了船体的强度,与角

色的防御等级类似。

豁免: Saving throw category used for the ship. See the table on p.25 of The Concordance of Arcane Space.船只所使用

的豁免检定。详见 The Concordance of Arcane Space 第 25 页所列出的表格。

动力能源: The form of spelljammer engine usually found with this type of ship. Replacement and alternate engines are

common, but in general, this type of engine is best suited for the ship.所述船只一般使用的引擎种类。更换或轮流使用不同种

类的引擎并不罕见,这里列出的是在一般情况下最适合所述船只的引擎种类。

战术速度: The speed of the ship in combat. Ships that use major or minor spelljamming helms are noted as such, and

have variable speeds according to the spellcaster manning the helm.所述船只在战斗中的航速。这里还会列出船只使用的魔舵

的种类,但船只的速度也取决于掌舵人本身。
标准船载武装: The typical weaponry of the ship. More than any other feature, armament varies the most from ship to

ship. These are standards, but individual owners customize their ships. The crew required to man typical weapons is

noted, too. This is in addition to crew needed for ship maneuvering.所述船只的典型武器设备。在不同的船只之间,这项属性

是差距最大、最多种多样的。这里列出的只是标准设备,但船只的拥有者可以自行对此进行改装。这里同时也列出了标准武器所需

的船员(这些船员不计入运作船只所需的成员之中)。

载货量: Amount of space available for cargo, passengers, and other sundries, once the amounts required for weapons,

crew, and the helm are taken. This space may be used for transporting cargo or given to other uses (like more weapons).

在搭乘了武器、船员和魔舵之后,能够装载货物、乘客以及其它杂物的空间总大小。这些空间能够用来运货,也可以用作其它用途

(例如装载更多的武器)。

船长: The length of the ship, stem to stern.船只从船头到船尾的长度。

船宽: The width of the ship at its widest point.船只最宽处的宽度。

描述: A general summary of the ship and its appearance.船只外表和其本身的简要描述。

船员编制 : A listing of the typical crew of the ship, along with the normal positions manned by its typical users. If a

ship's owners usually have an organized chain of command, it is mentioned here. Location of the helm and bridge are

often noted here as well.所述船只在各个工作位置上的船员的典型种类。如果所述船只的拥有者通常能够有组织地命令船员,这里

会提及。魔舵和舰桥的位置也会在这里提及。

船只特长: Some ships are better suited for specific tasks than others. This section lists the most common uses for the

various types. While there are squid ship landers and mosquito battlewagons, they are rare when compared with the

number of squid ship dreadnoughts and mosquito landers.一些船只比其它的船只更适合执行某些任务。这一项中列出了所述

船只的主要用途。比如说通常是鱿鱼舰的登陆艇搭配宙蚊的战车,而不是鱿鱼级无敌舰搭配宙蚊登陆艇。

其 它 配 置 : This section lists the common alternatives for the various ship types, such as more armor, more

maneuverability, modifications for particular races or special tasks. The DM is free to throw these alternate versions at

the players to keep them on their toes. Merely switching one weapon type for another is not listed in the section, unless

the change affects a large percentage of ships in common usage.这一节列出了所述船只的常见改造,例如更厚的装甲,更高

的机动性,根据特定种族或任务进行的调整,等等。 DM 可以随意地为船只设计不同的改造,以便引起 PC 的兴趣。仅仅只是将一种

船载武器换成另一种这样的小改动不会在这里列出,这里只会列出在很大程度上改变了船只的常见用途的改造。

This section also outlines how the various races that commonly use a particular ship modify it for their own ends. 这一

节同时也会列出不同的种族在使用所述船只时会对其外观进行何种特定的调整。

In the descriptions that follow, ships are presented in order of tonnage from lightest to heaviest.在下文中,我们将会按

照吨位,逐一介绍最轻到最重的魔法船。
FLITTER 宇飞者

建造者: 精灵

主要驾驶者: 精灵

吨位: 1 吨

船体值: 1

船员: 1

机动性: B

着陆能力——陆地: 有

着陆能力——水面: 有

防护级别: 8

豁免: 陶瓷

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 无

载货量: 0.5 吨

船长: 20 英尺

船宽: 5 英尺

描述
The flitter is the smallest standard ship in fantasy space and has little more than a modified spelljammer helm tucked

within its small butterfly shape. It carries a single passenger/captain/helmsman, who sits just ahead of the wings. The

flitter is not recommended for long trips, given its small size and delicate construction. Traveling in a flitter has been

compared to riding a tireless horse for several days—you get where you're going, but not very comfortably.

宇飞者是奇幻太空中最小的标准船只,她那蝴蝶型的船身内还装有一个同样很小的魔舵。她仅仅只能乘载一位坐在双翼前端的乘

客/船长/掌舵人。由于其细小的体型和精细的构造,宇飞者并不适合长途旅行。驾驶宇飞者就好像连续几天乘骑一匹不知疲倦的骏马

一样——你可以很快到达目的地,但不会感觉舒服。

The flitter has insufficient interior space for anything but personal items in its tiny cargo hold. The ship is too small to
carry any large weaponry. The flitter is really nothing more than an extension of the user's own form.

宇飞者那小的可怜的载货空间只能装进一些个人物品。这种船只的大小无法搭载任何大型武器。与其说宇飞者是一艘船,不如说

她只是一件能让你在外太空飞行的宇航服而已。

船只特长

信使: In its spelljamming configuration, the flitter is best at carrying light goods over short interstellar distances. The

lightest good to carry is information, so the flitter often serves as a messenger between elven fleets separated by the

void or in different spheres entirely. Such missions are dangerous for these messengers, called in their tongue “lone

riders."

从其构造来看,宇飞者最适合携带轻型的货物来进行短程的星际旅行。世界上最轻的货物是信息,所以宇飞者经常在被真空或不

同晶壁球完全分隔开的精灵舰队之间充当信使。这样的任务对这些信使来说是非常危险的,所以它们经常将自己称之为“独行侠”。

侦察舰: Similarly, the flitter is an excellent reconnaissance and espionage ship, capable of slipping into small areas and

making planetfall. Heading for the nearest large solar body is a favorite tactic for the “lone rider" seeking to escape

from dangerous pursuers. 同样的,宇飞者也是一种非常适合进行侦察和间谍活动的魔法船,能够潜入狭小的区域内进行着陆。当

需要从危险中逃脱时,飞向最近的大型天体是“独行侠”们最喜欢用的战术。

登 陆 艇 : Sometimes owners strip the spelljamming engine out of a flitter and replace it with a more conventional

engine. In this configuration, the flitter is useless for interplanetary voyages, but suitable for short hops into and out of

the atmosphere or between ships. The elven navy follows a strict policy of only allowing ships without helms to make

planetfall, so this use of flitters as landing craft is very common.

有时,宇飞者的主人会将其原来的法驱引擎拆掉,将之置换为一种更常见的引擎。使用了这种配置的宇飞者无法进行星际旅行,

但却很适合在魔法船的大气层之间进行短程跃迁。精灵海军有一条很严格的规定:只允许使用没有魔舵的船只进行登陆行动。因而

将宇飞者用作登陆艇是一件很寻常的事情。

小型 战 斗 机 : Another place for a flitter lacking a spelljammer helm is in close combat with enemy ships.Large elven

dreadnoughts of the armada class (see below) carry a number of depowered flitters. While these ships cannot manage

interplanetary flight, they are capable of attacking enemy ships. Controls are set into the seat of the flitter, and the ships

are manned by archers or mages, who soften up a target before the main attack.拆去魔舵的宇飞者的另一个用途是与敌舰进

行近身缠斗。无敌级(见下)的大型精灵无敌舰会携带一定数量的无魔舵宇飞者。这些宇飞者虽然无法进行星际航行,但能够攻击

敌舰。射手或巫师会通过设置在宇飞者驾驶座上的控制装置来操纵她们,让她们在主力进攻之前先削弱敌人。
其它配置

无魔舵版本: Used as landing craft and small fighters as noted, these flitters have their spelljammer helms removed and

replaced with simpler, more conventional engines. The common elven engines used for these craft have a movement on

the tactical map of 2 spaces per round.

就像上文提到的登陆艇和小型战斗机一样,这种宇飞者被拆除了魔舵,并以更简单、更常规的引擎替换之。这种船只上常用的普
通精灵引擎在战术地图上拥有每轮 2spaces 的航行速度。

野 飞 者 : There are a number of abandoned flitters littering the cosmos, the remains of failed missions, undelivered

messages, and old battles. Such craft are seriously overgrown, their wings curled in on themselves like seashells. Such

ships may have workable engines within, and are MC E and AR 9 until trimmed back. Repair costs are equivalent to

refitting half the hull.

有这样一类被遗弃在宇宙中的宇飞者,她们或是失败任务中的幸存者,或是未能到达目的地的信使,又或是古老战场上的遗骸。

这样的宇飞者都严重地过度生长,两边翅膀像贝壳一样向内卷曲。在她们体内也许会有仍能工作的引擎,如果有的话,在修复之前

她们的机动性为 E,防护等级为 9。修复这种船只的花费与修复一半船体的花费相当。

炎风: This type of depowered flitter has not been used by the elven fleet since the Unhuman Wars. The firewind is a

suicide craft, loaded with flammables and piloted to crash on enemy decks. Used against wooden ships, each flitter has

the effect of two hits from a greek fire projector. The firewind pilots are trained to bail out if possible. Elves even used

charmed orcs and men to fly the ships near the end of the Unhuman War.

这类无魔舵宇飞者自从非人战争之后便不再被精灵舰队所使用。炎风是一种自杀飞船,装载了可燃物和驾驶员之后便直接撞向敌

舰的甲板。在用来对抗木质船只时,每艘炎风都能利用一种希腊火投射器来造成二次打击。在非人战争接近尾声的时候,精灵甚至

会魅惑兽人和人类来驾驶这种飞船。

MOSQUITO 宙蚊

建造者: 人类

主要驾驶者: 所有种族

吨位: 6 吨

船体值: 6

船员: 1/6

机动性: C

着陆能力——陆地: 有

着陆能力——水面: 有

防护级别: 5

豁免: 薄木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 无
载货量: 3 吨

船长: 100 英尺

船宽: 15 英尺

描述
The mosquito, along with the elven flitter, is among the smallest spelljammer helm-carrying ships in common use in

fantasy space. The mosquito is used as a shuttle, landing craft, spy ship, and infiltrator. Its small size makes it unsuitable

in combat (one good hit from a heavy weapon can usually knock it out).

除了宇飞者之外,宙蚊是奇幻太空的常见船只当中最小的配备有法驱魔舵的魔法船之一。她经常被用作飞梭、登陆舰、间谍舰,

以及渗透舰。她纤细的体型让她并不适合战斗(一把重型武器只需一次精准的攻击就能把她击败)。

船员

The mosquito can be run at full rigging by a single man, making it prized as a personal star-traveler. The low

maximum capacity of the ship makes it suitable only for small parties, or for short trips, where the ever-stifling air will

not pose a serious problem.

宙蚊只需一个人就可以完全地操纵,相当于单人的星际旅行器。她的最大搭载人数让她只适合小型队伍或空气不会成问题的短程

旅行。

船只特长

登 陆 艇 : Most mosquitoes are carried on larger ships and used as shuttles or landing craft for individual crew

members. They are also used occasionally as rescue craft and alternate lifeboats. Often the spelljammer helms are

stripped out of mosquito landing craft, as that is the most expensive part of the vehicle.

大多数被装载在大型飞船上的宙蚊都被用作单人飞梭或登陆艇。她们偶尔也会被用作援救艇或交替救生船。作为船上最昂贵的部

件,宙蚊登陆艇一般都会把原来的魔舵拆掉。

间谍舰/渗透舰: The mosquito is not made to stand up in a fight, but makes a great stealth ship. Mosquitoes can be

easily modified and made harder to detect, making them prime candidates for spy ship duty.

宙蚊不擅长战斗,但却是杰出的潜入飞船。她易于伪装、难于发现,是间谍行动的首要选择。

太空废船/自爆机: In sections of space with longstanding wars, mosquitoes are often stripped of their helms and cast

adrift after being filled to the brim with greek fire canisters and other flammables. The hope is that such space hulks will

fall into the gravity planes of large enemy ships and crash, setting them on fire. Often swarms of these flammable

mosquitoes are left in orbit around enemy planets.

在太空中进行长期战争时,宙蚊经常会被拆去魔舵,在装满了希腊火瓶和其它可燃物之后让她们漂浮在太空当中。人们寄希望于
这些太空废船能够受到大型敌方战舰的重力吸引而坠落,并发生爆炸。这些易燃的宙蚊通常会成群地被投放在敌方星球的近地轨道

之中。

其它配置
蚋蚊: A stripped-down version of the mosquito, the gnat is one of the most maneuverable ships in space. Its armor

rating is 8, but maneuverability climbs to B. The gnat is often used as a shuttle in high-combat zones.

作为简装版的宙蚊,蚋蚊是太空中机动性最高的飞船之一。她的防护级别为 8,但机动性为 B。蚋蚊在战斗强度高的区域作为飞梭

使用。

刺 针 : In this configuration, the mosquito’s cargo section is filled with weaponry—a ballista, catapult, or jettison,

according to the tastes of the user.

这种配置的宙蚊的货仓装满了武器——弩炮, 投石机, 或是投弃物——具体取决于使用者的爱好。

圆 顶 : This enclosed version of the mosquito (or, occasionally, the gnat) has a dome covering the upper deck. The

domed mosquito is used by mind flayers and other beings sensitive to light. The dome does not change the AR or

saving throws of the craft, but prevents those on the upper deck from being attacked freely.

这种密封型的宙蚊(有时,蚋蚊也会使用这种配置)在上层甲板有着一个圆形穹顶。像夺心魔这样对光线敏感的种族一般都会使

用这种宙蚊。圆顶不会改变船只的防护级别或是豁免,但可以令上层甲板免受直接的攻击。

CARAVEL 卡拉维尔快帆

建造者: 处于战争中的人类

主要驾驶者: 处于战争中的人类

吨位: 10 吨

船体值: 10

船员: 8/10

机动性: F

着陆能力——陆地: 无

着陆能力——水面: 有

防护级别: 9

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 一门中型弩炮(船员 2)

载货量: 5 吨
船长: 70 英尺

船宽: 20 英尺

描述
Unfortunately, the most common form of first-time ship an adventurer is likely to own is something along the lines of

the caravel. This ship is a cheap vessel with low armor rating and maneuverability, little capacity to maintain a crew

above the listed minimums, and woefully inadequate weaponry. This is the type of ship created by adventurers who find

a spelljammer helm in the ruins of an ancient civilization.

不幸的是,一位冒险者所能拥有的早期船只中最常见的便是卡拉维尔快帆中的一种。这是一种防护级别、机动性和搭载能力都很

低下,并且火力也很贫瘠的便宜船只。这种类型的船只是由从一处古代文明的废墟中找到了一个魔舵的冒险者们所创造出来的。

If such an adventuring team survives their first adventure into space and discovers other civilizations with better,

more refined ships, they quickly junk the caravel for at least a tradesman. As a result, coasters, caravels, biremes, and the

like are often abandoned by their owners, who wise up and leave them propped on the side of an asteroid base as a

source of lumber and scrap. 如果这样的冒险者团队从它们在太空中的第一次冒险中幸存,并且找到了有着更好、更优良的船只

的文明,它们很快就会将卡拉维尔快帆卖给至少一位商人。因此,像是近海货船 , 卡拉维尔快帆, 双排桨海船这样的舰船经常会被她

们的拥有者丢弃在一个小行星基地,化为木材和碎片。
DRAGONFLY 宙蜓

建造者: 人类

主要驾驶者: 人类,精灵

吨位: 10 吨

船体值: 10
船员: 3/10

机动性: C

着陆能力——陆地: 有

着陆能力——水面: 无

防护级别: 8

豁免: 薄木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 一门轻型弩炮(船员 1)或一门轻型投石机(船员 1)

载货量: 5 吨

船长: 100 英尺

船宽: 20 英尺

描述
The dragonfly, with the tradesman (below) is one of the workhorses of space. Its small size and good maneuverability

make it ideal for transporting small groups, very important persons, and small packages. These features also make the

dragonfly the ideal ship for smuggling and fast exploration.

宙蜓和旅商快帆(见下)一样,是太空中的货船之一。其纤细的尺寸和优秀的机动性使她们很适合运送小型团队、极其重要的角

色,还有小型包裹。这些特点也使得宙蜓很适于走私以及快速勘查。

The dragonfly also is highly recommended as a wizard's ship. A truly antisocial mage can load most of his supplies on

board and turn the dragonfly into a mobile laboratory and workshop, placing himself literally millions of miles from

nowhere. There he can work in relative peace. A large number of dragonfly hulks found in the various systems were once

used for this purpose, abandoned when their masters moved on or died as a result of their experiments.

宙蜓也很适合作为一位法师的座舰。一位孤僻的法师可以将它所需的几乎一切补给都搬上甲板,把宙蜓变成一间航行的实验室和

工厂,载着它航行数百万英里之远。如此,它便可以相对安静地进行研究。许多在各个不同的星系中发现的废弃宙蜓都曾服务于这

种用途,然后在她们的主人因为自己的实验而离开或是死亡时被抛弃。

船员
The dragonfly is capable of being handled (badly) by a single man, but operates best with a three-man crew, not

including any men required for the spelljammer helm. The captain is usually the navigator and the quartermaster. The

first officer generally doubles as the helmsman and the cook.

只需一个人就可以对宙蜓进行最基本的操纵,但要发挥其全部的性能,则至少需要三位船员(不包括操纵魔舵所需的船员)。宙

蜓的船长通常是领航员或是军需官。大副则通常兼任掌舵人以及厨师。
船只特长

走 私 舰 : The "light package" trade is a favorable one for spacefarers. Those who wish to send items such as magic

tomes, artifacts, or magical items to other planets or spheres without passing through the various planes of existence

find black-market traders very helpful—for a sizable price. Smuggling ships are often stripped for maneuverability and

powered by a high-level cleric or wizard for speed.

“轻包裹”是宇航员们最喜欢的生意之一。那些希望能够不穿过其它位面而将魔法卷册、神器或是魔法物品送去其它星球(或晶

壁球)的家伙们会发现黑市商人能够帮上很大的忙——只要价钱合适。走私舰通常会精简舰身以提高机动性,并利用一位高等级牧

师或法师来提供更高的速度。

The stripped-down dragonfly has an improved maneuverability class of B, but its AR is only 9. This version usually

uses a furnace as its spelljamming device, and requires that the agents employing the smuggler provide sufficient magic

to power it.

简装型宙蜓的机动性为 B,但防护级别只有 9。这种宙蜓通常会使用一个熔炉来作为法驱装置——代理人还需要向走私者提供足

够的魔法【物品】来为其供能。

自由冒险船: The dragonfly is a handy small exploration ship for adventurers who are looking to land on a planet, scout

around, and leave at will. “Leave at will” is a big part of the dragonfly's desirability: the ship’s relatively small size and

landing ability make it the ship of choice for such situations. Its chief disadvantage is also its size, which prevents it from

being used to haul large objects into space. The crew of an adventuring ship will vary greatly, but will always include a

mage or priest to man the helm.

对于希望能够在一颗星球上降落并探索,且随时可以离开的冒险者来说,宙蜓是一种易于获得的小型勘查船。“随时可以离开”

是宙蜓很重要的一项优点:这种船只相对较小的尺寸和其着陆能力令她成为了前文所述的冒险者们的优秀选择。但她主要的缺点同

样是尺寸,这使得她不能将大型目标拖运到太空当中。一艘正在冒险的船只的船员非常多种多样,但总是会包括一位操纵魔舵的巫

师或是祭司。

法师座舰: Such ships are normally gutted and redesigned from within to suit the needs of the wizard, who operates

the ship alone or with a few trusted retainers, familiars, and/or magical creations. Wizards who do not venture into the

phlogiston will often open extradimensional holes from their ship in order to provide more storage space. (In the Flow,

the storage space will disappear and can't be opened until the ship reaches another crystal sphere.) A wizard’s ship

usually carries no heavy armaments, as the wizard himself is often the most dangerous weapon on board.

(独自——或与一些可信赖的保镖、魔宠、以及/或魔法造物一起)操纵这类宙蜓的法师通常会将她从内部掏空、进行改装,以

适应自己的需要。不会进入燃素海中冒险的法师通常会在船内打开异次元虫洞,以增加更多的存储空间。(在燃素之潮当中,存储

空间通常会消失掉,直到船只到达另外一个晶壁球之前都无法打开。)像这样的法师座舰通常不会配备重火力,因为一般来说,法

师本身就是甲板上最危险的武器。
轻便艇: A dragonfly can be gutted of its spelljammer helm (the most expensive part of a ship) and used as a "ship’s

boat” for a larger craft in making planetary landings. The dragonfly retains its hull and maneuverability characteristics,

but has a nonmagical engine as its power source. Such ships sometimes retain their spelljammer helms and are used as

scouts or light fighters.

被拆除了魔舵(船只上最昂贵的部件)的宙蜓可以作为一艘大型船只在登陆行星时放下的“船中小艇”。这种宙蜓仍保有原来的

船体和机动性,但使用无魔法的引擎作为其动力源。这样的宙蜓有时也会保留魔舵,并当作侦察舰或是小型战斗机来使用。

其它配置
萤火虫:This version of the dragonfly is used by some humans in desperate naval actions. The firefly is nothing more

than a large bomb. The ship’s light catapult is replaced with either a bombard or a greek fire projector and stuffed to

the gills with ammunition. The idea is for the spelljamming mage or priest to drive it into the heart of an enemy armada

and detonate it by crashing into a larger ship. The mage is sometimes provided with a lifeboat or dimensional escape

device.

一些人类会在毫无胜算的舰队战争当中使用这个版本的宙蜓。萤火虫说白了就是个大型炸弹。她原有的轻型投石机被替换成了一

台射石炮或是希腊火投射器,并塞满了弹药。具体的使用方法是让巫师或祭司驾驶着这种船只飞进敌方舰队的中心,然后一头撞上

某艘大型船只,产生爆炸。有时会给巫师驾驶者配备救生船或是次元逃脱装置。

重型宙蜓: Occasionally, more armor is added to the dragonfly, improving the AR to 7 and reducing its MC to D. Most

individuals seeking a better protected ship look at the superior damselfly class instead of modifying a dragonfly.

宙蜓有时会被安装更多的装甲,令她的防护级别达到 7,机动性降至 D。大多数渴求更好的防护的驾驶者都会选择驾驶更上级的

宙蛉,而不是改造宙蜓。
DAMSELFLY 宙蛉

建造者: 人类

主要驾驶者: 人类

吨位: 10 吨

船体值: 10

船员: 2/10

机动性: D

着陆能力——陆地: 有

着陆能力——水面: 无

防护级别: 4

豁免: 金属

动力能源: 大型或小型魔舵
战术速度: 取决于掌舵人

标准船载武装: 1 门重型武器

载货量: 5 吨

船长: 100 英尺

船宽: 20 英尺

描述

A second-generation version of the standard dragonfly, the damselfly has the same general configuration as the

dragonfly, but has been totally redesigned along its main body. The 薄木 has been replaced with metal and other, harder

substances, and all exposed decks have been covered. A sliding hatch just behind the wings is used for the single heavy

weapon the damselfly has, though some versions use this for cargo space, turning the aft section into a weapon deck

instead.

作为标准宙蜓的第二代版本,宙蛉的结构大体上与宙蜓相同,但其主体被完全地重新设计。薄木被替换成了金属等更坚硬的材料,

所有裸露的甲板也都增添了防护。原本位于翅膀后方的滑行舱口被用于装载宙蛉设备的一门重型武器——但某些型号的宙蛉也会将

这里用作货仓,而将武器放置在甲板尾部。

船员

Refinements in the layout of the ship’s wings reduce the number of men needed for full operation to two, including

the spelljamming mage himself. The spelljammer helm is usually located on the enclosed bridge itself, behind a forward

portal of glass, crystal, or metal affected by a glassteel spell. The ship can be operated from the deck without

endangering the crew.

宙蛉翅膀的设计之精巧,令完全操纵该船所需的船员减少到了两名(包括负责法驱装置的巫师在内)。宙蛉的魔舵通常放置在密

封的舰桥上,前方有一扇施展了玻璃钢态化法术的玻璃、水晶或金属大门保护。可以在不危及船员的情况下从甲板直接操作宙蛉。

As with the dragonfly, the damselfly has a captain (usually the owner) who also holds any other position that is

needed. Damselfly captains tend to be loners, either preferring or needing relative peace and quiet. The damselfly is a

hermit’s ship, used by those who want to shut the universe out.

与宙蜓一样,宙蛉上也有着一位船长(这通常即是其所有者),这位船长在有需要的情况下也需要兼任其它任何职务。宙蛉的船

长往往都是偏好或需要相对的安宁或是静谧的孤独者。宙蛉是隐居者的优秀伴侣,受到那些希望远离宇宙中一切琐事的家伙的青睐。

船只特长

小型战斗机: The damselfly is often carried by larger ships as a scout and fighter. These ships are often left behind as

the main ship retreats, and will rejoin the main ship at a rendezvous point—if possible. Such versions frequently carry
additional weapons.

大型船只通常会搭载宙蛉,让她们作为侦察舰或是战斗机。宙蛉通常会在主力撤退时留下断后,然后在约定好的地点重返舰队—

—如果可能的话。这一类宙蛉通常会携带额外的武器。

怪物座舰: The small size, protection, and ease of operation of the damselfly make it an ideal craft for generally solitary,

nasty creatures. The fact that a casual observer cannot tell if the ship carries a wizard, lich, or rakshasa provides a level of

comfort for the user.

宙蛉的纤细、防御力,以及易于操作让她成为了独行的邪恶生物的一种理想座驾。一个不留心观察的外人无法解释的事实是,法

师、巫妖或罗刹在驾驶这种船只时会有一定程度上的舒适感。

走私舰: Like the dragonfly, the damselfly is used extensively in the “small package trade,” particularly in locations

where open warfare is common and/or the local authorities have the power to back up a blockade. Damselfly captains

rarely take on passengers (see the above notes on personality of such captains), but may be induced to do so for a high

price.

和宙蜓一样,宙蛉也能出色地进行“小包裹生意*”——尤其是在那些常发战争以及/或是当地政府有能力设立封锁线的地区。宙

蛉的船长很少会接纳乘客(见上文中有关宙蛉船长个性的解释),但如果出价够高,这也不是不可能的事情。

【*即走私。】

轻 便 艇 : As the dragonfly, the damselfly often has its expensive spelljammer helms stripped and replaced with

nonmagical engines, turning the ship into a planetary scout or shuttle. Such shuttles are useful for zipping about a

planet's surface, but are useless for interplanetary travel since their air will run out long before they reach a destination.

和宙蜓一样,宙蛉经常会被拆除昂贵的魔舵并换上无魔法的引擎,被当作行星内的侦察舰或是飞梭来使用。这种飞梭很善于在行

星表面飞驰,但无法进行星际旅行——因为其氧气储备在到达目的地前就会早早地被耗尽。

其它配置
替 换 武 器 : The damselfly’s main weapon is usually a heavy ballista stored behind a hatch located just aft of the

wings. The hatch slides back for combat operations. Some damselflies have the ballista in the rear (normally cargo area).

Some captains replace the ballista with a heavy jettison.

宙蛉的主武器通常是一门被收纳于翅膀尾部的舱门后方的重型弩炮。舱盖可以向后滑动作战斗用途。某些宙蛉在后方(通常是货

舱区)装有弩炮。某些船长用一堆重型投弃物替代了弩炮。

额外武器: If the cargo space is eliminated, a damselfly often carries either a second ballista, a jettison, or a greek fire

projector in the tail. Weapons mounted in the rear are called “stingers" regardless of their type.

如果牺牲货舱空间,宙蛉还可以再在尾部装配第二门弩炮、投弃物或是希腊火投射器。无论是哪种类型,在尾部装配的武器都被

称作“钉刺”。
超重型宙蛉: In the quest for still more protection, a modified super-heavy damselfly has appeared. Its armor rating is

3, among the best for ships its size, but its low maneuverability class (E) makes it hard to manage in a fight.

为了得到更强的防护,经过调整的超重型宙蛉已经出现了。她的防护级别为 3,是同等大小的船只当中最好的,但其低下的机动

性等级(E)也让她在战斗中难以操纵。

替换装甲: Enameled metal is the damselfly’s common covering, often painted in bright colors that warn other ships

away. Versions built by some space-based humans use bone, ceramics, or shells to the same effect. The armor rating

remains the same, but the ship’s saving throw is changed for the new material.

珐琅金属是宙蛉的常用装甲,经常用来涂上鲜艳的颜色来警告其他船只离开。某些太空人类利用骨骼、陶瓷或贝壳来制作的装甲

也有相同的效果。【使用这些装甲后】船只的防护级别不变,但豁免骰会随之改变。

夺心魔船员: The damselfly appears frequently in mind flayer formations as a scout or planetary landing craft. This fits

in with the general preferences of the mind flayers for safe, secure ships. The damselfly is undergoing test flights with

the mind flayers, and if the ship is deemed successful, it will be added to their fleets. Even if the craft fails the mind

flayers' rigorous tests, the damselfly's successful design features will be added to those of the illithids’ standard

nautiloid craft (see below).

宙蛉经常被夺心魔用作侦察舰或行星登陆艇。这种船只能够满足夺心魔对安全、可靠的船只的普遍偏好。宙蛉正在接受夺心魔的

飞行测试,如果这种船通过了考验,她就会被加入到它们的舰队当中。即便她没有通过夺心魔那严格的测试,她身上那些成功的设

计也会被加入夺心魔的标准鹦鹉螺舰船(见下)当中。
WASP 宙蜂

建造者: 蜥蜴人

主要驾驶者: 蜥蜴人,人类

吨位: 18 吨

船体值: 18

船员: 8/18

机动性: D

着陆能力——陆地: 是

着陆能力——水面: 是*

防护级别: 6

豁免: 薄木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 1 们重型弩炮(船员:4)

载货量: 9 吨

船长: 80 英尺

船宽: 20 英尺

*仅限蜜蜂级
描述
The wasp is a relative of the dragonfly, built to suit the lizard man’s physique. It is one of the few vessels designed

first and foremost with the lizard man in mind, but even as such looks slapdash and poorly engineered.

The lower decks of the central section are bowed outward and flooded for use by the lizard men and as a storage area

for their pets. The raised hump on the wasp’s back provides high ground for the ship’s main weapon turret, usually a

ballista.

黄蜂是宙蜓的同型舰,她是为了适应蜥蜴人的体型而建造的。她是少数几艘在设计之初就将蜥蜴人的需求视作最优先的船只之一 ,

但即便如此,她的设计看起来也十分粗糙和拙劣。

她中央部分的甲板向外弯曲,供蜥蜴人用作它们宠物的放置区。而黄蜂背部升起的驼峰为这艘船的主武器(通常是一门弩炮)炮

塔提供了一处高台。

船员

Lizard men normally have a single tribal captain and a shaman responsible for the spelljamming engines (regardless of

the type of engines). Beyond that, tasks are shared without official positions. The weapons teams often consist of those

lizard men closest to the turrets at the time of a battle.

蜥蜴人通常让一个部落首领和一个萨满来负责法驱引擎(无论是哪种引擎)。除此之外,船上不会专门区分职务。武器小组通

常会由战斗时最靠近那个炮塔的蜥蜴人组成。

The captain is usually positioned either on the foredeck or at the turret, where he leads by example. The

spelljammerhelm is usually found beneath the foredeck, which is where the navigation checks are kept. The crew's

quarters are placed haphazardly throughout the ship; there are no official crew bunks on lizard man ships.

船长通常会在前甲板或者炮塔的位置身先士卒。法驱魔舵通常可以在前甲板下面找到,而那里也是保存导航标记的地方。船员在

船上的住处是随意分配的;蜥蜴人的船上没有高级船员【除船长外】。

Many lizard man ships carry “crew mascots” in the flooded bulkhead. These mascots are often schools of fish, such

as grouper and sharks, and are sometimes used to feed the lizard men (and provide a convenient method of disposing

of unneeded prisoners). Some ships carry large creatures such as octopi, squid, or eyes of the deep.

许多蜥蜴人舰船都会在储水隔舱中携带“船员吉祥物”。这些吉祥物通常是鱼群,例如石斑鱼和鲨鱼,蜥蜴人有时候会用它们来

饱腹(同时还提供了一种方便地解决不需要的囚犯的方式)。某些舰船会携带诸如章鱼、鱿鱼或是深海之眼这样的大型生物。

船只用途
Piracy: The chief use of the wasp is as a pirate vessel, preying on unarmed or lightly armed ships. It lacks a ram, but

its forward deck makes an excellent boarding platform. The wasp's size even allows it to land on larger ships.
海盗:黄蜂的主要用途之一就是海盗船,掠夺无武装或弱武装的船只。她没有撞角,但其前甲板是绝佳的登船平台。黄蜂的大小

甚至能让她停靠在较大的船只上。

Free Adventuring: Many adventurers use the wasp because it is a cheap ship, easily purchased or captured from the

lizard men. Despite its size, the wasp is an attractive, even impressive ship, and suitable for awing untraveled locals. (In

some campaigns, an ebon-painted wasp has been confused with the ebony fly magical item.) Adventurers often drain

the wasp’s central pool and turn the area into cargo space.

自由冒险:许多冒险家都会使用黄蜂,因为她是一艘很便宜的船只,很容易就能从蜥蜴人的手中买到或是俘虏。即便是这种尺寸,

黄蜂也仍然是一种具有吸引力、甚至令人印象深刻的舰船,很适合用来“征服”那些无法航天的地表土著。(在某些战役当中,黑

檀色的黄蜂被误认为了魔法物品黑檀苍蝇。)冒险家们经常把黄蜂中央的池子抽干,用来当作货舱。

Luxury Ship: For the wealthy who move from sphere to sphere, searching for the new and different, the wasp is large

enough for comfort and small enough for easy handling. In this configuration, the central pool is drained and either

used as the owner’s quarters or as a banquet hall. The crew not directly involved with running the ship are usually

pressed into service as cooks and the like. Some of the more magically oriented owners use undead, automatons,

golems, or other non-air breathing beings as servants.

豪华船只:对各个晶壁系之间的那些标新立异的富豪来说,黄蜂大到足以让它们感到舒适,又小到易于处理。在这种配置当中,

黄蜂的中央池子被抽干,变为主人的住所或是宴会厅。没有直接参与船只运作的船员通常会被分配到厨师之类的工作。某些拥有更

多魔法的主人还会使用亡灵、自动机械、魔像,或是其他不需要呼吸空气的存在来作为仆从。

其他配置

The Bee Class: This variant is a purely deep space craft used in areas where lizard men have an established off-planet

base. The wasp's landing gear is removed and replaced with two additional turrets, containing 2 more medium or heavy

ballistas. The bee can land in water, but is usually used only in space.

蜜蜂级:黄蜂的这个变体是一种纯粹的深空飞船,在蜥蜴人建立了星球外基地的区域中被使用。黄蜂原本的起落架被移除,换上

了两个额外的炮塔,里面搭载着两门中型或是重型的弩炮。蜜蜂可以在水中着陆,但这个功能通常只在太空中使用。

The Bumble Bee: This configuration is a massive variant of the bee in which the legs are jettisoned and the hull itself

deepened and widened to carry an additional 9 tons of cargo. The “pregnant” appearance of the bumble bee marks it

as a trader's vessel—and an easy target. In certain regions, wasps are disguised (either by magic or by false fronts) as

bumble bees to attract would-be targets.

大黄蜂:这种配置是蜜蜂级的一种巨型变体,她的腿被去除,而船体本身又被加深和扩宽,使货舱容量额外增加 9 吨。大黄蜂这

种“怀孕”一般的外表代表着她的商船身份——同时也是一个容易解决的目标。在某些地区,黄蜂被(魔法或是伪装)伪装成了大

黄蜂来吸引潜在的受害者。

Added Maneuverability: The wasp can be modified for evasion. In this "fleet-footed" configuration, the ship has
lighter armor (AR 8) but increased maneuverability (MC C). In addition, 3 tons of cargo space is occupied in the tail

section by a medium jettison.

提高机动性:黄蜂可以为了更强的闪避能力而进行调整。在这个“快速航行”的配置当中,这艘船的装甲更薄(AR 8),但机动

性更高(MC C)。此外,在尾部有 3 吨货舱空间被一堆中型投弃物所占据。


暴君王座 TYRANT SHIP

建造者: 秘法商族

主要驾驶者: 眼魔

吨位: 23 吨

船体值: 23

船员: 15/23

机动性: C

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 0

豁免: 岩石

动力能源: 苍白邪眼

战术速度: 1-6

标准船载武装: 特殊

载货量: 11 吨

船长: 不定

船宽: 不定

描述

The tyrant ships are the most diverse class of ships in fantasy space. They look like walnut shells, huge eyeballs, shells

carried by squidlike tentacles—even huge beholders. The above stats apply to a "typical” tyrant ship, but there are

commonly both larger and smaller tyrant ships in the spaceways.

暴君王座是奇幻太空当中最多样化的船只。她们看起来像是核桃壳、巨大眼球、带着章鱼触手的贝壳——甚至是巨型的眼魔。上

述数据适用于“典型”的暴君王座,但太空当中也存在着更大或更小的暴君王座。

The individuality of the tyrant ship reflects the individual nature of the beholder races. While all beholders share the

same basic form and abilities, the creatures’ genetic lines are plastic, such that small regional differences result in

radically different-looking creatures. The trouble is that all beholders have their own ideal as far as perfection, and they

consider all other species of their race mutants, suitable only for elimination from the gene pool.

暴君王座的特征反映了眼魔这个种族的个性。虽然所有的眼魔都有相同的基础结构和能力,但这些生物的基因链却是有着可塑性

的,因为如此,即便是微小的地域差别也会造就外观上完全不同的眼魔。而问题在于,所有的眼魔都认为自己才是完美的那一个,

而这个种族当中的其他一切成员都是异种,必须要从基因池当中被清除掉。
Each tyrant ship reflects the individuality and racial paranoia of its master. Each ship also is a reflection of its owner’s

subspecies. But all share the same basic structure: a concave "shell’’ indented with small pockets. These pockets are

the resting place of the beholders, tentacles down. At the center of the bowl usually rests the eye mother, surrounded by

a number of orbi.

每艘暴君王座都反映了其主人的个性和种族性偏执,也反映了其主人所属的具体种类。但每艘船都有相同的基础结构:一个有着

许多细小的孔洞的向内凹陷的贝壳。这些孔洞是眼魔位于触手下面的休息处。在碗型贝壳的中央通常栖息着眼魔主母,她周围环绕

着许多苍白邪眼。

Beholder ships usually lack weapons, but make up for it with one of the most terrifying weapons in space: the

combined force of a large number of beholders in a single place. A “beholder circuit" of common beholder, orbus, and

a queen can provide a beam of magical energy about 400 yards (1 hex in tactical combat) in length and up to 100 yards

across at the base.

眼魔的船只通常缺乏武器,但作为补偿,她拥有太空中最可怕的武器之一:在小小的一艘船内有着大量联合在一起的眼魔。一条

由普通眼魔、苍白邪眼,以及一位女皇所构成的“眼魔回路”可以制造出一道长约 400 码(在战术战斗中为一格)、宽约 100 码的

魔法能量光束。

This beam can do a number of things, based on the beholder’s natural magical ability:

Charm Person: One target—if within range—per common beholder in the circuit. Targets do not need to be grouped

together, though all must be within the area of effect. Any one target need only save once against this spell.

Charm Monster: As charm person.

Sleep: For each common beholder in the circuit, a target may be affected. The intensity or effect of the magical sleep is

not increased, nor may one target be affected by multiple sleep spells.

Telekinesis: Add 250 lbs. to the normal spell's capacity for every additional common beholder in the circuit. As a rule of

thumb, consider 250 lbs. about the weight of 1 ton of ship (this is a simplification, since 1 ton of stone ship is very

different from 1 ton of 薄木 en ship).

Flesh To Stone: One target for every common beholder in the circuit. Such targets must be within a 10-foot radius.

Disintegrate: Each common beholder in the circuit after the first increases the area of effect of this spell as if an

additional disintegrate was cast.

Fear: One target can be affected for every common beholder in the circuit. These targets can be anywhere within the

eye's area of effect, and may be chosen by the beholder. A target cannot be required to make more than one saving

throw.

Slow: One target can be affected for every common beholder in the circuit. If cast on the spelljamming mage, it will

reduce the rating of the ship.


Cause Serious Wounds: One target can be affected for every common beholder in the circuit. Multiple attacks with this

spell can be used on any target.

Death Ray: One target can be affected for every common beholder in the circuit, but all such targets must be within a

10-foot radius.

Anti-Magic Ray: The most deadly of the beholder's arsenal of attacks in space, this ray affects everything within the

target area. Should it strike the spelljammer helm, it will shut it down, rendering the ship helpless. A ship's upper decks

usually provide adequate cover from this ray, but used in conjunction with the disintegrate, the ray can easily and

quickly immobilize an opponent. Note that the anti-magic ray can work against other anti-magic rays as well.

这种光束能做的事情有很多,具体取决于制造者的天生魔法能力:

魅惑人类:回路当中每有一个普通眼魔就可以多选择一个目标——如果它身处影响范围之内的话。目标只需在范围之内即可,

无需聚集在一起。任何一个目标都只需为该法术进行一次豁免检定。

魅惑怪物:如同魅惑人类。

睡眠术:回路当中每有一个普通眼魔就可以多选择一个目标。睡眠魔法的强度或效果不会得到增强,同一个目标也不会受到多

于一个的睡眠术的影响。

心灵遥控:回路当中每有一个普通眼魔,就在该法术能控制的重量就额外添加 250 磅。根据经验,每 250 磅的控制能力就可以

控制 1 吨的船只(这是一种简化,因为 1 吨的岩石船只和 1 吨的薄木船只是有很大区别的)。

化肉为石:回路当中每有一个普通眼魔就可以多选择一个目标。这些目标必须处于 10 英尺半径之内。

解离术:回路当中每有一个普通眼魔,该法术的影响范围就增加相当于一个解离术的范围。

恐惧术:回路当中每有一个普通眼魔就可以多选择一个目标。 这些目标可以是眼睛的影响范围之内的,也可以是由眼魔自己选

择的。一个目标不能对此进行一次以上的检定。

缓慢术:回路当中每有一个普通眼魔就可以多选择一个目标。如果对法驱巫师施展,该法术将会降低船只的战术速度。

造成重伤:回路当中每有一个普通眼魔就可以多选择一个目标。可以将多于一次的攻击分配到任意一个目标身上。

死亡射线:回路当中每有一个普通眼魔就可以多选择一个目标,但所有目标都必须处于 10 英尺半径之内。

反魔法射线:眼魔在太空当中最致命的攻击手段。这道射线会影响目标范围内的一切。如果它击中了法驱魔舵,它就会使魔舵

失效,让船只失去动力。船只的上层甲板通常能够遮挡魔舵,使其免受这种射线的影响,但只要配合解离术使用,这种射线就可以

轻松快速地解决一个敌人。注意,反魔法射线也可以作用于其他的反魔法射线。

The key to dealing with aggressive beholder ships is to stay out of their range, and use what speed and

maneuverability is available to escape. Long-range attacks work best, but even causing a tyrant ship to break up poses

its own problems: the surviving beholders will attempt to swarm over to the victorious ship, either to destroy it or

capture it as a temporary home for their queen.


对付具有攻击性的眼魔船只的关键是处在它们的射程之外,以及拥有足以逃脱的速度和机动性。长距离攻击效果最好,但即使能

够令一艘暴君王座解体也仍然存在着问题:幸存的眼魔会试图登上胜利者的船只,然后摧毁她,或是占据她为它们女皇的临时住所。

The magic that combines the effects of many beholders and produces a single, effective attack is within the hull of

the tyrant ship. The arcane, who cannot deal in spelljammer helms to the orbus-using beholders, instead provide a

variety of unique shells for each subspecies, with the design registered as a unique "trademark” of that particular

species.

这种魔法将许多眼魔的能力联合起来,在暴君王座的船体之内制造出一次有效的攻击。无法向使用苍白邪眼的眼魔们推销法驱魔

舵的秘法商族们转而向它们的每个亚种提供了有着专门设计的独一无二的种族专属“商标”的外壳。

船员
There are three general types of beholders bred to the task of space travel. One is the common beholder of which

most groundlings live in fear: the intelligent eye tyrant. These beholders are the only type that can survive without the

others, and it is believed that their presence on many planets is the result of crashed ships. The common beholder

makes up the bulk of the tyrant ship’s crew.

专门被培养来进行太空旅行任务的眼魔大致可以分为三类。一类是【来自地表的普通眼魔,它们大多数都怀有对智慧的眼魔暴君

的恐惧】。这些眼魔是唯一一种能够独立生活的眼魔,据信它们在许多星球上的存在都是从失事船只中幸存的结果。普通眼魔构成

了暴君王座上的大部分船员。

One to six orbi surround the central queen. These are the creatures that provide the ship’s spelljamming power. They

channel the energy of the other beholders into a motive force. An orbus can do this as long as one common beholder is

in the circuit, but needs the queen to provide direction.

一类是一到六个围绕着中央的女皇的苍白邪眼。正是这些生物为船只提供了法驱动力。它们将来自其他眼魔的能量转化为动力。

只要有至少一只普通眼魔身处回路当中,它们就可以做到这一点,但是它们需要女皇来引导方向。

The term beholder queen is a misnomer. Beholders are sexless, but show personality traits that outsiders tend to

interpret as male or female properties. The queen rests at the center of the shell, the ultimate captain, controlling the

actions of all the crew. All the ship’s energies pass through her massive central eye in attacks.

“眼魔女皇”这个词其实并不恰当。眼魔是无性的,但它们展示出的性格特征往往令外人将它们视作男性或是女性。女皇常躺在

贝壳的中央,作为最高级的船长控制着所有船员的行动。船只的所有能量都是通过她那巨大的主眼发出攻击的。

船只用途
Purification: The beholder nations exist for only one reason: the purification of their race of the scum (meaning any

other beholders who look different from them). All other activities—including trading, raiding, piracy, and the like—are

secondary to this basic goal. Beholders live to elevate their own subspecies over the other beholders. To an outside eye,
since all beholders look pretty much alike, this is fairly stupid, but the fact that the beholders would rather kill each other

than take on the rest of universe gives some sages cause to worry.

净化:眼魔国家只为了一个目标而存在:净化它们种族中的污秽(这意味着其他所有与它们看起来不一样的眼魔)。所有其他的

行动——包括贸易、袭击、掠夺等等——都是在为这个基本目标而服务。眼魔生而为了将自己所属的亚种提升得比其他眼魔更高。

而在旁人眼中,因为所有眼魔看起来都差不多,所以这是十分愚蠢的目标。但眼魔们宁可互相杀戮也不愿意接纳宇宙中的其他部分

的行为也让一些贤者十分担心。

其他配置
Tyrant Rammer: A version of the standard shell with a large 穿刺 ram modified to fit over the front. Used primarily

against non-beholder ships, the rammer makes boarding actions easy.

暴君撞击者:一种在标准外壳前方装配了一根经过调整的巨型穿刺撞角的版本。她主要用于攻击非眼魔船只,使得登船行动更为

方便。

Combined Race Ships: Most tyrant ships have small cargo areas, reserved for food and water. In some cases,

beholder subspecies have built more elaborate ships with additional cargo and/or living space for allied races. Such

relationships remain tense, however, since all other beholders regard dealing with nonbeholders as a sign of

unworthiness.

There have been beholder/man, beholder/dwarf, and even reports of beholder/mind flayer team-ups. The beholders

have an apparent hatred of the neogi, and no such combinations are reported. The most common configuration for

these team-ups is a tyrant “shell" mounted to a larger ship.

种族联合舰:大多数暴君王座都有小型的货舱空间,用于装载水和食物。在某些情况下,眼魔亚种会为盟友种族专门制造有着额

外的货舱/生活空间的船只。不过这种关系仍然是非常紧张的,因为所有其他眼魔都将与非眼魔种族打交道视为无用的表现。

曾经有过眼魔与人类、眼魔与矮人,甚至眼魔与夺心魔合作的消息。但眼魔对纽吉怪有着明显的仇恨,所以没有它们合作的消息 。

对于这些合作的来说,最常见的配置是将暴君的“贝壳”装在一艘更大的船只上。

Tyrant Wrecks: Warring beholders gut the wrecks of their opposition, enslave the enemy orbi (if still alive), and leave

them as a warning to others. As a result, there are usually a number of tyrant wrecks in any system.

暴君残骸:交战的眼魔会破坏它们敌人的残骸,奴役它们敌人的苍白邪眼(如果它们还活着的话),并将之作为对旁人的警告。

因此,在任何一个星系当中几乎都会存在着一些暴君的残骸。

Such wrecks are usually home to a variety of nasty creatures, but if salvaged, they may be sold to the correct

subspecies of beholder for full price, or to the arcane for half. Of course, finding the correct subspecies of beholder is

sometimes difficult. The ships of two bitterly opposed factions often can be told apart only by the shape of the tyrant

ship’s rivets.
这些残骸通常会成为各种肮脏生物的家园,但如果打捞起来,它们就有可能以全价被卖给正确的眼魔亚种,或是以半价卖给秘法

商族。当然,找到正确的眼魔亚种有时并不是易事。两派截然对立的眼魔的船只,经常只能通过暴君王座上面铆钉的形状来区分。
旅商快帆 TRADESMAN

建造者: 人类

主要驾驶者: 所有种族

吨位: 25 吨

船体值: 25

船员: 10/25

机动性: D

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 5

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 1 门轻型投石机(船员 1),一门中型弩炮(船员 2)

载货量: 13 吨

船长: 120 英尺

船宽: 30 英尺

描述

The standard tradesman is the most common ship in civilized space, varying only in weaponry and added features

from Greyspace to Realmspace to the ends of fantasy space, it is used by humans, lizard men, elves, dwarves, mind

flayers(under duress), gnomes, and even non-spacefaring races such as orcs and halflings.
标准的旅商快帆是有文明的太空当中最常见的一种船只,她只在武器装备上会发生变化,并且增添来自灰鹰天宇、国度天宇乃至

奇幻太空的特征,她广泛地被人类、蜥蜴人、精灵、矮人、夺心魔(处于胁迫之下)、侏儒,甚至是诸如兽人和半身人这样没有航

天能力的种族所使用。

The tradesman is a common shortrange merchant ship, plying its way between the planets, not equipped to deal with

much more than a similarly equipped vessel that has turned pirate. The tradesman is often a first ship for deep-space

adventurers.

旅商快帆是一种常见的短程商船,只在行星之间航行,并且其武备最多只能应付一艘装备简陋的海盗船。旅商快帆通常是深空冒

险者的第一艘船。

船员

A typical tradesman is operated by a single captain. If the ship is a free trader, the captain is also the owner. However,

there are collections of guildsmen and combined business interests, called trading costers, who own fleets of tradesmen,

with each ship’s captain both partial owner of the fleet and of his own ship.

一般的旅商快帆通常只有一位船长。如果这艘船是自由贸易船,那么这位船长也会是其主人。不过也有一些被称为“贸易公司”

的行会以及商业联合集团,它们拥有由旅商快帆组成的舰队,舰队中每一艘船的船长则既是它自己的船的部分所有者,也是整支舰

队的部分所有者。

Trading costers have the advantage of strength through numbers. They can minimize the loss of a particular ship

because they have so many. Costers vary from locale to locale, but all tradesmen owned by a particular coster fly similar

colors. Often groups of coster tradesmen will be encountered, carrying merchandise across space in a caravan— if the

profit is high enough.

贸易公司的优势在于能够通过数量来增强实力。因为数量够多,所以它们可以最大限度地减少某一艘船的损失。公司本身会因地

而异,但所有被某一间公司所拥有的旅商快帆都会被涂上特定的颜色。如果【某条商路的】利润足够高的话,就可以经常遇见往来

的公司商队,携带着货物穿越太空。

Crew assignments on a tradesman vary from ship to ship and from race to race. Lizard men ships are arranged along

typically slapdash lines, while elven ships adhere to a strict chain of command that (to human minds) often borders on

the effete and ludicrous. Humans make do with a captain, helmsman, first officer, and pilot, with the other positions

filled in as needed.

旅商快帆上船员的工作因船只和种族的不同而各异。蜥蜴人的船上会一如既往地草率分工,而精灵的船只则遵循着严格得(在人

类看来)几乎算得上是古板且荒唐的指挥系统。人类则按照需要来分配船长、掌舵人、大副、领航员和其他的工作。

船只用途
Trading: The trade routes to most worlds are not extensive to begin with, and most people find the solutions to trade
problems afforded by magic superior to long-distance travel through space.

There are exceptions. Worlds that lack certain metals, lumber, or finished goods are often quite happy to be part of

interstellar trade. And, of course, all worlds appreciate the glow of extraterrestrial gems and jewels. The most common

traffic— even to worlds that value magic over space travel—is in information; small, valuable items; unique items;

smuggling; and passenger service. In these areas the standard tradesman is at its best—a cheap way to get from point A

to point B.

The tradesman’s spelljammer helm is located in the aft of the ship, just below the sailing deck. The bridge is either

topside (in calm situations) or within the “head" of the fish (in more dangerous space). The fish's head also holds the

captain's quarters.

贸易:通往大多数世界的商路都并不宽广,并且大多数人都找到了解决贸易问题的方法——利用适合进行长距离太空旅行的魔法。

这里也有例外。缺乏某些金属、木材或成品的世界通常很乐于成为星际贸易的一部分。当然了,所有世界都喜欢外星宝石和珠宝

的光芒。太空中——甚至是在那些重视魔法甚于太空旅行的世界中——最常见的买卖是信息、小巧而有加值的物品、独一无二的物

品、走私,以及运输服务。在这些领域当中,旅商快帆是最佳的选择——因为她能便宜地从 A 点抵达 B 点。

旅商快帆的法驱魔舵位于船只尾部的帆船甲板下方。而舰桥则位于顶部(如果环境安全)或者鱼型船身的“头部”(如果环境危

险)。“鱼头”同时还是船长的住处。

Free Adventuring: The tradesman is often a first-time adventurer's craft, mainly because it can be bought cheaply

and repaired easily. Later, anyone who has made a sufficient amount of money in space to be serious about adventuring

there usually jumps ship (pardon the pun) and buys a more suitable squid ship or hammership, or something more

suited to their racial temperament. (Gnomes, for example, are surprisingly ill at ease on a tradesman because its

operation is so simple.)

Aboard adventuring ships, the chain of command usually stops after captain—which in adventuring terms usually

means "the one who yells the loudest." Merchant tradesmen are not particularly happy with the collection of spell-

wielding and sword-swinging maniacs who trample all over their stock and trade, riling up the monsters and bringing

attention to the tradesman as a ship to attack. The traders’ reactions to adventurers who use these ships varies. Some

are unwilling to deal with such individuals. Other send them on wild goose chases to other systems to drive them away.

自由冒险:旅商快帆通常会是初次冒险者的座舰,这主要是因为她可以便宜地买到,也易于修理。之后,在太空中赚取了足够金

钱的家伙们通常会“跳槽”(雾)到另一艘更合适它们的鱿鱼舰或是锤头鲨,又或是其他符合它们的种族气质的舰船上面。(例如

侏儒在旅商快帆上就会感觉很不舒服,因为她的操纵太过简单了。)

在冒险船上,指挥系统最高只到船长——在冒险当中,这通常是指“那个叫得最大声的家伙”。而经商的旅商快帆则并不怎么乐

于见到那帮乱放魔法狂挥剑、把它们所有的存活和贸易都弄得一塌糊涂,还惹得怪物发狂结果盯上它们来攻击的疯子们。商人们对

使用这种船只的冒险者的反应各有不同。有些不愿意与它们打交道,其他的则会像赶鸭子一样将它们赶到别的星系。
Piracy: The common nature of the tradesman also makes it a vessel for pirates new to the trade, again before they

“trade up” to more impressive craft. When using a tradesman, the pirate's best targets are other tradesmen and the

occasional galleon (see below) that is brought up out of the ocean by groundling adventurers. Pirates who use the same

tradesman for a while tend to modify it by speeding it up, making it more maneuverable, and adding more weapons.

海盗:旅商快帆的普遍性也让她成为了适合不懂贸易的海盗——在换上更好的船之前——的船只。在驾驶一艘旅商快帆时,海盗

们最好的目标就是其他的旅商快帆和偶尔会被地表冒险者们带上太空的加利恩帆船(见下)。使用旅商快帆的海盗往往会增加她的

速度,让她的机动性更好,并添加更多的武器。

其他配置

Light Cruiser: A tradesman variant preferred by pirates and those plagued by pirates. This type of ship has reduced

MC (E), but AR of 4. It carries three medium ballistas or catapults.

轻型巡洋舰:一种被海盗和被海盗侵扰者所喜爱的旅商快帆变体。这种变体降低了 MC(变为 E),但 AR 变为 4。她带有三门中

型弩炮或投石机。
侏儒侧明轮船 GNOMISH SIDEWHEELER

建造者: 米诺依侏儒【即修匠侏儒】

主要驾驶者: 侏儒

吨位: 30 吨

船体值: 30

船员: 20/30

机动性: E

着陆能力——陆地: 50%

着陆能力——水面: 50%

防护级别: 7

豁免: 金属

动力能源: 侏儒式(Gnomish)

战术速度: 取决于侏儒掌舵人

标准船载武装: 无

载货量: 15 吨

船长: 120 英尺

船宽: 25 英尺

描述
Each gnomish sidewheeler is unique. Each ship is built of the collected scrap, odd inventions, and leftover bits from

other ships. Gnomish individualism and personality is found in each sidewheeler, so no two look exactly alike.
每一艘侏儒侧明轮船都是独一无二的、由收集来的废料、奇特的发明以及其他船只遗留下来的碎片组成的。每一艘侧明轮船都带

有侏儒式的独特气质和个性,所以没有任何两艘是看起来一样的。

For that matter, the same gnomish sidewheeler will look different over time, as the gnomes modify various portions of

the ship to their own needs. New portholes and accessways cross the ship as weapon turrets are added and then

discarded. Gnomes are more interested in salvage than standard repair and refit, so the scraps of two ships are often

brought together to form one hybrid vessel.

因此,随着时间的推移,即使是原本一样的侏儒侧明轮船也会逐渐产生差异,因为侏儒们会根据自己的需要修改不同的部分。新

的舷窗和通道作为武器炮塔被添加上去,然后又被丢弃。比起一般的修理和改装,侏儒们对打捞更感兴趣,因此两艘船的碎片经常

被它们结合在一起,组装出一艘混合动力的船只。

Landing a Gnomish Ship: Given the unstable design of gnomish ships, there is a 50% chance that any landing will

result in a crash. A waterborne vehicle brought into space by gnomes may have so much of its hull pierced and modified

that it is no long viable on the water, and will sink. Similarly, with the gnomish tendency to expand, it is highly likely that

the gnomes will place additions on the ship without considering the “mundane" matter of landing gear. For example,

former struts and landing gear may now be shorter than a recently installed lighthouse on the base.

侏儒侧明轮船的降落:考虑到侏儒船只在设计上的不稳定,她们的任何一次着陆都会有 50%的几率坠毁。一艘被侏儒送入太空的

水上船只也可能有过多的地方被刺穿以及调整,以致于无法再在水面上着陆,甚至还会下沉。同样的,随着逐渐将船只变得更加

“侏儒”,侏儒们可能会在不考虑安装“普通的”着陆装置的情况下为船只安装额外的部件。举例来说,先前的支撑和起落装置现

在可能会比不久前在基地当中安装的灯台【lighthouse】还短。

Gnomes and the individuals they hire have a number of methods of dealing with this problem. The most common

solution is to never land, confining the gnomes to sections of deep space and keeping the tinkerers away from the

various planets with "normal" gnome colonies.

侏儒们和它们所雇佣的家伙们有许多方法来处理这个问题。最常见的解决办法是永远不着陆,将侏儒们禁足于深空当中,并让那

些修匠【侏儒】们远离有着“正常的”侏儒殖民地的星球。

A second solution, preferred by tinker-gnomes, is some form of crash protection. The method of protection varies

from installing cloth webbing all over the ship as safety nets to strapping individuals to the hull during landings to

flooding the hold with marshmallows. Since bad gnomish designs in this area tend not to get a second test run, the

chances of surviving a landing without some incident is low for captains using these ideas.

修匠侏儒们所偏好的第二种解决方法是某种形式的坠毁防护。防护的方法多种多样,从在整艘船上安装可以在船只坠毁时像安全

网一样将人绑在船体上的布网,到用棉花糖装满整个货舱,应有尽有。因为这些劣质的侏儒设计往往无法进行第二次测试,所以使

用这些方法的船长很难从一次着陆之中幸存下来——如无意外的话。

The third solution, chosen by many who travel regularly with gnomes, is to abandon ship before landing, taking
lifeboats down to the planet’s surface (unless those lifeboats have been “modified" by the gnomes, in which case all

bets are off). Often the entire crew abandons ship, guaranteeing a crash. This isn't a problem for gnomish crews, though,

since they can always easily rebuild their craft from the debris.

许多经常与侏儒一起旅行的家伙都会选择的第三种解决方法是在着陆前弃船,使用救生艇降落到星球表面(除非连这些救生艇都

事先被侏儒“改进”过了,如果是这样的话,那就祸福难料了)。通常情况下整艘船的船员都会一起弃船,而这也就使得坠毁在所

难免。不过这对侏儒船员来说不成问题,因为它们总能很轻易地从残骸当中重建它们的飞船。

船员
A typical gnomish ship has a crew of 21-40 gnomes. Due to the gnomes' small size, they count as half a human-sized

creature for air depletion. On their ships, gnomes continually scoot through the halls, bouncing off the bulwarks and

tinkering with everything in sight.

一艘典型的侏儒船只上有 21 到 40 个侏儒。由于侏儒体型不大,它们在计算空气消耗时只算作是一半的中型生物。在它们的船上 ,

侏儒会不停地在大厅里跑来跑去,在舷墙上跳来跳去,并且摆弄自己能看到的一切。

Gnomes are fairly egalitarian in their operations, with only the captain's position being fixed for any long period of

time. All other positions upon the ship—helmsman, navigator, quartermaster—rotate through the rest of crew by a

schedule determined by time, ship's position, sphere, and phase of the moon of the gnome's homeworld (if any). As this

often moves ill-suited individuals into vital positions, gnomish ship operate haphazardly at best; this week's chief cook

might be summoned to the bridge next week (wherever it is then) to lay out a course for the next planet.

侏儒们在行动时是相当平等的,只有船长的职位会在很长一段时间之内保持不变。船上的所有其他职位——掌舵人、领航员、军

需官等等——都会按照时间、船所在的方位、晶壁系,以及侏儒们原属世界的月相(如果有的话)来轮流分配给剩下的船员。由于

这常常使得重要的职位上坐着无法胜任的侏儒,所以侏儒船只时常运作得——往好了说——十分不稳定;这周的厨子可能在下一周

就被分配到(不知道是在哪里的)舰桥上,为前往下一个星球规划路线。

Gnomish crews include gnomoi, minoi, and “standard” gnomes. It is that latter group, in particular the individuals

with spellcasting ability, that are used to power the spelljammer helms. Gnomish helms are large, grandiose creations

that look like a calliope mated with a gothic cathedral. A few are reputed to work without human (or gnomish)

interference, but the majority of gnomish helms are vastly complicated by needless “innovations” that do little to

move the ship along.

侏儒船员包括 gnomoi, 米诺依族, 以及“普通的” 侏儒。最后一类侏儒是有着施法能力的,它们被用来为法驱魔舵充能。侏儒的

魔舵是一种巨大而宏伟的造物,看上去就像是将一架蒸汽笛风琴和一座哥特式教堂混合了起来。少数侏儒魔舵声称可以在没有人类

(或侏儒)帮助的情况下运作,但大多数侏儒魔舵都因为毫无必要、几乎无法帮助船只前进的“创新”而变得十分复杂。

A gnomish captain can usually be found on the bridge. Several enterprising gnomish crews have declared that

wherever the captain is, that qualifies as the bridge, further saving on space.
侏儒船长通常会呆在舰桥上。几名有上进心的侏儒船员宣传,无论船长在哪里,都可以把那里当作舰桥,以此来节约空间。

Gnomish crews are idiosyncratic and eccentric (as in the case of one captain who collects live butterflies), but

generally good at what they do.

侏儒船员通常都显得异常古怪(就好像会收集活体蝴蝶的船长一样),但它们通常对自己所做的事情非常擅长。

船只用途
Transport: Gnomish ships are the proverbial “slow boat to Krynn." If you're sending a message, package, or ill-

favored relative somewhere,and it doesn't matter when (or if) they arrive, gnomish ships are the cheapest way to travel.

Gnomish captains are usually eager to take on cargo relatively cheaply.

运输:侏儒船只是众所周知的“到克莱恩的慢船(“slow boat to Krynn.")”。如果你要运送一条信息、一个包裹,又或是一

位不受欢迎的亲戚,并且不在乎何时(或是否能够)到达的话,侏儒船只就是最便宜的运送手段。侏儒船长们通常都急于以相对便

宜的价格购买货物。

Exploration: Gnomish captains and crews are excited by the idea of new things and discoveries, and can often be

hired on by the brave (and foolish) to go where no gnome has gone before. It usually isn't difficult to convince a

gnomish captain that he would be furthering the cause of gnomish exploration. Since they keep such poor records of

their travels, most gnomes can visit a sphere any number of times, but remain certain that each visit is their first.

探索:侏儒船长和船员们都会对新事物和新发现的想法感到兴奋,并且经常会被勇士(以及蠢材)们所雇佣,前往那些未曾有侏

儒迈入过的地方。要说服一位侏儒船长去探索“前侏儒所未至之地”并不是一件难事。因为它们的航行记录保存得是如此糟糕,以

致于大多数侏儒无论造访了某个晶壁系多少次,都会像第一次一样造访那里。

Gnomish Juggernauts: Gnomish ships do not normally carry large weapons. Heogi and mind flayers have discovered

that gnomes make incredibly poor slaves (and some ships have been destroyed by gnomes "helping" with the rigging).

Occasionally, a traveler will encounter the complete opposite—a gnomish ship that is loaded to the gunwales with

every weapon they can lay their hands on. Up to 15 tons of weapons pan be mounted on a gnomish ship, probably in a

random pattern. Gnomes will mount more weapons than they possibly can crew, since the extras are “spares.”

Gnomish juggernauts can be of two types: the obvious juggernaut (often with big glowing signs made from light spells,

saying "Hey, we're bad!”) or the Q-ship version (Q standing for quiet), which is detectable as an armed ship only at

close range.

侏儒主宰:侏儒船只通常不会携带大型武器。而纽吉怪和夺心魔因而发现侏儒们都是贫穷到难以置信的奴隶(并且还有些船只是

因为侏儒们“帮忙”装配船具而被毁的)。

有时,航行家们会遇到完全与之相反的船只——一艘用它们所能收集到的一切武器武装起来的侏儒船只。这种侏儒船只上面最多

会装载多达 15 吨——大概是以一种随机的模式的——武器。侏儒们甚至会将多到超出它们操纵能力的武器搬运上船,当作“备
用”。侏儒主宰可以分为两类:一类是毫不掩饰的主宰(通常会带有用发光法术制造的亮眼标志,宣扬着“嘿,我们很厉害!”);

另一类则是 Q 级船只(Q 代表安静【quiet】),只有在近距离才能发现它们是一艘全副武装的船只。

其他配置
Juggernauts: Weapon choice for a gnomish juggernaut is up to the DM, but should follow something of a pattern—

either all ballistas, or all small weapons, or all light weapons. Up to two rams can be used (front and rear). Juggernauts

sometimes (10%) have extra armor plating(made from scrap iron golems) that improve the armor rating by 1 while

reducing the maneuverability class by 1 factor (to F).

主宰:一艘侏儒主宰的武器由 DM 来决定,但应该遵循某种模式——要不全都是弩炮、要不全都是小型武器,或者就全都是轻型

武器。她上面最多可以装两门撞角(前后各一门)。主宰有时(10%几率)会拥有额外的装甲(由废弃的铁魔像制成),使得 AR 降

低 1,机动性等级降低 1 级(最低为 F)。

Speed Clipper: This version of the gnomish sidewheeler is little more than a framework with a few level surfaces for

the crew. Hammocks and netting hang everywhere to keep the cargo in place. In this fashion, the ship's maneuverability

is improved to C, but its armor rating is reduced to 8. Further, the ship cannot make any type of safe landing, and all

members of the crew are visible and can be shot at (there is no “below decks" to take cover in).

狂飙客:这个版本的侏儒侧明轮船是一种仅仅装载了几个可供船员站立的平面的骨架子船。船里绑满了用来固定货物的吊床和绳

网。在这种情况下,船只的机动性提高至 C,但 AR 变为 8。此外,这种船只不能进行任何意义上的安全着陆,并且船上的所有船员

都是暴露在外、可以被直接击中的(因为没有“甲板”来掩护它们)。
鹦鹉螺 Nautiloid

建造者: 夺心魔

主要驾驶者: 夺心魔

吨位: 35 吨

船体值: 35

船员: 10/35

机动性: D

着陆能力——陆地: 无

着陆能力——水面: 有

防护级别: 4

豁免: 厚木

动力能源: 序列魔舵(90%);脑池魔舵(10%)

战术速度: 2-5(序列魔舵);5(脑池魔舵)

标准船载武装: 3 门中型弩炮,每门 2 名船员;1 门中型投石机(舰首),每门 3 名船员;1 堆中型投弃物(舰尾),

每门 3 名船员;穿刺撞角
载货量: 17 吨

船长: 180 英尺

船宽: 30 英尺

描述
The nautiloid is the standard ship of the line of the various spacefaring illithid nations, and reflects the nature of the

race. Its coiled shell provides the comfort of enclosed spaces while protecting the mind flayers from the irritating rays of

the sun.

鹦鹉螺是各种太空夺心魔国家的标准船只,这种船只同时还反映了这个种族的天性。其螺旋形的贝壳为夺心魔提供了既能够防护

太阳的刺激性射线又十分舒适的密闭空间。

船员

A standard mind flayer crew numbers 10 illithids, plus 2-5 additional flayers, depending upon the number of series

helms in use. The ship’s rating of a nautiloid ship is determined by the number of such helms in use. A mind flayer ship

has a single captain and first officer, the remainder of the group being crew.

一艘鹦鹉螺上一般有 10 名夺心魔船员,另外根据序列魔舵的数量还会外加 2-5 名负责使用它们的夺心魔。船只的速度也取决于这

种魔舵被使用的数量。一艘夺心魔船只上只有一位船长和一位大副,其余的全是船员。

If additional crewmen are on board, they are usually slaves of the mind flayers. The illithids prefer to use (expendable)

slaves to man the catapults, while the mind flayers remain in the relative comfort of the interior. Humans (treat as

fighters, levels 1-4) are the slaves of choice, but there are sometimes other races (gnomes, halflings, elves, dwarves, but

never beholders, neogi, or other "monster" races).

如果船上还有其他的船员,那么它们多半是夺心魔的奴隶。夺心魔喜欢(像消耗品一样)使用奴隶来操纵投石机,而自己则呆在

相对舒适的内部。人类是这些奴隶中的一种(视作 1-4 级的战士),但其他种族的奴隶也是存在的(比如说侏儒、半身人、矮人、

精灵等等,但不存在诸如眼魔、纽吉怪这种“怪物”种族的奴隶)。

The ship's captain is always at the controls, overseeing the ship’s general welfare and giving orders to the

helmsmen. The first officer is usually stationed on the upper deck, directing the main catapult. As this is the site of most

attacks against the ship, the first officer’s position is not envied, and any first officer is usually conspiring to attain the

relative safety of captaincy. Still, no position is completely safe on a mind flayer ship. If the captain is incapacitated, the

crew eats him and the first officer is promoted. Assassination is a common form of illithid advancement.

鹦鹉螺上的船长总是掌控着一切,监督全船的安危,并给予掌舵人命令。大副则通常会呆在上层甲板指挥主投石机。由于这是全

船最容易受到攻击的地点,所以大副的位置并不令人羡慕,甚至于每一位大副都会为相对安全的船长之位而暗中谋划。即便如此,

在夺心魔船只上面,没有哪个位置是绝对安全的。如果船长无法行动,其船员就会吃掉它,并让大副顶替之。暗杀是夺心魔获得晋
升的一种常见手段。

船只用途
Piracy: A nautiloid pirate will have 12-15 mind flayers, with the remainder of the crew (up to 35) slaves and boarders.

Since slaves often serve as rations on long voyages, there is a high attrition rate among them, and the survivors are little

more than shells of their former selves.

A nautiloid pirate is always looking to resupply its stock, plus take anything that is not nailed down from other ships.

Ramming tactics are the first order of business, followed by close combat, where the flayers use their mental powers on

the creatures at close range. Often a nautiloid pirate will masquerade as a trader to close with a target, then ram the

unsuspecting ship.

海盗:一艘鹦鹉螺海盗船将会有 12-15 名夺心魔船员,而剩下的船员则都是奴隶和乘客(一共最多 35 名)。由于奴隶们经常会

在长途航行当中被充当食粮,所以它们消耗得很快,【即便是能够幸存下来的也只不过是它们从前同伴的外壳罢了(survivors are

little more than shells of their former selves)】。

鹦鹉螺海盗船总是在试图填满她的货舱,外加带走一切从其他船上遗漏下来的东西。她们在战斗时首先会使用撞击战术,然后进

行短距离战斗,此时夺心魔们就能在近距离内对其他生物使用它们的精神力量了。鹦鹉螺海盗船经常会伪装成商船然后接近一个目

标,接着撞向毫无戒心的船只。

Trading: As the workhorse of the illithid fleet, the nautiloid is often pressed into service as a trade ship. Such ships will

have only 2-5 mind flayers to man the helm, plus a captain and first officer, and 3 slaves to man the catapult. These ships

rely on speed to make their escape from enemy ships.

贸易:作为夺心魔舰队的“驮马”,鹦鹉螺经常会被用作商船。这样的鹦鹉螺上通常只有 2-5 名操纵魔舵的夺心魔,一名船长和

一名大副,还有 3 个负责投石机的奴隶。这类船将会依赖速度来摆脱敌舰。

Military: Nautiloids are used in picket duty in various hot spots and as fast spy ships that can report back to the mind

flayer fleet. A long-time standard ship, the nautiloid is being replaced slowly by larger ships using the pool throne.

军队:鹦鹉螺也会被用作各种危险地区的哨兵以及能够回到夺心魔舰队报告的快速间谍舰。作为一种被长期使用的标准船只,鹦

鹉螺正逐渐被使用脑池王座【pool throne,应为脑池魔舵】的更大型的船只所取代。

其他配置

Alternate Power Source: The majority of nautiloids use a series helm that links multiple mind flayers into a “magical

chain." This chain provides the ship's spelljamming power. A new form of propulsion being brought on line in the illithid

fleet is the pool helm, in which a batch of immature mind flayer tadpoles is harnessed and used to power the ship. Only

10% of the mind flayer ships have this new power type, believed to have been invented by the arcane with the illithids in

mind.
Pool-helmed ships have an SR of 5. In addition, the pool helm frees the 2-5 mind flayers that were previously

occupied in maneuvering the ship. This makes pool-helmed ships even more deadly.

替换动力源:鹦鹉螺主要使用将多名夺心魔联系到一条“魔法链接”上的序列魔舵来供能。这种链接为船只提供了法驱动力。现

在夺心魔舰队当中出现了一种名为“脑池魔舵”的新的推进方式,在此过程中使用了一批尚未成熟的夺心魔蝌蚪来为船只供能。

【现在】只有 10%的夺心魔船只采用了这种新的方式,据信这种方式是由与夺心魔合作的秘法商族所研究出来的。

脑池魔舵能提供的 SR 为 5。此外,它将此前负责为船只供能的 2-5 名夺心魔从魔舵上解放。这也就使得利用脑池魔舵的船只更加

致命。

Added Armor: Some customized nautiloids have a thicker shell that provides further protection from outside attacks.

Traders and pickets sometimes have this extra armor. The MC of such a ship is reduced by 1 class (to E), while the armor

rating is improved by 1 (to 3).

增加装甲:部分定制的鹦鹉螺有着更厚的外壳,能够在来自外部的攻击面前提供更多的防护。商船和哨兵有时会拥有这样的额外

装甲。这种船只的 MC 降低 1 级(最低为 E),AR 降低 1(最低为 3)。

Added Speed: A stripped-down version of the nautiloid sacrifices armor for additional speed, increasing the MC to C,

and reducing the AR to 5. Such ships carry either a pool helm or series helm with 5 mind flayers, but no additional crew.

In some cases the ship's weapons are pulled as well.

提高速度:这是一种剥衣版本【见百科】的鹦鹉螺,她牺牲装甲以提升速度,MC 提升为 C,而 AR 提高为 5。这类船只会携带一

个脑池魔舵或由 5 个夺心魔操纵的序列魔舵,除此之外就没有别的船员了。在某些情况下,船只的武器也会被去掉。

Optional Armament: The medium catapult is occasionally replaced with a heavy ballista (crew of 4), in ships posted

as naval pickets.

可选武备:作为海军哨兵的鹦鹉螺上的中型投石机有时会被一门重型弩炮(船员 4 名)所替代。

Non-Mind Flayer Crews: Often adventurers and other hearty souls will refurbish a nautiloid for their own use,

replacing the series helms with a major or minor spelljammer helm.

非夺心魔船员:冒险者和其他 hearty souls 经常会将鹦鹉螺改装得适合自己使用,它们会将序列魔舵换成大型或小型的法驱魔舵。


纽吉脑蛛 NEOGI MINDSPIDER

建造者: 纽吉怪

主要驾驶者: 纽吉怪

吨位: 40 吨

船体值: 40

船员: 3/40

机动性: C

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 4

豁免: 金属

动力能源: 命舵

战术速度: 取决于【命舵的】受害者

标准船载武装: 两门中心投石机,每门 3 名船员;1 堆中型投弃物,每门 3 名船员;船首抓握/穿刺撞角;船尾穿刺


撞角

载货量: 20 吨

船长: 40 英尺

船宽: 15 英尺

描述
The mindspider is a new ship; the general adventuring public knows little about it. This will change over time as the

mindspider gathers the same reputation as the neogi deathspider (see below)—a deadly craft that should be attacked

on sight.

The mindspider is a lighter, faster, more maneuverable, stronger craft than the deathspider, but carries less weaponry.

It is used in situations where subtlety or what passes in neogi terms for subtlety, is needed.

脑蛛是一种新式舰船;一般的平民冒险者对此知之甚少。这种情况将会随着时间的推移而改变,因为脑蛛与纽吉死亡蛛(见下)获得

了一样的名声——一种应该“见即杀”的致命船只。

脑蛛比死亡蛛更轻、更快、更灵活、更强大,但武器更少。她会在需要【狡猾( subtlety)】——或者是需要纽吉怪认为的狡猾

——的情况下被使用。

船员

The deathspider can be operated by as few as three neogi (though the operation is actually through their umber hulk

slaves). The ship’s weapon pits are usually manned by slaves. On a mindspider, however, the slaves are placed under a

charm spell or other enchantment magic to make them willing servants, loyal to the neogi captain.

Organization aboard the mindspider is typical of the neogi race; all crew members, regardless of race, are the property

of the captain, and supposedly loyal until death.

最少只需要 3 个纽吉怪就可以操纵死亡蛛(虽然说它们实际上是依靠自己的土巨怪奴隶来进行操纵)。船上的武器通常也是由奴

隶来进行操纵。但在脑蛛上,奴隶们被置于一个魅惑法术或其他附魔法术的影响之下,使得它们自愿成为了忠于纽吉怪船长的仆人。

脑蛛上面的组织结构也是非常纽吉怪式的;无论种族,所有的船员都是船长的财产,并且据称要效忠它直到死亡。

船只用途

Command Vehicles: When more than one deathspider is present, the mindspider is used as a command vehicle, the

lair of the neogi fleet's "owner.” This seems to cut down on the cases of rival deathspider captains challenging each

other.

指挥舰:当多于一艘的死亡蛛在场时,脑蛛通常会被用作一艘指挥舰,也就是纽吉怪舰队“所有者”的巢穴。这似乎减少了敌对

的死亡蛛船长互相挑战的案例。
Piracy: In a huge universe, all things are possible—even an independent neogi. These rare creatures are usually elder

captains on the verge of becoming an old master who strike out on their own to find new worlds and targets. Most of

all, though, they want to avoid the final transformation at the hands of their fellow neogi.

海盗:在浩瀚的宇宙当中,没有什么是不可能的——即便是一只独立的纽吉怪。这些稀有的生物通常是年长得正在变成大长老

【详见怪物手册】的纽吉怪船长,它们为了寻找新的世界和目标而独自行动。不过,最重要的是,它们不想在自己手下的纽吉怪手

中完成最后的转变。

These renegade neogi captains are often total berserkers, consumed only with wiping out any trace of their existence,

including other ships that pass them in space. The mindspiders these captains use are modified to suit their owners’

needs. This often involves the addition of as many armaments as possible, though some renegade neogi have found

stealth, and therefore maneuverability, very useful in avoiding their more traditional neogi brethren.

这些叛变的纽吉怪船长通常完全失去了理智,只懂得抹消掉它们存在的所有痕迹,包括在太空中经过它们的其他船只。这些船长

所使用的脑蛛都经过了调整,以适应它们的需要。这些调整通常包括尽可能地增加更多的武器,但也有一些叛变的船长找到了隐秘

行动的方法,因此能够非常灵活地避开它们那些更传统的纽吉怪同胞。

其他配置

Broodship Lander: The neogi are noted for their (fortunate) absence from larger planetary bodies. However, there

seems to be a neogi movement to invade and settle larger planets. For this purpose, mindspiders are adapted for use as

landing craft.

血船登陆者:众人皆知纽吉怪不会在较大的天体上出现(不幸中的万幸)。不过,最近纽吉怪似乎掀起了一股入侵并定居于大型

行星上的热潮。为了达到这一目的,脑蛛可以被当中登陆艇使用。

These mindspiders are stripped of their engines, weapons, and crew, and let loose from orbiting deathspiders. Their

cargo holds loaded with neogi eggs and an undead old master as their guardian, the ship circles a potential seed planet

until its orbit decays and it falls.

这些脑蛛被拿掉了引擎、武器还有船员,然后从【近地】轨道上的死亡蛛中被释放出来。她们的货舱当中装载着纽吉怪的蛋和一

位充当守护者角色的大长老亡灵,这艘船会环绕着一颗潜在的目标行星运转,等到轨道衰减后落下。

Should the ship burn up or land in an ocean and sink, there is no loss. Should it find fertile ground, however, the old

master will train the infant neogi to domesticate local slaves and develop their own base. Such experiments have failed

to date, but the fact that the neogi are looking at planets as a possible base of operations is disturbing to say the least.

如果船只在降落的过程中燃烧殆尽或是沉没于海洋当中,那就不会发生任何事情。然而,如果它落到了肥沃的土地上,大长老就

会训练纽吉怪婴儿们驯化土著为奴隶,并发展它们自己的基地。这样的实验至今还没有成功的案例,但纽吉怪试图将行星作为自己

的潜在基地的事实至少也是令人不安的。
加利恩帆船 GALLEON

建造者: 地表人类

主要驾驶者: 地表人类

吨位: 40 吨

船体值: 40

船员: 20/40

机动性: E

着陆能力——陆地: 无

着陆能力——水面: 有

防护级别: 7

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 1 门轻型投石机,每门 1 名船员;2 门中型弩炮,每门 2 名船员

载货量: 20 吨

船长: 130 英尺

船宽: 30 英尺

描述
The galleon is the best oceangoing craft that groundling nations can bring into space. It is nothing more than a sailing

ship with the spelljammer helm—purchased or salvaged from some wreck—attached.

Of the peoples of the known worlds, only the nation of Shou Lung on Toril sponsors a realistic approach to space

travel. Other nations dabble, though, and the most thoughtful of them use the galleon as their vessel of choice. Bulky

and slow, it still gets the job done, and its large cargo hold carries a great deal of spoils from other lands.

加利恩帆船是地表国家能够带上太空的海洋船只中最好的一种。她仅仅只是一种装载了——也许是购买来的,又或者是从某些沉

船上捞来的——法驱魔舵的航海船只。

在已知世界的民众当中,只有托瑞尔的龙授国掌握了一种实际的航天方式。不过其他国家也在对其进行研究,其中它们最关心的

是使用加利恩帆船来进入太空。虽然她笨重而缓慢,但仍然能完成任务,并且在那宽阔的货舱之内装载大量来自其他地方的战利品。
鱿鱼舰 SQUID SHIP

建造者: 人类

主要驾驶者: 人类、蜥蜴人

吨位: 45 吨

船体值: 45

船员: 12/45

机动性: D

着陆能力——陆地:无

着陆能力——水面: 有

防护级别: 5

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 1 门重型投石机,每门 5 名船员;2 门中型弩炮,每门 2 名船员;穿刺撞角

载货量: 23 吨
船长: 250 英尺

船宽: 25 英尺

描述
The squid ship—officially the cephalopod-class brig—is known throughout space by its more common name.

Many scholars believe that the original design for the squid ship was created by revolting prisoners of an illithid slave-

world, who fused together elements of sea ships and the standard nautiloid design. Some sages point to the existence

of such ships in spheres where the mind flayer is either extinct or unknown as proof against this theory, but the tale

remains.

The straight lines and good maneuverability of the squid ship make it one of the most popular vessels of its size. It is

usually used for trading, exploration, and privateering.

正式名称为“头足级双桅横帆船(cephalopod-class brig)”的她,在太空中以更常见的“鱿鱼舰”之名而为人所知。

许多学者认为,鱿鱼舰最初是由某个被夺心魔所奴役的世界上的邪恶囚犯们将海洋船只与标准的鹦鹉螺舰的构造融合在一起以后 ,

才设计出来的。某些贤者指出,这种船只在夺心魔被灭绝或是失踪的晶壁系内存在的可能性和这个说法本身一样无稽,但这个说法

仍然流传不息。

鱿鱼舰笔直的身形和良好的机动性令她成为了同大小船只当中最受欢迎的船只之一。她常被用于贸易、探索与劫掠。

船员

The squid ship's simple design allows a relatively small crew to handle the rigging and maneuvering. The captain is

usually found on the aft deck, where he gets a good view of most of the ship. The spelljammer helm is usually located

directly beneath the captain’s station, with communications to the helm via speaking tube.

鱿鱼舰的简约设计使得相对较小的船员也能够负责操纵索具和机动。这种船的船长通常会呆在尾部甲板上,因为在那里它能拥有

良好的视野。船长室通常位于法驱魔舵的正上方,还有着能与魔舵进行沟通的通话管。

Human ships typically have an obvious captain's bridge, while the helm remains hidden. The damage to morale from

the loss of a captain in combat is nothing in comparison to the loss of the ship's spelljammer helm.

人类船只有着明显的船长桥楼,同时魔舵被隐藏了起来。【因为】在战斗中失去一位船长对士气的伤害是无法与失去法驱魔舵相

比的。

Typical positions on board a squid ship include captain, first officer, helmsman/spelljammer, and navigator. A

weaponmaster is often needed if the ship carries more than one large weapon. The weaponmaster is responsible for the

maintenance of the weapons, as well as aiming the weapons during battle.

这种船上的典型职位包括船长、大副、掌舵人 /法驱者,还有领航员。如果船上的大型武器多于一门,还需要配带一位武器大师
(weaponmaster【疑为百科中提到的武器专家】 )。武器大师负责武器的维护以及战斗中的瞄准。

船只用途

Trading: The bulk of squid ships are free traders, privately owned vessels that drift from planet to planet, usually

speculating in rare items (such as gems, magic, and illegal goods). A trader usually has a core crew of 12, though

captains often hire additional men if their trader is passing through an "active” section of space. "Active," in this

instance, specifically refers to sections of space where there are hostile forces in open conflict.

贸易:大部分鱿鱼舰都是私有的走私船,她们通常会在行星间往来,在稀有物品(诸如宝石、魔法,还有违法货物)上投机。走

私船通常有 12 名核心船员,但如果它们要通过“活跃”的太空区域的话,船长通常会雇佣更多的船员。这里的“活跃”特指存在着

正在公开地产生冲突的敌对势力的太空区域。

Piracy: Squid ships are a favorite vessel for reavers, pirates who roam far from their base looking for easy plunder.

Capable of laying in wait for other ships for a long time, the pirate squid ships carry a full crew of 35, usually fighters of

level 2-4. They also carry a second mage in addition to the spelljamming mage or priest. This mage is usually less

powerful than the primary spelljammer and is often placed at risk in boarding situations. Squid ships used for piracy

usually use a grapple ram (see below).

海盗:鱿鱼舰是海盗们最喜爱的船只之一,它们通常会自己的基地远方游弋,寻找易于下手的目标。海盗鱿鱼舰能够在长时间等

待其他船只的同时携带最多 35 名的船员(通常都是 2-4 级战士)。它们还会在负责法驱的巫师或祭司之外再携带一位巫师。这位巫

师没有法驱者那么强大,并且通常会被安排到甲板上非常危险的位置。海盗鱿鱼舰通常会带有一个抓握撞角(见下)。

Military: The simple design and size of the squid ship makes it a common choice for human space navies as both a

defensive warning craft and an assault vehicle. For short distances and actions close to base, a naval squid ship will

overload (carry more than its standard complement of troops) to repel attackers. Such ships will replace their medium

ballistas with heavy versions (see below).

军队:鱿鱼舰的简约设计和其大小使她成为了太空人类国家在防御警告船和突击舰上的共同选择。因为一般是在基地附近进行短

距离的行动,海军鱿鱼舰会通过超载(携带数量超标的军队)来击退入侵者。这样的鱿鱼舰会将其中型弩炮换为重型版本(见下)。

Free Adventuring: The size of the squid ship and its capability to land on water makes it ideal for adventurers

exploring brave new worlds (and bringing back the more profitable parts of them). These versions often have additional

armor or increased maneuverability, depending on the temperaments of the users.

自由冒险:鱿鱼舰的大小和能够在水上着陆的能力使得她成为了想要探索美丽新世界(并带着收获回家)的冒险者们的明智之选。

这一类鱿鱼舰通常有额外的装甲或更高的机动性——具体取决于使用者的选择。

其他配置
Alternate Power Sources: Squid ships normally use major or minor spelljammer helms, and as such carry at least one

spellcaster as a helmsman. Serial or pool helms are often used as reserve or replacement helms. Artifurnaces and (for the

really desperate) gnomish furnaces have been found on squid ships, as well.

替换动力源:鱿鱼舰通常会使用大型或小型法驱魔舵,并且至少会携带一名的施法者,作为掌舵人。还经常会用序列或脑池魔舵

来作为后备魔舵。在鱿鱼舰上还发现过神器熔炉和(在非常绝望的船上发现)侏儒魔舵。

Naval Weapons: The medium ballistas are replaced by heavy versions. These are often used when the ship can

overload on manpower or in defensive situations.

海军武器:中型弩炮会被重型弩炮代替。这些武器经常会在人力超载或是防御态势的情况下被使用。

Added Armor: An additional layer of wood strengthened by copper bands is laid inside the existing hull, increasing

protection at a sacrifice of maneuverability. The AR is raised to 4, but the MC drops to D.

增加装甲:在现有的船体中间额外增加了一层由铜条箍裹的木板,牺牲机动性来提升防御力。其 AR 变为 4,但 MC 变为 D。

Alternate Ram: Favored by pirates and others preferring boarding actions to ship-to-ship combat, the 抓 握 ram

sometimes replaces the 穿刺 ram on squid ships. Such vessels usually carry the full complement of troops.

替换撞角:抓握撞角受到海盗和其他喜欢在船战时进行登船行动的家伙们的喜爱,因此鱿鱼舰上的穿刺撞角有时会被替换为抓握

撞角。这种船只上面一般都装满了作战部队。

Lizard Man Crews: A large number of squid ships controlled by lizard men tribes are used as transports. Others, used

as incubators for lizard man eggs, take their cargos in tight orbits around solar bodies. Between 1-6 tons of a lizard man

egg ship are used for the cargo of eggs, with another 2-8 tons being used for plants. Lizard man ships tend to be

overgrown with plant life to help recharge the air. They are also often heavily painted in bright colors.

蜥蜴人船员:被蜥蜴人部落所控制的鱿鱼舰中很大的一部分被用作了运输工具。其他的鱿鱼舰则被用作蜥蜴人卵的孵化器,带着

这些卵沿着接近太阳的轨道上旋转。蜥蜴人孵卵船的负荷有 1-6 吨分给蜥蜴人卵,另外 2-8 吨则用来装载植物。蜥蜴人的船只往往

会让植物过度生长,以便提供氧气。她们也经常会被涂上鲜艳的颜色。
龙舟 DRAGONSHIP

建造者: 人类

主要驾驶者: 人类

吨位: 45 吨

船体值: 45

船员: 20/45

机动性: D

着陆能力——陆地: 无

着陆能力——水面: 有

防护级别: 5

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 2 门中型弩炮,每门 2 名船员

载货量: 22 吨

船长: 150 英尺

船宽: 20 英尺

描述
As a rule, the groundling nations tend not to think about the empires that battle far over their heads. There is the

occasional upstart nation or magocracy that turns its attention to space, but these efforts are shortlived since either

internal pressures do them in or other spacefaring nations quickly put the upstarts back in their place. As a result, a

major effort to reach space only comes from worlds with one ruler.

一般来说,地表国家往往不会去思考远在它们头顶之外的帝国和战争。偶尔会有狂妄自大的国家或者法权社会【 magocracy,请

参照我的密斯塔拉战役设定译名表】将注意力转向太空,但由于内部的压力或者来自太空国家的迅速“敲打”,这种努力都不会长

久。因此,进入太空是只有一个统治者的世界才能成就的伟业。

An exception is the so-called “oriental'' lands of the FORTOTTEN REALMS™ campaign world. Based in a large area of

land with long-lived ruling organizations, the eastern nations of Toril have dabbled in space exploration.

但其中的例外之一就是被遗忘的国度™战役世界当中被称作“东方”的土地。因为这片广阔的土地上有着长久的执政组织,所以

托瑞尔东部的国家已经开始了对太空的探索。

In fact, Shou Lung's approach to space exploration is typical of the oriental nations throughout known space. While

"western” nations dismiss space travel or turn their attentions to more militaristic ends, the oriental nation pushes its

experimentation with fantasy space forward. The dragonship of Shou Lung is an example of such experimentation and

reflects the mindset of an organized groundling empire reaching into space.

事实上,龙授探索太空的方式已经成为了整个已知宇宙中东方国家的典范。当“西方”国家不屑于太空旅行,并将注意力更多地

转到军国主义上面时,东方国家却已经开始推进它们对奇幻太空的探索。龙授的龙舟就是这种探索的一个例子,她反映了一个成组

织的地表帝国在进入太空时的心态。

The Shou dragonship is boatish, and suffers in space—as all groundling craft do. The helm is located below decks in

the rear, with a domes opening above to allow a clear view of space and the captain. The large structure on the deck

itself is a small shrine to the crew's venerated gods and ancestors, to the Path and the Way, and to the emperor, by

whose hand the entire mission is set into effect.

龙授人龙舟是船型的,因此也就和其他地表船只一样在太空中饱受折磨。船上的魔舵位于尾部甲板下方,其上方是一个能够清楚

地看见太空与船长的【透明】圆顶。而甲板上的巨型建筑物本身就是一个供奉船员们信奉的先祖和神灵、道与法,以及布置了这整

个任务的皇帝本人的小型神龛。

Not one Shou native in 10,000 knows of the dragonships, as their numbers and missions are for the ears of the

emperor only. Dragonship captains all swear to come and go in secret. Despite this, though, some other nations have

discovered the existence of the dragonships. These nations have either stolen ships or created their own so that they can

contest the Shou in the new arena of space.

龙授人中知晓龙舟存在的人万中无一,因为这些船只的数量和任务只有皇帝知道。所有龙舟的船长都发过誓要行事隐秘。尽管如

此,还是有一些国家知道了龙舟的存在。这些国家或是偷窃、或是自创地研究出了自己的“龙舟”,以便能够在太空的新疆域当中
与龙授人较量。

船员
A typical Shou dragonship has both a captain and a helmsman. Perhaps the most important post on a Shou ship

belongs to the recorder. The recorder’s task is to keep notes on all encounters, collect specimens and trophies, and to

act as the official diplomat from Shou Lung. To that end, each recorder is given a number of blank scrolls of official

greeting from the emperor. The recorder is empowered to fill in the name of the appropriate race and present them.

一艘典型的龙授人龙舟有一名船长和一名掌舵人。但这艘船上最重要的职位应属书记员。书记员负责记录所有的遭遇,收集标本

和战利品,并担任龙授国的官方外交官。为了达到这个目的,每一位书记官都被帝皇授予了若干写有官方致意的空白卷轴。书记官

可以在上面填上恰当的种族名并出示之。

The crew of the Shou dragonship (and similar "oriental" vessels) are single men used to long voyages. They are armed

with repeating crossbows, a groundling invention that has found great favor in space, making Shou crews both

respected and feared.

龙 授 人 龙 舟 ( 以 及 类 似 的 “ 东 方 ” 船 只 ) 的 船 员 都 是 习 惯 于 进 行 长 途 旅 行 的 单 身 男 子 。 它 们 装 备 有 连 弩 ( repeating

crossbows)——一种在太空中起到了极大帮助。并且令龙授人船员受到尊重与敬畏的地表发明。

船只用途
Exploration: The chief mission of a Shou dragonship is to seek out the unusual, the odd, and the new, and bring it

back to the spiritual center of the universe (the emperor's palace in Shou Lung). So far, such wonders as a neogi

(thought to be a demon), a preserved orbus, and a crown of the stars have been returned and presented to the emperor.

探索:龙授人龙舟的主要任务是寻找一切的不同寻常、古怪以及新奇,并将之带回它们在宇宙中的精神中心(龙授皇帝的宫殿) 。

目前为止,它们为皇帝带回的不可思议之物包括:一只纽吉怪(被认为是一种恶魔)、一只被保存下来的苍白魔眼,还有一件 众星

冕冠。

The presence of other spelljamming races intrigues the Shou, and they are particularly interested in accumulating

more spelljammer helms. The ultimate goal—according to the bureaucrats on the missions—is to make the celestial

bureaucracy truly celestial.

其他法驱种族的出现激起了龙授的兴趣,而它们尤为感兴趣的事情则是收集更多的法驱魔舵。其终极目标——据负责的相关官员

所说——是要令这个“天朝上国”真正地去到天上。

There have been several waves of Shou dragonships commissioned and set loose among the stars, as the "scholars of

the stars” fall into and out of favor with the court. There is currently a lull in interest in the stars in Shou Lung, but with

the return of new ships with rich treasures and the rising interest of other lords, it is only a matter of time before the

dragonships sail the spheres again.


在“星海学者(scholars of the stars)”们在王庭当中受宠后又失宠的这段时间里,已经有好几拨龙授人龙舟接受了任命,并

被派遣到了群星之中。现在,龙授的星空暂时平静了下来,但随着携带丰厚宝藏的龙舟的回归,以及其他领主日益高涨的兴趣,探

索宇宙的龙舟迟早会再次起航。

Free Adventuring: Of course, if you cast your bread upon the waters, some of it will turn soggy. A large number of

captains and recorders exposed to the marvels of arcane space suddenly wonder why they would throw in with some

small-time emperor when there are whole worlds out there to be discovered or even conquered.

自由冒险:如果你把你的面包扔到水上,其中的一些肯定就会理所当然地变得潮湿【if you cast your bread upon the waters,

some of it will turn soggy,应指某些事情会理所当然地发生。】。许多直面太空之绝美的船长和书记官突然开始怀疑:当整个宇

宙都等待着它们去探索甚至是征服的时候,它们为什么还要在一个渺小的地表皇帝手下仰人鼻息呢?

The result is a large number of dragonships no longer loyal to the emperor, cruising around the spheres, taking what

they need. Such ships end up in the hands of adventurers, merchants, pirates, and other “free agents" of space. These

ships reflect their owners' needs—added armor or increased maneuverability, more weapons (up to three more heavy

weapon mounts), and alternate power sources.

于是,大量的龙舟不再忠诚于皇帝,而是开始在晶壁系之间游弋,寻找自己想要之物。这些船最终都落入了冒险者、商人、海盗 ,

以及太空中的其他“自由人”之手。这些船只反映出了其主人的需求——更多的装甲、更高的机动性、更多的武器(最多多加了三

门重武器),以及被其他的动力源。

其他配置

Flaming Dragons: The Shou who take to space in dragonships (especially those who have gone freebooter) have a

love for bombards and greek fire projectors matched only by that of the lizard men. Such destructive weapons appeal to

these newcomers to space, and often all the heavy weapons on board are of this type, with much of the cargo space

taken up by shot and shell. As a result of this dangerous tendency, there are significantly fewer dragonships in space

than there might be if their captains favored carrying "safer” weapons.

火龙:被龙舟带到太空当中去的龙授人(尤其是已经变成海盗的那些)对于射石炮和希腊火投射器的喜爱只有蜥蜴人能与之匹敌 。

此等破坏性的武器是如此地吸引这些太空中的新来者,以致于它们甲板上所有的重型武器都是这个类型,而且大部分的货舱空间也

是被石块和炮弹所占据。这种危险的倾向也导致了,如果它们的船长喜欢携带“更安全”的武器的话,太空中龙舟的数量就会大大

减少。
锤头鲨 HAMMERSHIP

建造者: 人类、蜥蜴人

主要驾驶者: 人类、蜥蜴人、部分精灵

吨位: 60 吨

船体值: 60

船员: 24/60

机动性: D

着陆能力——陆地: 无

着陆能力——水面: 有

防护级别: 6

豁免: 厚木

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 2 门重型投石机,每门 5 名船员;1 门重型弩炮,每门 4 名船员;1 门钝头撞角


载货量: 30 吨

船长: 250 英尺

船宽: 25 英尺

描述
Another standard human ship of space, the hammership is both large and powerful, capable of withstanding large

amounts of punishment and dealing out a massive amount with its 钝 头 ram. If the squid ship is the light warship of

space, this is the heavy galleon.

作为另一种标准的人类太空船,锤头鲨巨硕而强大,能够承受大量的伤害,也能够用其钝头撞角造成巨大的伤害。如果说鱿鱼舰

是太空中的轻型战舰,那么她就是太空中的重量级加利恩帆船。

Hammerships are found, with small modifications to their design, throughout all known space. The hammership s

design has been relatively unchanged, such that hulks several millenniums old resemble those under construction in the

asteroid dry docks of the arcane. Even the elves and mind flayers, with their own distinctive ships, use the hammership

design for their ships used in workhorse and supply situations.

在所有已知的太空中都发现了锤头鲨的踪迹,她们之间在设计上只有微小的差别。她的设计相对来说没有发生过变化,其船体仍

然和数千年前在秘法商族的小行星干船坞里建造出来的一样。即便是船只风格独特的精灵和夺心魔,也会将锤头鲨的设计用于它们

的运载和补给船只上面。

船员

The “brains” of the hammership are in the heavily protected forward section. Both the spelljammer helm and the

bridge are located in this section, behind the massive bulwarks and the 钝头 ram. Often this ram is plated with heavy

metals, ivory, or bone to provide extra strength.

锤头鲨的“大脑”位于其受到重重保护的前部。法驱魔舵和舰桥都位于这个部位——同时处于巨大的船舷墙和钝头撞角的后方。

这个撞角通常会用重金属、象牙或骨骼来镀层,以提供额外的强度。

The lenses of the hammerships "eyes” are often made of paneless glass, but in some modified versions are

constructed of metal under the effect of a glassteel spell. The captain operates from a base behind these windows,

commanding both the ship and the forward weapons placements. The first officer is positioned at the rear catapult.

锤头鲨“眼部”的透镜通常是由无窗格玻璃所制成,但在某些经过调整的版本当中,这里的透镜则是用受到玻璃钢态化法术影响

的金属制成的。船长在这些窗户后面的一个座位上进行操作,同时给全船和前方的武器下令。大副被安排在后方的投石机上。

The hammership's rear catapult is mounted on a swivel, turned from beneath by crewmen or slaves. This allows the

rear catapult to fire in all directions (if the optional fields of fire are used). In some cases, magical creatures such as
golems are used to man the swivel. Otherwise, a team of 10 men is required to move the weapon.

锤头鲨后部的投石机被安装在一个旋轴上,可以被奴隶或船员从下方转动。这使得后部投石机能够向所有方向开火(如果使用了

火力区可选规则的话)。在某些情况下,会利用诸如魔像这样的魔法生物来操纵旋轴。否则就需要 10 人的小组来移动武器。

船只用途

Trading: A hammership requires a larger crew than the more common squid ship, but can carry more cargo. This

makes it ideal for transporting large bulk cargos of semiprecious material (such as amber or semiprecious raw stones, or

extra-planar delicacies such as wine or planetary beef). Such ships run on a minimum crew, unless they are passing

through contested space. Then, the captain will take on a full crew (including a large number of wizards and priests).

贸易:锤头鲨需要的船员比一般的鱿鱼舰更多,但她也能携带更多的货物。这使得她很适合运输大量的半贵重物品 (如琥珀或准宝

石原石,或诸如葡萄酒或外星牛肉等异界的美味佳肴)。这样的船只除非要经过存在战争的空间——这样的话船长将会招满船员(包

括大量的祭司和法师),否则船员数量将会维持在最低限度上。

Piracy: Though not commonly used as a pirate vessel, the hammership is the favorite craft of some of the most stylish

and brazen pirates and privateers in known space, including the legendary Bloodjack of Realmspace. His hammership is

dyed in shades of red, supposedly representing the blood he and his ship, the Lucky Victory, have spilled over a career

spanning a decade. The size of a hammership makes it ideal for prolonged battles—just the type of conflict Bloodjack

seems to revel in. Most privateers wouldn’t share his enthusiasm.

海盗:虽然不常被用作海盗船,但锤头鲨是某些最时髦且无耻的海盗和私掠者——包括国度天宇的传奇:血腥杰克——最喜爱的

船只。血腥杰克的船——好运胜利号——被涂成了红色,据说这代表着他和他的船在过去十年的海盗生涯中所溅上的鲜血。锤头鲨

的大小使得她很适合进行长时间的战斗——而这恰好是血腥杰克会喜欢的战斗。【大多数私掠者都不如他那般热情。】

Military: The hammership is a common armada craft, capable of hauling many men across space and returning with

supplies to support an invasion.

军队:锤头鲨是一种常见的战舰船只,她能够将许多部队运送至太空,并带着足以支持下次入侵的补给回来。

其他配置

Multiple Turrets: The forward ballista of a hammership is mounted in a fashion similar to the rear catapult. This allows

the ballista to be brought to bear quickly on any target. Further, by sacrificing of cargo space, multiple turrets can be

mounted on the main deck for additional catapults and ballistas. Turrets may be mounted on the bottom of the ship as

well, but this prevents water landings.

多重炮塔:锤头鲨的前部弩炮能够像后部弩炮那样转动。这使得这些弩炮能够很快地转移目标。此外,通过牺牲货舱空间,锤

头鲨可以在主甲板上安装多个额外的投石机炮塔和弩炮炮塔。船只的底部也可以安装炮塔,但这会让船只无法在水上降落。

Bombards: Since lizard men use the ship's central pool as a fire prevention device, they often install bombards
instead of ballistas and catapults on a hammership's main mounts. Bombards are used only in spheres where smoke

powder is in common use.

射石炮:因为蜥蜴人会把船只中央的水池当中防火装置来使用,所有它们通常会在锤头鲨的主甲板上安装射石炮,而不是弩炮或

投石机。射石炮通常只会在发烟火药能够正常生效的晶壁系中被使用。

Greek Fire Projectors: Lizard men will cheerfully use greek fire wherever it's available. They mount the projectors at

the forward ballista. The section where this projector is mounted becomes more vulnerable to fire damage.

希腊火投射器:蜥蜴人会高兴地在任何可能的地方使用希腊火。它们会在前部弩炮上安装投射器。而安装了投射器的地方则更容

易受到火焰伤害。

Heavy Hammerships: Multiple platings of bone, wood, and metal reduce the maneuverability of a heavy hammership

to that of a groundling vehicle in space (MC F), but raises its armor rating to 4 and provides a saving throw as if for

metal. Heavy hammerships often use multiple turrets, and are excellent central command vessels for armadas (and,

alternately, ''armada-busters"). Heavy hammerships are often used to plow into and destroy smaller ships. With its poor

maneuverability, however, the heavy hammership is not usually seen outside large fleet actions.

重型锤头鲨:多重的骨骼/木头/金属板将重型锤头鲨的机动性降低至太空中的地面船只的级别(MC 为 F),但其 AR 变为 4,并

且拥有金属的豁免。重型锤头鲨通常有多个炮塔,并且可以出色地成为舰队中的中央指挥舰(或者是“舰队破坏者”)。重型锤头

鲨通常被用于撞击并摧毁较小的船只。不过由于其低下的机动性,通常很难在大型舰队之外的地方见到她。

Lizard Man Crews: Hammerships are commonly used as traders by the lizard men. In such vessels, the ship’s central

decks are flooded to provide a central relaxation and breeding area for the crew. These interior lakes are dumped into

space if the ship has to flee, creating the equivalent of a debris field behind the hammership that will slow pursuers.

蜥蜴人船员:锤头鲨通常会被蜥蜴人用作商船。在这些船只中,船只的中央甲板被注满了水,来为船员们提供一个休息和繁衍的

场所。在船只逃逸时,这些“船内小湖”会被倾倒进太空当中,在船只后方创造出一片类似于残骸场的区域来拖慢追兵。

Mind Flayer Crews: Hammerships are used by mind flayers as free traders, unaligned to any illithid faction or house.

Since many captains will fire upon any standard mind flayer nautiloid, a growing number of mind flayer traders have

adopted the hammership as the craft of choice. The eyes of hammerships controlled by mind flayers are often covered

over with steel plates.

夺心魔船员:与所有的夺心魔派系或家族不同,夺心魔将锤头鲨用作自由贸易。因为许多船长会攻击任何标准的夺心魔鹦鹉螺,

所以越来越多的夺心魔商人选择了锤头鲨作为它们的商船。夺心魔的锤头鲨会用钢板将“眼部”遮盖住。

Elven Crews: Hammerships are occasionally used by elven armadas, primarily as supply and troop ships. A

hammership's bulky size and difficult handling (in comparison to most elven craft) make it unsuitable for anything but a

support vessel in most elven armadas.

精灵船员:锤头鲨偶尔也会被精灵舰队所使用,主要是作为补给舰和运兵船。锤头鲨庞大的船体和(与大多数精灵船只相比)困
难的操作令她在大多数精灵舰队当中都只适合作为支援船只使用。
护卫舰 MAN-O-WAR

建造者: 精灵

主要驾驶者: 精灵,部分人类

吨位: 60 吨

船体值: 60

船员: 10/60

机动性: C

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 7

豁免: 陶瓷

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 2 门中型弩炮,每门 2 名船员;1 门中型投石机,每门 3 名船员;1 门中型投射器,每门 3 名船员

载货量: 30 吨

船长: 200 英尺

船宽: 20 英尺

描述
Built on the largest hull available outside of the great armadas (see below), the man-o-war is a highly maneuverable,

well-built ship. These elven ships are grown from glossy, relatively brittle plants, giving them their shiny, ethereal

appearance. The ships remain "alive,” much like a tree, throughout their life. The man-o-war's crystalline wings require

constant pruning and shaping to keep the ship from becoming too unwieldy.

以除了巨大的无敌舰(见下)之外最大的可用船体为基础,护卫舰成为了一种既有着高机动性,也有着优美的体态的舰船。这种

精灵船只都是从光滑而相对脆弱的植物当中生长出来的,而这给予了她们闪亮且优雅的外表。这种船只在她们的生涯当中仍然像一

颗树那样“活着”。护卫舰那水晶般的翅膀需要不断的修枝和整形,以便防止船只变得过于笨重。

All elven ships may be repaired in the normal fashion since blocks of wood and even stone can be grafted onto the

ship. This is possible as long as 20% of the ship remains in its original position. Losses beyond that point are

unrepairable. Even if the ship should survive a battle in which over 80% of its original structure is damaged, it will need

to have its hull fully restored (at twice the listed price for such repairs).

所有精灵船只都可以以一般的方式被修复,因为木块甚至是石块都可以被嫁接到船上——只要船只保持原型的部分不少于 20%,

否则就无法【以一般方式】修复了。即便她从一场令她的原本结构受损超过 80%的战斗当中存活了下来,也需要对其船体进行完全

的维修(这样的维修需要花费列出价格的两倍)。

船员

The crew of an elven man-o-war depends greatly upon what it’s being used for. Adventuring ships have few set

positions below captain, while naval vessels have a highly structured chain of command.

精灵护卫舰的船员很大程度上取决于她的用途。探险船只在船长之下没有多少固定的职位,而海军船只有着高度组织化的指挥链。

船只用途

Free Adventuring: The elven mano-war is a good adventuring craft for deep space. As long as the ship's users have

no intention of making planetfall with the craft, it should serve them well. In addition, any character with forester or

woodworking/carpentry proficiency should be able to keep the ship in good trim.

自由冒险:精灵护卫舰的一种很适于进行深空探险的船只。只要这种飞船的使用者不打算在星球上降落,她就能满足它们的一切

需求。此外,任何拥有护林员【辅助技能】或木工熟练的角色都能令这种船只保持一个良好的状态。

On such adventuring vessels, standard positions are loose below the level of captain and owner. Adventurers usually

paint colorful signs and sigils on the ship and the graceful wings of the man-o-war. One notable exception to this is the

Company of the Singing Void, whose man-owar is painted jet black to match the space between the stars.

在这种冒险船只上,船长和舰主以下的职位都是很随意的。冒险者们常在战斗精灵的身体和她那妙曼的双翼上涂上色彩斑斓的标

志和印记。不过有一个例外值得注意:“歌唱虚空公司”的战斗精灵会被涂成深黑色,以便融入群星之间的太空当中。

Military: The man-o-war is the workhorse of the elven Imperial Navy, and as such is found in great numbers where

these ships swarm. The organization of the naval man-owar’s crew is much tighter than on an adventurer's ship, with
an organized chain of command ranging from the captain through the first, second, and third officers, primary and

secondary helmsmen, and elves assigned to the various battle pits throughout the ship, such as firefighting, boarding,

and weapon teams.

军队:战斗精灵是精灵帝国海军的主力,从这些船只巨大的数量上也可以看出这一点。海军战斗精灵的组织比冒险战斗精灵要严

密得多,她有着一条从船长到大副、二副、三副、首席和次席掌舵人,再到被分配到船上的各个战坑的精灵(诸如消防员、登舰兵

和武器小组)的组织化指挥链。

The helm of an elven naval vessel is located in the midsection of the ship, just below the bridge. The bridge itself sits

squarely on the back of the man-o-war between the wings. Forward, within the “head" of the butterfly, are the twin

ballistas, firing from positions in the eyes. The catapult is located just to the rear of the bridge and is covered by a

retractable dome. Finally, at the rear of the ship’s abdomen, is a medium jettison, located just aft of the cargo bays.

精灵海军舰船的魔舵位于船只中部的舰桥下方。而舰桥本身正好位于战斗精灵双翼后面的背部。而在前方,在这只“蝴蝶”的

“头部”,是一对从“眼部”发射的弩炮。她的投石机位于舰桥的后方,被一个可伸缩的圆顶所笼罩。最后,在船只的尾部(也是

货舱的尾部)有一堆中型投弃物。

The elven navy adheres strictly to this particular man-o-war design. Individual captains and admirals who change the

basics of the craft are reprimanded (though often along with a commendation for battles won using those unofficial

modifications).

精灵海军会严格遵守这一设计来制造护卫舰。对这一设计作出改动的船长和将领都会受到谴责(不过也经常伴随着对使用了这些

非官方调整赢得战斗的赞扬)。

其他配置
Personal Modifications: Adventurers are not so limited as the navy in their perception of the man-o-war, such that

lower-armored, heavierwinged craft are common (with a reduction of AR to 8 and an increase in MC to B). Sacrificing

maneuverability for better armor is much less common, since speed and turns seem to resolve man-o-war battles more

than armor. Weaponry is also up to the user, though most captains shy away from bombards, greek fire, and other fire-

using and explosive devices due to the nature of the ship.

个人调整:冒险者们对护卫舰的看法不如海军那么拘束,因此装甲更薄、翅膀更重的版本( AR 变为 8,MC 变为 B)对它们来说

非常常见。牺牲机动性来增强装甲的版本则不那么常见,因为比起装甲,速度与转向性似乎更能帮护卫舰解决战斗。护卫舰的武备

也取决于使用者,不过大部分船长都会因为她的体质而避免使用射石炮、希腊火,还有其他使用火焰来制造爆炸的装置。

Wild Men-o-war: If cast adrift and left to themselves, men-o-war (and almost all elven craft) continue to grow, their

crystalline wings curling in on themselves in ornate spirals. If such a ship is found in the wilds of space, and made

functional, its MC would be E, and its AR 9 (older growths are more brittle). These poor ratings could be corrected by
repairs to the ship equal to restoring half its hull points, done by individuals skilled in forestry or woodworking.

战争野精灵:如果被人遗弃,护卫舰(还有几乎一切的精灵船只)会继续生长,她们水晶般的双翼将会卷曲为华美的螺旋。如果

在太空中的荒凉地区发现了这样的船只,并且她仍能行驶,那么她的 MC 将为 E,AR 将为 9(生长得更久的会更脆弱)。这些糟糕

的属性可以通过让擅长“护林员”或“木工”的个体进行相当于恢复一半船体值的修理来恢复原样。

纽吉死亡蛛 NEOGI DEATHSPIDER

建造者: 纽吉怪

主要驾驶者: 纽吉怪

吨位: 100 吨

船体值: 100

船员: 30/100

机动性: E

着陆能力——陆地:无

着陆能力——水面: 无

防护级别: 5
豁免: 水晶

动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 1 门重型投石机,每门 5 名船员;1 堆重型投弃物,每门 4 名船员;4 门重型弩炮,每门 4 名船员;1

门抓握撞角

载货量: 50 吨

船长: 175 英尺

船宽: 50 英尺

描述
One of the largest of the standard ships of space, the deathspider is the pride and joy of the neogi, a deadly,

xenophobic race of slavers and murderers. Its large size and distinctive shape make the deathspider easily recognizable

in space. As a result, it is usually attacked on sight.

作为太空中最巨大的标准船只之一,死亡蛛是纽吉怪——一种致命的、排外的、由奴隶主与谋杀者构成的种族——的骄傲与欢乐。

其巨大的尺寸与独特的外形使得死亡蛛很容易就可以在太空中被辨认出来。因此,她经常会无差别地受到攻击。

The neogi deathspider is divided into the command section and the cargo pits. The command section is in the

forward half of the vessel and contains the bridge, the spelljammer helm, and the crew’s quarters. The larger

"abdomen" of the craft is used as weapons platform, cargo space, and slaves’ quarters. The top half of the abdomen

can slide back to reveal a small citadel perched on the lower haunches. This structure is normally revealed only in battle

situations, since the deathspider's weapons platforms are usually located there.

纽吉死亡蛛被分为指挥部与货舱。指挥部是指包含舰桥、法驱魔舵以及船员住所的船只前半段。该船只那更大的“腹部”被用作

武器平台、货舱,以及奴隶住所。腹部的上半部分可以向后滑动,露出一个搭建在腰腿部的小型城堡。这一建造通常只会在战斗状

态下出现,因为那里是死亡蛛的武器平台。

船员

The neogi themselves are small creatures, but make use of a large number of umber hulk slaves. The umber hulks are

personal bearers and soldiers under the neogi’s direction. There are usually eight neogi on a standard craft (including

their spelljamming mage), and the same number of umber hulks.

纽吉怪本身是小型生物,但它们会大量地使用土巨怪奴隶。土巨怪是一种处于纽吉怪控制下的私人劳工和士兵。一艘标准的死亡

蛛上一般有八个纽吉怪(其中包括法驱巫师),以及相同数量的土巨怪。

The remainder of the standard 30man crew is made up of slaves, who toil in the depths of the ship, fore-stalling the

day when they are served up as a main course for the crew. A standard crew on a deathspider takes up the same amount

of air as 34 normal men, due to the presence of the large umber hulks and the small neogi.
死亡蛛标准的 30 个船员名额剩余的部分都是由奴隶补足的,这些奴隶在船只的深处辛苦劳作,绝望地等待着自己成为船员们主菜

的那一天。一艘死亡蛛上标准数量的船员消耗的氧气与 34 名普通人类消耗的相同,因为那里有巨大的土巨怪和小型的纽吉怪。

The neogi divide the universe into two portions: themselves and slaves. Everything that is not a neogi is a slave—

directly to them, or to a more powerful creature—or a potential slave.

纽吉怪将整个宇宙分为两份:它们自己,以及奴隶。一切不是纽吉怪的东西都是直属于它们,或直属于更强大的生物的奴隶——

或潜在的奴隶。

The neogi organize their ships with that philosophy, too. A neogi captain owns everyone else on his ship, including

other neogi and their umber hulks, and may order them to their deaths if he thinks it necessary. The other neogi may

eventually aspire to become ship owners in their own right, and hold other neogi in their thrall. The slaves hold no such

hope.

纽吉怪也用这种哲学来指挥它们的船只。一位纽吉怪船长拥有在它船上的其他所有生物的所有权,包括其他纽吉怪和它们的土巨

怪——如果有必要的话,它还可能会命令它们去死。其他的纽吉怪最终可能都会想要拥有自己的船,并奴役其他的纽吉怪。而奴隶

们则都不会抱此希望。

Should the captain of a neogi craft be slain, the remaining neogi will vote for a new captain/owner. Politicking is

intense during neogi elections, the most votes usually going to the neogi with the most powerful umber hulk servant.

如果一艘纽吉怪船只的船长被杀死,幸存的纽吉怪将会投票选出一位新的船长 /主人。纽吉怪选举中的“政治活动”将会非常激烈,

而最终多数票选都会归于拥有最强大的土巨怪仆从的那位纽吉怪。

船只用途

Neogi Workhorse: The deathspider is the most common neogi ship, and serves as a cargo hauler, battle wagon,

discovery ship, army transport, and slave trader. Since all deathspiders look identical to nonneogi eyes, it is not easy to

determine if the neogi ship is fitted for exploring or actively hunting for slaves. As a result, all neogi ships are usually

either attacked or evaded, whichever the defending ship is most capable of doing.

纽吉主力舰:死亡蛛是最为常见的纽吉怪船只,她被广泛地当作运输船、战舰、探险船、运兵船和奴隶贸易船而使用。因为所有

的死亡蛛在非纽吉怪生物的眼中都差别不大,所以很难分辨出一艘纽吉怪船只是适合探险还是正在积极地捕获奴隶。因此,所有的

纽吉怪船只通常都会被攻击或【对方】逃跑——这取决于防御方的舰船最擅长的是哪一方面。

Carrier: On occasion, the abdomen of a deathspider is hollowed out and the ship used to carry a mindspider (see

above). Such carriers are relatively new to known space, but carry the standard deathspider crew, as well as the

mindspider crew. In this configuration, the captain/owner of the mindspider owns the deathspider that carries it, too.

航母:死亡蛛的腹部有时会被掏空,被用来携带一艘脑蛛(见上)。这种航母在已知太空当中相对比较新颖,但死亡蛛和脑蛛都

会各自如标准般携带船员。在这种配置当中,脑蛛的船长/主人也是携带她的死亡蛛的船长/主人。

Broodship: Those neogi fortunate enough to reach the end of their natural lifespans become Great Old Masters. These
old neogi begin to swell and take in a large amount of food. The masters attain huge size, at which point the young

neogi incubating within them devour their host and break through to form a new community.

When a neogi attains Great Old Master status, its ship is transformed into a broodship. The cargo pits are cleared to

provide room for the master, and the ship—along with its allied ships—attempts to capture as many living slaves as

possible to feed the Great Old Master.

A second shell is built over the Great Old Master’s quarters to allow the main crystal shield to be pulled back for the

deployment of weapons. A broodship is driven by its master's hunger and will attack anything, including other neogi

ships, for slaves and food.

繁衍之舰:那些幸运得能够走到正常生命的尽头的纽吉怪都变成了大长老。这些老纽吉怪开始变得肿胀,并且消耗大量的食物。

当大长老们变得十分巨大时,年幼的纽吉怪会在它们体内孵化,从里面吞噬掉它们的寄主,然后爆出体外,形成一个新的社区。

当一个纽吉怪达到大长老的阶段时,它的船只将会被转变成一艘繁衍之舰。货舱被清除,来为大长老提供空间,而它的船——和

它盟友的船——会捕获尽可能多的活物奴隶来喂养大长老。

第二层船壳将会围绕着大长老的住处被修建起来,以便让主水晶壳【main crystal shield,应指腹部的上半部分】能够在部署武

器时被收回。繁衍之舰将会被其大长老的饥饿所驱使,并为了奴隶和食物而攻击任何事物——包括其他的纽吉怪船只。

其他配置

Hulks: Deathspider hulks are available for sale from the neogi, but since they are not the best ship to be seen in, they

are often stripped and used as floating bases for larger asteroid civilizations. In this configuration, the ship's legs and

sails are removed, and the dome pulled back or removed entirely. Some asteroid civilizations put deathspider hulks in

orbit around them as a warning to would-be pirates or raiders. The warning is meant to be read: This base can and has

defended itself in the past.

废船:废弃的死亡蛛经常可以从纽吉怪的手中买到,但由于她们并不是最好的船只,所以经常被剥衣,并被当作更大的类星体文

明的流动基地而使用。在这种配置下,死亡蛛的腿和帆都被移除,圆顶也被收起来或完全移除。某些类星体文明会在围绕它们的轨

道上放上死亡蛛废船,作为对潜在的海盗或掠劫者的警告。这个警告的意思是:这个基地有能力且已然成功地在威胁面前保护了自

己。

Black Widow: Appearance and armament is standard for most neogi ships, and they do not engage in such human

pursuits as stripping down for maneuverability or adding more armor. The neogi have built the black widow—a

specialized version of the deathspider for use as an attack craft against long-time enemies. (Longtime enemy in neogi

terms means one that has beaten them once.)

黑寡妇:与人类为机动性而剥衣或增加装甲的追求不同,外表与武备才是绝大多数纽吉怪船只的追求。纽吉怪们建造出了黑寡妇

——一种为了对付宿敌(在纽吉怪的词典里,曾经击败过它们的敌人都是宿敌)而专门设计的攻击型死亡蛛。

The black widow triples the number of ballistas and catapults used on the standard deathspider, and may add greek

fire projectors and bombards as well. The overloading such a large crew places on the ship's atmosphere does not
bother the neogi; those slaves who survive the battle will be eaten on the return trip. The black widow is not used for

trade, only punishment of the recalcitrant.

黑寡妇上面的弩炮和投石机的数量是标准死亡蛛的三倍,甚至还有可能添加希腊火投射器和射石炮。纽吉怪并不需要为数量庞大

的船员对船上的大气层造成的负担而感到困扰;那些在战斗中幸存的奴隶将会在回程时被吃掉。黑寡妇不会被用于贸易,而只会对

顽抗者施与惩罚。

There are rumored to be up to a hundred of these black widows, but the most ever seen at any time is three, and in

this case two attacked each other over ownership of the fleet.

有传言说黑寡妇存在的数量足有 100 艘,但最多只有三艘曾经一同出现——并且在这种情况下,【它们会两两进行互相攻击】。

Mind Flayer Trader: The only races that have any real dealings with the paranoid neogi are the mysterious arcane and

the mind flayers. The former have no known ships, and the latter have their own fleet of nautiloids. Still, several neogi

deathspiders have been traded to mind flayers in exchange for large slave hauls (like the entire population of a small

planetoid).

夺心魔贸易者:真正和多疑的纽吉怪进行过交易的种族仅有神秘的秘法商族和夺心魔。前者没有任何已知的船只,而后者拥有自

己的鹦鹉螺舰队。尽管如此,一些纽吉死亡蛛也被用来与夺心魔换取了大量的奴隶人口(例如一个小型类星体上全部的人口)。

Unfortunately, the universal hatred of the neogi is such that mind flayer deathspiders are subject to immediate attack

from most other ships. Mind flayer ships acquired from the neogi have their abdomendomes blackened to spare the

mind flayers the light of the suns.

不幸的是,纽吉怪在宇宙当中吸引的仇恨是如此地广泛,以致于连夺心魔的死亡蛛都会立即受到大多数其他船只的攻击。因此夺

心魔会将得自纽吉怪的船只的腹部涂黑,以免自己被太阳的光辉所照亮。
无敌舰 ARMADA

建造者: 精灵

主要驾驶者: 精灵

吨位: 100 吨

船体值: 100

船员: 40/100

机动性: D

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 5

豁免: 陶瓷
动力能源: 大型或小型魔舵

战术速度: 取决于掌舵人

标准船载武装: 6 门重型投石机,每门 5 名船员;6 门重型弩炮,每门 4 名船员;2 堆重型投弃物,每门 4 名船员;3

门射石炮(可选),每门 3 名船员

载货量: 50 吨

船长: 300 英尺

船宽: 30 英尺

描述
The largest of the elven ships, the armada is reserved exclusively for the elven nations. Possession of an armada by

other races or factions is punishable by death by the elven navy, both for the user and the individuals who provided the

craft.

The elven armada is built along a butterfly-like body, but the wings are straightened and strengthened such that the

upper surfaces form a landing surface for flitters.

作为最庞大的精灵船只,无敌舰是精灵国家的专属。其他拥有哪怕一艘无敌舰的种族或派系——无论是使用者还是提供者——都

会被精灵海军处以死刑。

精灵无敌舰的基础是蝴蝶形状的船体,但其翅膀被拉直并强化,使上层表面可供宇飞者降落。

船员

Like the elven navy's man-o-war, the armada has a rigid, military crew and a strong chain of command. However, since

the armada is often the heart of naval actions, commanding a number of lesser vessels, it is likely to carry more high-

ranking members of the elven navy than a man-o-war.

与精灵海军的护卫舰一样,无敌舰有着严格的军方船员以及一条坚实的指挥链。然而,由于无敌舰经常是海军行动的核心,并且

需要指挥大量较小的船只,她很可能会乘载比一艘护卫舰更多的精灵海军高阶成员。

船只用途
Military: The chief use of the armada is as a base for large military actions against other factions, races, or planets.

Their heavy firepower and their use of flitters makes them a dangerous weapon.

军队:无敌舰的主要用途是作为对其他派系、种族或星球进行的大型军事行动的基地。重火力和对宇飞者的运用使得她们成为了

一种危险的武器。

Each armada carries 40 flitters, five of which have spelljamming capacity. Those members of the crew who are not

involved in the general movement and upkeep of the ship are assigned as flitter pilots and are exclusively charged with

the maintenance and care of their ships. Flitters are used primarily as messengers and landing craft, or to disable enemy
heavy weapon emplacements and seize an enemy's bridge.

每一艘无敌舰都可以携带 40 艘宇飞者,其中 5 艘拥有法驱能力。那些不负责无敌舰的日常运作和维护工作的船员都会被指派为

宇飞者的驾驶员,并且专门负责维护和照顾它们自己的船只。宇飞者主要被用作信使与登陆艇,或者是用于摧毁敌军的重型武器并

夺取它们的舰桥。

The heart of the armada’s operations is in the forward bridge, located in the "head" of the butterfly. This is the

location of the major helm and the captain's station. An auxiliary bridge is located in the tail of the craft, just before the

jettisons. This auxiliary bridge is equipped with a full set of charts and a second major helm.

无敌舰的控制中心位于前部舰桥的“蝴蝶头部”。这里是大型魔舵和船长的位置。在船只的尾部还有一处后备舰桥,就位于投弃

物的前方。这一处后备舰桥配备了全套的星图以及第二台大型魔舵。

The armada is the backbone of the elven fleet and often serves as the heart of military operations. A standard fleet

may contain a single armada or up to 10 or more acting in unison, supported by a fleet of men-o-war and hundreds of

flitters.

无敌舰是精灵舰队的中流砥柱,而且经常会成为军事行动的核心。一支标准的精灵舰队会包含由一支护卫舰舰队以及数百宇飞者

所支持的一艘到十艘、甚至更多联合行动的无敌舰。

其他配置
Command Post: Several armadas carry large tower complexes along their backs, where the wings meet the body.

These special armadas are the permanent residences of the fleet admirals and are used as command posts to coordinate

large fleet actions. These small citadels (with a decidedly dwarven appearance) are used both as a military center and

quarters for either entertaining other allies or negotiating with surrendering fleets.

指挥站:有几艘无敌舰在背翼相接的地方修建了巨型的塔楼建筑。这些特殊的无敌舰是舰队司令的恒定住处,并在协调大型的舰

队行动时作为指挥站使用。这些(有着明显的矮人外观的)小型城堡既是军事中心,也是招待其他盟友或与投降的舰队谈判时的所

在地。

These command posts can be jettisoned (without power of their own) if the armada is endangered. This has the same

effect as a heavy jettison on pursuing ships. In one case, the jettisoned armada citadel was used to bombard an ore

pirate base, with impressive fatalities.

如果无敌舰受到威胁,这些(自身没有动力的)指挥站可以被当作投弃物使用。这时它们的效果与被推出船只的一堆重型投弃物

相当。在一个案例当中,一处兽人的海盗基地被无敌舰的城堡投弃物所轰击了,令人印象深刻。

Wild Armadas: Armadas are normally not abandoned, given the length of time it takes to grow one and their long

lifespans. The elven nations would rather destroy this type of ship than let it fall into another race’s hands. Should an

abandoned, overgrown armada be found, its AR would be 9 and its MC would be E.

野生无敌舰:因其生长成形所需的时间和漫长的寿命,无敌舰一般都不会被遗弃。精灵国家宁愿摧毁这种船只,也不愿意她落入
其他种族的手中。如果发现了一艘被遗弃的、过度生长的无敌舰,那么她的 AR 为 9,MC 为 E。

Dark Elf Crews: Rumors of drow operating in space continue, though incidents with spacefaring drow are few and far

between, always seeming to occur “in another shell,” or "a long time ago." One confirmed sighting is of a purplish

armada with a huge dome where the command post would be based, giving the ship the appearance of a bloated

hunchback.

黑暗精灵船员:有关于太空卓尔的传言一直流传不止,不过关于它们的故事稀少且模糊,总是发生在“另一个晶壁系”或者“很

久很久以前”。然而有一则确切的目击报告,是关于一艘以一面巨型圆顶作为指挥站、显得臃肿而驼背的紫色无敌舰的。

This "gypsy moth" is said to be run by drow. The dome supposedly filters out light that is deadly to the drow. Several

sages have discounted the sighting, noting that the drow are creatures of the deep earth, of the night, and would likely

prefer to travel across dimensions than bother with spelljammer technology.

这艘“舞毒蛾”据说是由卓尔所操纵的。而其圆顶据猜测可以过滤掉对卓尔来说致命的光芒。有几位贤者忽视了这一点,并且指

出卓尔是地底生物、是夜行性生物,与其使用法驱技术,它们更愿意穿越不同的次元。
堡垒 CITADEL

建造者: 矮人

主要驾驶者: 矮人

吨位: 300 吨

船体值: 300

船员: 100/300

机动性: E

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 0

豁免: 岩石

动力能源: 造物工场

战术速度: 1-3

标准船载武装: 3 堆重型投弃物,每堆 4 名船员;1-4 门重型投石机,每门 5 名船员;2-8 门中型投石机,每门 3 名

船员;3-12 门轻型投石机,每门 1 名船员

载货量: 150 吨

船长: 250 英尺
船宽: 200 英尺

描述
The citadel is the smallest and most common of the mobile asteroids used by dwarves as a combination home and

base. The largest citadel that may move by forgepowered helm is 700 tons. Those larger than this are still used by the

dwarves, but have no mobility—they are simply left orbiting larger bodies. The 300-ton citadel is the smallest that a

forge can power, and as a result, the most frequently encountered citadel in space.

堡垒是被矮人用作家园与基地的漂流类星体当中最小的也是最常见的。由造物工场供能的魔舵所能推动的最重的堡垒为 700 吨。

而矮人们甚至会使用比这更大的类星体——但它们都没有移动能力,单纯只是环绕着更大的天体运转而已。 300 吨的堡垒是一个造

物工场所能推动的最小的堡垒,而她也因此成为了最常在太空中出现的堡垒。

Larger asteroids can hold more dwarves to man the forges, and, as a result, larger asteroids have higher ship’s rating

values. The larger a citadel is (up to the 700-ton maximum), the faster it is capable of moving, should it provide the

space for the necessary forges.

更大的类星体可以容纳更多运作造物工场的矮人,因此更大的类星体会有着更高的速度【详见对于造物工场的说明】。一个堡垒

越大(最多不能超过 700 吨),航行得越快,她就必须为造物工场提供更多必须的空间。

The majority of a citadel’s space is taken up by the forge and the living quarters for the crew. On a dwarven ship,

everyone works, from the smallest toddler to the eldest graybeard, creating the wondrous items that are a side product

of the forges themselves.

堡垒的大部分空间都是被造物工场和船员室所占据。在矮人的船只上,从最小的蹒跚幼童到最老的灰须老者,每个人都需要工作 ,

从造物工场当中创造出它的副产品——种种神奇的物品。

船员

The citadel’s crew is organized like dwarven colonies on the ground. The captain is referred to as “the king within

the mountain," and his bridge crew is called “the shining council." Since the majority of the crew works at the

spelljamming engines themselves, there is no spelljammer or helmsman position. However, it is not uncommon for

citadels to be equipped with smaller, spelljamming ships. These are used to carry messages or as landing craft.

堡垒的船员都如同地表上的矮人殖民地一样被组织了起来。她的船长被称作“山中之王”,而舰桥上的船员则被称作“ 光辉议

会”。因为大多数船员都在法驱引擎当中工作,所以这里没有法驱者或掌舵人的职位。不过,堡垒也经常会配备一些更小的、具有

法驱能力的船只。这些船只会被用作信使或是登陆舰。

Kings from different citadels treat each other with respect, and the first order of business for strange dwarven ships is

to arrange a festival, where the kings compare notes, including travels, rich hauls, and, most importantly, genealogical

information.
不同堡垒的国王们彼此都互相尊重,而且它们为陌生的矮人船只做的第一件事就是举办一场宴会。在宴会上,国王们会比对笔记

——诸如旅行日志、运输的货物,以及最重要的:家谱信息。

Like the dwarves of most worlds, the citadel kings are obsessed with finding the origin of their race. Unlike their

groundling cousins, though, spacefaring dwarves believe there is a dwarven homeworld, described as a mythic place

hidden from most by the gods. The homeworld is thought to be a reward for the brave among the dwarves.

和大多数世界当中的矮人一样,堡垒的国王们也痴迷于寻找它们种族的起源。但和它们的地表表亲们不一样的是,太空矮人们坚

信着一个“矮人之乡”的存在,它们将之描述为一个被诸神所隐藏起来的神秘之地。“家乡”被视作是给予勇敢矮人的奖励。

船只用途

Living Ship: More than any other type of ship, the dwarven citadel is a permanent home for its people. These ships

engage in long-term missions (trading, discovery) according to the wishes of the majority of the citadel's population.

Dissenters (if of sufficient number) may secede to form a new colony.

生活舰:对矮人来说,作为人民的永久家园的堡垒的数量比其他任何种类的船都要多。这些船只依据堡垒内大多数人民的意愿而

投身于长期的任务(贸易或探索)当中。持有不同意见的人民(如果数量足够多的话)可以退出,并重新建立一个殖民地。

In general, such living ships prefer not to go into battle, since they are not only the vessels but the permanent homes

of the dwarven kingdoms within. Citadels will fight to the best of their ability, using their large size to force opponents

to crash into them, a maneuver that usually leaves the larger citadel the victor.

一般来说,这样的生活舰倾向于免战,因为她们不仅仅是船,更是其中的矮人王国的永久家园。堡垒在战斗时会倾尽全力,并使

用她们巨大的尺寸去强迫对手撞上她们——这种战斗方式通常会令较大的堡垒胜出。

Jihad Ship: Dwarves in space are linked by blood and by faith, such that any attack on a dwarven ship may be taken

as an attack on the entire dwarven race. Every so often a council of kings and priests of the combined dwarven

pantheons will gather together and declare a crusade against a people, sphere, or race. An enemy is declared anathema,

and their ships and people are attacked on sight. The neogi are currently the object of a dwarven jihad, though less

religious races also attack the neogi on sight, more out of common sense than anything else.

圣战舰:太空中的矮人们都是被血脉和信仰所联系着的,因此,任何对于某一艘矮人船只的攻击都可以被视作是对整个矮人种族

发起的攻击。每当有这样的事情发生,一个由互相关联的矮人神系的祭司们和国王们所组成的议会就会召集起来,并发起一场针对

某个个体、晶壁系,或者是种族的圣战。如果一个敌人成为了圣战的目标,它们的船只和人们就都会受到无差别的攻击。目前纽吉

怪成为了一场矮人圣战的目标,不过——主要是出于常识——不那么宗教化的种族也会无差别地攻击纽吉怪。

Jihad ships have a large contingent of forge-tenders, but also a large number of well-armed and welltrained soldiers

under the control of a fighter of at least 6th level. Jihad ships actively seek out enemy ships, board them, and slaughter

those aboard to a man.


圣战舰拥有数量庞大的工场劳作者,也有数量同样庞大的、处于一名至少 6 级的战士指挥下的、装备精良且训练有素的士兵。圣

战舰会积极地寻找敌人的船只,然后登船,【将上面杀得只剩一人 slaughter those aboard to a man】。

Jihad ships will often carry double the normal heavy weapons. In the case of a crusade against a groundbased enemy,

a jihad ship will use asteroids and abandoned citadels as bombs. It will drop these massive objects on its opponents

from the sky en masse. Citadels used as bombs are stripped of their forges and crews. This isn't common, though, as the

loss of any citadel before its time is considered a great sign of dwarven sacrifice.

圣战舰所携带的重型武器数量是一般情况下的两倍。在对地表敌人实施圣战时,圣战舰会将类星体和废弃的堡垒当作炸弹。它们

会从高空中将这些巨大的物体投向敌人。被用作炸弹的堡垒是已经撤走了原来的造物工场和船员的。不过这并不常见,因为任何在

寿终正寝之前失去的堡垒都会被视作是一种伟大的牺牲。

Abandoned Citadels: Dwarven spelljamming engines—forges—require a large amount of raw material to work

properly. After a few years (about 2-8 years per 100 tons of the ship), the citadel's resources are exhausted and the

people must find a new home. Once an asteroid of sufficient size is located, the forges are packed up and moved to

their new home. Only then does construction begin on the new base.

被废弃的堡垒:矮人的法驱引擎——造物工场——需要大量的原材料才能正常工作。在数年(约为 2-8 年/船只每有 100 吨)

之后,堡垒上的原材料就会耗尽,而人民必须寻找新的家园。一旦它们定位了一颗足够大的类星体,造物工场就会被打包起来并搬

到新家。在这之后它们才会开始建设新的基地。

After one month per 100 tons of asteroid, the new citadel has sufficient space to support the new population. Then

the old home is abandoned. Abandoned citadels are often used by other spaceborne races as lairs, much like the way

that hermit crabs appropriate the shells of other organisms.

经过【该类星体每 100 吨一个月】的时间之后,新的堡垒就有足够的空间来容纳新的人口了。然后它们的老家就会被遗弃掉。被

遗弃的堡垒通常会被其他太空种族当作巢穴,就像是寄居蟹寄生在其他生物的壳上面一样。

Former citadels are the homes of pirates and monsters, who journey out into space looking for goods and meals.

Given the size of the largest citadels, the multiple monsters and groups can hold possession of parts of the ship, working

with or against each other. Since citadels are not always stripped completely, they often attract adventurers like a

magnet.

前堡垒是在太空中寻找宝物与食物的海盗与怪物的家园。考虑到最巨大的堡垒的大小,一艘这样的船只可以被多个怪物和群体所

占据,并互相对抗或互相合作。由于堡垒并不总是会被完全搬空,所以她们经常会像磁铁一样吸引冒险者的到来。

If the citadel’s population is sufficiently large at the time of transfer, more than one asteroid may be selected. The

ship’s forges are split between the two new citadels, allowing each side to pursue its own course. Similarly, dying

kingdoms, torn by war or disease, may be swept up by newer groups in larger citadels, leaving abandoned ships that are

not fully exploited.


如果堡垒在搬家时的人口数量足够庞大,就可以选择多于一颗的类星体【定居】。原来堡垒上的造物工场会被分给两艘新的堡垒,

让她们可以各寻前程。同样的,被战争或疾病所撕裂的濒危王国也可能会被更大的堡垒所吸引,并成为她们的新成员,留下那些还

没被充分利用的废弃堡垒。

其他配置
Larger Citadels: The stats above are for the smallest of the citadels commonly found in fantasy space. Ships of up to

700 tons can often be found, with similar increases in crew, weapons, and capacity of the forges. Note that while a ship

of 700 tons can reach SR 7, such elaborate forges are rare and difficult to maintain.

更大的堡垒:上面列出的堡垒数据只是奇幻太空当中最小的堡垒的数据。堡垒最多可达 700 吨,而且其船员、武器,以及造物工

场的能力也有相对应的增加。不过要注意的是,虽然 700 吨的堡垒可以达到 SR7,但【支撑这种船的】如此复杂的造物工场非常罕

见,而且难以维持。

In general:

For every 1 additional ton, 1 hull point and one additional humansized figure can be sustained on the citadel.

For every 3 additional tons, another crew member must be added to aid with the forges.

For every 100 additional tons, the forge can be expanded, increasing the ship’s rating by 1.

For every 30 tons, another heavy weapon can be added without interfering with cargo and/or living space.

总体而言:

每多一吨,堡垒就额外多 1 点船体值以及多乘载一名中型船员。

每多三吨,堡垒就需要额外的一位船员来协助造物工场的运作。

每多一百吨,船上的造物工场就可以被扩大,令她的战术速度提高 1 点。

每多三十吨,就可以在不侵占货舱或生活空间的情况下多装一门重型武器。

Gnomish Citadels: Gnomish citadels are to dwarven citadels what gnomish clippers are to normal ships—a bad satire.

Abandoned dwarven citadels are often taken over by gnomes, who simulate the effects of the forges with their various

gizmos. In reality, their gizmos add nothing to the final output of the system, causing the ship to drift as aimlessly as

when it was abandoned. Gnomes, being gnomes, usually come up with careful explanations that detail why they wanted

to go in the direction they are drifting anyway.

There are gnomes who have gotten hold of operating forges in a citadel. While spectacular when they are working,

these ships are often shortlived due to the gnomish tendency to tinker.

侏儒堡垒:侏儒堡垒之于矮人堡垒就犹如侏儒船只之于普通船只——是一种恶意的讽刺。被遗弃的矮人堡垒经常被侏儒们占领,

它们会用自己的各种小发明来试图造物工场的效果。但事实上,它们的小发明并没有增加系统的最终输出,导致船只仍像被遗弃时

一样漫无目的地漂移。侏儒们通常会为它们为何像现在这样漂流而煞费苦心地想出一个理由——因为它们是侏儒。

在一艘【侏儒】堡垒的造物工场里会有很多侏儒在工作。然而虽然它们工作的场景蔚为壮观,但由于这些侏儒的技术往往来自于
修匠侏儒,所以这样的船只通常都挺不了多久。
魔法船 SPELLJAMMER
建造者: 未知

主要驾驶者: 未知

吨位: 150 万吨(估计)

船体值: 150 万

船员: 1(?)/5240(?)

机动性: B

着陆能力——陆地: 无

着陆能力——水面: 无

防护级别: 5

豁免: 20 级法师

动力能源: 未知

战术速度: 8

标准船载武装: (估计)30 门重型投石机,每门 5 名船员;15 门轻型投石机,每门 1 名船员;40 门重型弩炮,每门

4 名船员;20 门轻型弩炮,每门 1 名船员;15 堆重型投弃物,每堆 4 名船员;20 门射石炮(只是传说),每门 3

名船员

载货量: 无限

船长: 1575 英尺

船宽: 3100 英尺

描述
The laws of reason break down around theSpelljammer. It is the largest self-powered ship in the universe, and has

attracted a large body of myth around itself. No one knows its origin or its purpose. According to the sages, there is no

reason why the Spelljammer should exist.

在魔法船面前,一切的法则都分崩离析。她是宇宙当中最为巨大的自动力飞船,无数的传说因她而起。没有人知道她的起源或者

目的。根据贤者们的说法,这艘船没有任何存在的道理。

Of course, there are larger things than the Spelljammer in the many spheres within known space. Asteroid bases are

larger, but cannot move under their own power or attain the high ship’s rating of the Spelljammer. There are living

things, such as celestial dragons, that aspire to the size of this ship. There are even rumors of creatures greater than the

dragon that move through the phlogiston. Still, the Spelljammer dwarfs any of these things, since it is obviously a made
thing. It’s made up of both organic and inert material, and its towers and citadels were fashioned by some being's

hands.

当然,在已知宇宙的许多晶壁系当中都存在着比魔法船要更大的物体。类星体基地就比她大,但它不能依靠自身的动力来移动—

—或者是达到她那样的高速。诸如天星巨龙这样的活物会渴望拥有如同魔法船那样的体型。甚至还有关于能够穿越燃素海、比巨龙

更巨大的生物的传言。尽管如此,魔法船还是让它们都相形见绌,因为她很明显是一种造物。她身体的组成部分既有无机物也有有

机物,而她所背负的炮塔和堡垒也很明显是被制造出来的。

The Spelljammer legend grows with each passing year, fueled by rumor and gossip. It is said that a single man can

pilot the ship, that at the Spelljammer s heart rests a device like a crown of stars that allows the user to command the

ship. It is said the ship is the plaything of an elder god, a toy sent out to sow discord in the universe. Some say the

Spelljammer is a test set up by the gods of good (alternately, by the gods of evil), as something that may be attained at

some time by their faithful.

在谣传和流言的推动下,有关于魔法船的传奇每一年都在增长。有传言说这艘船只需一个人就可以驾驶,因为她的中枢是一种如

同众星冕冠那样能够令使用者命令船只的装置。又有传言说,魔法船其实是某位远古之神【 elder god】的玩具,用于在宇宙中散播

纷争。还有传言说她是善良诸神(也有说是邪恶诸神)所设置的一道试炼,而它们的信徒们必须在某个恰当的时刻去征服她。

The Spelljammer has been sighted in many spheres, and attempts have been made to land on it. Often battles

between conflicting factions over possession of the Spelljammer ensue when the ship appears in a system. Reports of

the Spelljammer s destruction have surfaced several times in myth, but it has always reappeared after a time. There may

be multiple Spelljammers, but no man has seen more than one at the same time.

魔法船在许多晶壁系当中被目击过,也不乏登陆到上面的尝试。每当魔法船在某个星系中出现时,经常会引发敌对派系之间的争

斗。魔法船被摧毁的消息已经在流言当中出现了好几次,但她总是会在一段时间之后再次出现。也许世界上不仅仅只有一艘魔法船

吧,但是没有人看见过两艘或更多的魔法船同时出现。

The Spelljammers motive force is a mystery. Nothing that big should be able to move that fast. Accounts of speed do

not seem to consider the level or abilities of its captain, which breaks the rules for spelljamming. The ship is an enigma.

魔法船的动力也是一个谜。没有其他任何像她那么巨大的事物能够和她一样快速地移动。她的速度似乎与其船长【这里应该是指

掌舵人】的等级或能力无关,而这完全打破了法驱的规则。这艘船上的迷雾越来越重了。

The ship’s weaponry is believed to have been accumulated over a period of centuries as various legendary

individuals and nations have taken control of the Spelljammer. In one tale, the ship was owned by the illithids. In another

story it was the site of the last conference of beholders. In a third, it was the death machine of the unhuman nations. Yet

each time it has reappeared, unmanned and uncontrolled.

据信,这艘船上的武备是由过去数个世纪当中曾获得了魔法船的控制权的传奇般的人物或国家所积攒起来的。在某个传说当中,

这艘船曾属于夺心魔。而在另外一个传说当中,这艘船是眼魔的最后一次议会【last conference of beholders】的举办地点。还有


一个传说说她曾是非人国家的杀戮机器。然而,她在每次现身时,都是空无一人且无人控制的。

In addition to the items listed, the Spelljammer contains the debris of half a hundred conquerors, in some cases their

ships and helms, as well as their treasure. Wise (or shortsighted) adventurers have often landed on the Spelljammer to

take that which others have brought there, as opposed to trying to take control of the ship.

除了已经列出来的物品之外,魔法船上还有五十位征服者的残骸——有时这还包括了它们的船只和魔舵以及财宝。聪明(或者短

视)的冒险者在登陆到魔法船上时经常会去拿走其他人带来这里的财宝,而不是去尝试操纵这艘船。

The Spelljammer is rumored to be filled with a variety of monsters and creations. Whether these creatures are natives

to the ship or denizens from other lands taken by the ship is unknown.

据说魔法船上还布满了各种各样的怪物和造物。至于这些生物是本来就在这艘船上的,还是被这艘船从其他地方带过来的,这就

不得而知了。

随机法驱魔舵

Many of the ships of space are powered by either major or minor spelljammer helms. The question of which helm is

being used is important to the adventurers, both in determining how powerful their enemy is and what the chance is

that they can "lift” the helm after an encounter.

许多太空船都是由大型或小型法驱魔舵来供能的。对冒险者来说使用的是何种魔舵是很重要的一件事情,因为这既决定了它们敌

人的强度,也决定了它们在遭遇之后“发动”魔舵的几率。

When a "major or minor helm" is noted in the description of a ship, use this table to determine which type of helm the

ship has. Roll ldlO:

当船只的描述中提及了“大型或小型魔舵”时,使用此表来决定魔舵的类型。

骰 1d10:

骰子数 结果

1-7 小型魔舵

8-9 大型魔舵

0 其他。再骰一次:

1-2 侏儒魔舵

3 众星冕冠

4-8 熔炉

9 神器熔炉

0 命舵

If a major or minor helm is called for, roll for the level of the spellcaster using the helm. The level of the spelljamming
mage or cleric determines how fast the ship can move tactically.

The DM should always use his own judgment with these rolls: a heavy elven armada will not be helmed (usually) by a

1 st-level mage, nor will a clunker tradesman be helmed by a 20th-level evil high priest. Roll Id 10:

如果决定是一个大型或小型魔舵,再骰一次来决定使用魔舵的施法者的等级。法驱巫师或祭司的等级决定了船只能够在战术上移

动得多快。

DM 在这些检定结果上应该总是使用它自己的判断:一艘重型精灵无敌舰(一般来说)并不会让一位 1 级巫师来掌舵,一艘破烂

不堪的商船也并不会让一位 20 级的高阶邪恶祭司来掌舵。骰 1d10:

结果 掌舵人的类型

1-6 法师(或其子职业)

7-10 祭司(或其子职业)

小型魔舵
结果 掌舵人等级 SR

01-07 1 1

08-14 2 1

15-21 3 1

22-28 4 1

29-35 5 1

36-42 6 2

43-48 7 2

49-54 8 2

55-60 9 3

61-65 10 3

66-70 11 3

71-74 12 4

75-78 13 4

79-83 14 4

84-88 15 5

89-92 16 5

93-95 17 5
96-97 18 6

98-99 19 6

00 20 6

大型魔舵

结果 掌舵人等级 SR

01-07 1 1

08-14 2 1

15-21 3 1

22-28 4 2

29-35 5 2

36-42 6 3

43-48 7 3

49-54 8 4

55-60 9 4

61-65 10 5

66-70 11 5

71-74 12 6

75-78 13 6

79-83 14 7

84-88 15 7

89-92 16 8

93-95 17 8

96-97 18 9

98-99 19 9

00 20 10

调整:

船只至少有 20 吨:
掌舵人等级提高 1

船只至少有 60 吨:

掌舵人等级提高 2

船只属于精灵海军:

掌舵人等级提高 1

船只是商船:

掌舵人等级降低 1

The level of the spelljamming wizard or priest cannot be raised above 20 or lowered below 1. Racial restrictions apply

to particular ships and spelljamming wizards.

法驱法师或祭司的等级不能被提高到 20 级以上或降低至 1 级以下。种族限制适用于特定的船只以及法驱法师。

特殊情况

Gnomish Helms: Roll for the level of the user (for those that work) as a minor helm.

Crown of Stars: Roll for spelljammer as a minor helm, but allow the user full mobility on the ship.

Furnaces: These devices have an SR of 2, which may be boosted to 3 under certain circumstances.

Artifurnaces: Have an SR of 5, but come equipped with powerful and dangerous magical artifacts. Given that there

are a huge number of gods, wizards, extraplanar beings, and heroes in the many worlds, the fact that the groundlings

are not hip deep in artifacts may be ascribed to the fact that someone has come up with a use for them—artifurnaces.

Lifejammers: SR is based on the hit dice of the victim.

侏儒魔舵:(能用的)侏儒魔舵在决定掌舵人等级时视作小型魔舵。

众星冕冠:众星冕冠在决定掌舵人等级时视作小型魔舵,但使用者能够自由行动。

熔炉:这些装置的 SR 为 2,在某些情况下可以提高到 3。

神器熔炉:拥有 5 的 SR,但配备有强大且危险的魔法神器。考虑到在许多世界当中有那么多的神祗、法师、外位面存在,以及英

雄,也许地表生物拥有的神器稀少的原因就是因为某些人想出了它们——神器熔炉——的其中一种用途。

命舵:其 SR 基于受害者的 HD。


第三章:宇航家们
太空中的生命

In addition to the new creatures listed in this book, many creatures common to the Known Worlds are found in space.

This section refers to the various civilizations, organizations, and races which have gone off-world.

The size of space defeats many an empire builder in that there is a lot to control in a multiplanet empire. While there

are worlds ruled by a single authority, most worlds are a combination of states and quasi-states. The situation in space is

similar— many rulers over a shifting terrain of space. Who rules a particular chunk of space often depends on whose
flags are flying from the masts of the ships you encounter.

除了在这本书中列出的新生物之外,在太空中还发现了许多在已知世界中很常见的生物。这一节将会讲述各种各样已经登上太空

的文明、组织和种族。

太空的大小打败了许多帝国的缔造者,因为在一个多星球的帝国当中有太多东西需要掌控了。虽然有由单一权威统治的世界,但

大多数世界【的政权】都是国家和准国家的组合。太空中的情况也类似——许多统治者的领地在太空中都是时常变幻的。某片特定

的宙域的统治者通常取决于你遇到的船只的桅杆上飘扬着谁的旗帜。

人类

As on many of the worlds of the SPELLJAMMER'“ universe, the human population is the most numerous in space.

Some attribute this to their rapid reproductive rate, others to their superior intelligence, others still to their adaptability

with new magics, and still others to the fact that they have the larger number of diverse gods rooting for them and

helping them. Whatever the situation, the humans are the dominant species on most worlds, and the most populous

species in space. In space, humanity is not a majority species —there is no species with a clear majority save in selective

areas—but it is the most numerous of the hodge-podge of various races that exist in the SPELLJAMMER universe.

和魔法船宇宙当中的许多世界一样,人类的人口是太空中最多的。有些人把这归因于它们的繁殖速度,另外一些人把这归因于它

们优秀的智力,还有一些人把这归因于它们对于新魔法的适应能力,还有一些人则把这归因于它们受到许许多多各式各样的神的支

持和帮助。无论如何,人类都是大多数世界当中的主要种族,也是太空当中人口最多的种族。但在太空当中,人类并不是主要的种

族——除非是在某个特定的区域当中,否则没有任何种族能够占据宇宙中的大部分人口——在魔法船的宇宙当中存在着的是由各种

种族所组成的大杂烩。

Ninety percent of the humans in space are free agents, operating for no master or for a temporary master on a

particular job. In a change from the feudal attitudes of many groundling nations, the chain of command is much looser

and the caste system of peasant to gentleman to noble less prevalent. There are still princes and peasantry, but the

interaction between the two is more relaxed.

太空中百分之九十的人类都是自由人,不会为了某项工作而听命于任何主人(或暂时的)主人。从许多地表国家的封建态度转变

而来的是,【太空中人类】的指挥链要宽松得多,从农民到士绅到贵族的阶级制度也不那么常见。王族和农奴仍然是存在的,但两

者之间的关系会更加轻松。

It should be noted that while only an organized human state can put a strong presence into space, it is those with a

more adaptable social system that survive best there. This may explain why many organized nations such as Cormyr,

Kozakura, and Furyondy do not have an organized space presence.


应该指出的是,虽然只有一个有组织的人类国家才能够在太空中占据强大的地位,但这些国家都是有着适应性更强、在太空中生

存得最好的社会体系的国家。这也许可以解释为什么许多有组织的国家,如 Cormyr、Kozakura 和 Furyondy 都没有有组织地出现

在太空当中。

This is not to say that adventurers from these lands do not reach into space. Many of the humankind in space are

adventurers or descendants of adventurers. Once taken from their homeworlds, most of these adventurers find

spaceborn life to their liking, and do not return. Those who do return add more tales to their own legendary status. Most

of the groundling populace, if aware of life in space to begin with, consider it something far removed from their lives,

like the nature of the myriad planes of existence. Stuff for sages and adventurers, of course, but rarely something that

has effect on their everyday life.

这并不是说这些土地上的冒险者们无法进入太空。太空中的许多人类都是冒险者或冒险者的后代。一旦被带离了自己的家园,这

些冒险者中的大多数都会发现它们更喜欢太空生活,而不再归乡。而那些归乡的人则会为自己的传奇故事添油加醋。大多数的地表

民众,如果开始意识到太空中有着生命,就认为这就像无数的存在位面的本质一样,是与它们的生活无关的东西。这当然是属于贤

者和冒险者的事物,但这些东西很少能够影响它们的日常生活。

There are exceptions where groundling and space voyager come into contact and conflict directly. Crashes are all too

common in known space, and new adventurers will often gain their first spelljamming helm from the wreckage of some

ancient disaster, now buried by the sands of some great desert. There are more social contacts as well. In the city of

Waterdeep in the Realms, there is a record of a merchant in a flying ship landing in the harbor and offering smoke

powder at a reasonable price. The sudden detonation of that powder in the harbor ended the transaction and the ship,

though the helm survived and was returned by the sea elves of the harbor to its rightful owner. An investigation by Lord

Khelben and the Lords of Waterdeep found no foul play involved in the accidental detonation, but since then, no one

has tried bulk importing of smoke powder into the Realms.

这当然也有着例外,也存在着地表土著和宇航家们发生直接接触和冲突的地区。在已知太空里,坠毁是很常见的,新人冒险者通

常会从一些现在被某些广袤沙漠的沙子所掩埋的古代灾难的残骸中获得他们的第一个法驱魔舵。【太空和地表之间】也存在着更多

的社会联系。在国度的深水城当中,有过关于一位商人乘坐一艘飞艇在港口着陆,并以合理的价格提供发烟火药的记录。在港口突

然爆炸的火药让交易和船只灰飞烟灭,不过魔舵幸存了下来,并被港口的海精灵归还给了它的合法主人。一项由深水城领主凯尔本

的领主进行的调查发现,在这次意外爆炸中并没有涉及到任何肮脏的把戏,但从那时起,再没有人尝试过向国度大量进口发烟火药。

In space, humans settle in communities ranging from lone hermitages to huge asteroid cities. These cities are usually

the remains of a dwarven citadel or radiant dragon lair, but the humans tend to build up along the surface, in the

manner of their groundling ancestors. The accessibility of the human civilizations to other races make these communal

cities a center of activity for many races.

在太空中,人类的社区从孤独的隐修院到巨大的类星体城市应有尽有。这里的城市通常是矮人堡垒或辐射巨龙巢穴的遗迹,但人
类倾向于以它们地表祖先的方式沿着地面建造【建筑】。人类文明对其他种族的可及性【亲和性】使这些公共城市成为许多种族的

活动中心。

Humans, then, given their numbers and their willingness to deal with other races, provide the common ground in

space. It is in their warrens where an adventurer will often find other races, major and minor, hanging about, looking to

advance their own ends.

然后,人类的数量和它们在应对其他种族时的意愿是它们在太空当中的共同之处。在它们的战争中,冒险者经常会发现其他的主

要或次要种族在一旁窥视,想要达成自己的目的。

An example of such a human settlement is the 布拉之岩, an asteroid citadel under the nominal rulership of a prince. In

reality, the loyalty of the people of the Rock goes to the individual who can offer protection, safety, and regular meals.

这种人类定居点的例子之一是“布拉之岩”——一座在名义上处于一位亲王的统治之下的类星体堡垒。而实际上,“岩城”人民

的忠诚归属于那些能够提供保护、安全以及正常饮食的人。

On a smaller scale than the asteroid cities, there are the human ships. These crews vary from place to place, but form

the same sort of family and organization. Some crews are put together for a single voyage, while others operate over

long periods of time, their crew members forming their own community.

比类星体城市更小的【社区】则是人类船只了。上面的船员来自四面八方,但它们所组成的家庭和组织的形式是相同的。有些船

员只共同进行了一次旅行,而其他的则进行了长时间的合作,这些船员都组成了它们自己的社区。

Of the ten percent of spaceborne humans who do have a particular allegiance, their lords are often more ideas and

ideals than individuals. Even given the quickness of space travel, the idea of loyalty to some distant emperor or general

quickly breaks down. Among the factions currently common in The Known Spheres are:

只有百分之十的太空人类拥有高度的忠诚,而它们的主人通常都会比常人更有远见、更加完美。无论太空旅行如何便捷,对于某

个遥远皇帝或将军的忠诚都会很快消失。目前在已知星系当中普遍存在的派系有:

Faith: Polygot, pantheistic, and Ptah are all major faiths among humans, and many follow the sect and its directives.

Polygots and pantheists tend to be relatively open toward the attitudes of rival religions, although you will see small

holy wars erupt from two related pantheistic faiths on matters of the sect. In general, the local pantheistic or polygot

church sets the rules for its region of space.

信仰:神系论、泛神论以及普塔都是人类的主流信仰,许多人类都追随这些宗教和它们的方针。神系论和泛神论者对敌对宗教的

态度往往相对开放,不过你也会看到两个相关的泛神论宗教之间因为教旨上的争执而爆发小型的圣战。一般来说,当地的泛神论者

或神系论教会都会为它治下的宙域设立规则。

Followers of Ptah tend to be a little more pressing. In their grey robes trimmed with scarlet they are found throughout

the SPELLJAMMER™ universe preaching the superiority of their god. Despite the fact that Ptah originates from an

“Egyptian" mythos, most of its followers in space are spaceborne and tend to look down on groundlings as well. They
are fanatical in their zeal to convert people to the way of Ptah, and use as an argument that his clerical spells work in all

the spheres. Ptah priests tend to equate Ptah with whatever ruling god they happen to encounter to show that Ptah is

the true ruler of the pantheon; Odin is considered by them to be an avatar or disguise of Ptah, as are Zeus and Ao. This

is usually news (and disturbing news at that) to local followers of these gods, such that Ptah worshippers are not well

loved.

普塔的追随者通常会更加“热情”。它们会穿着饰有猩红色的灰袍,在整个魔法船™宇宙当中宣扬它们的神的优越性。尽管普塔

起源于一个“埃及人”的神话,但它在太空中的大部分追随者都是生于太空的,他们也往往会看不起地表的“土著”。他们狂热地

热衷于令人们追随普塔,并以此作为它在所有晶壁系内生效的祭司法术的主题。普塔祭司倾向于把普塔放在与它们碰巧遇到的任何

具有统治地位的神祗相同的地位上,以证明普塔是那个神系的真正统治者;奥丁被它们视作是普塔的一个化身或者是伪装,宙斯和艾

欧也是这样。对这些神的本地追随者来说这通常(令人烦恼地)闻所未闻,以至于普塔的崇拜者都不太受欢迎。

The followers of the Path and the Way have a different problem. Since they profess a central universal idea but

encourage originality in making that idea a reality, there are a number of smaller schools of thought, all professing to

have a different idea of the path to the truth. Among the groundling nations, these smaller schools have small

geographical territories where they impose their thinking. In space, there is a constant (and often violent) debate

between contesting schools, which at times can be compared with the beholder civil wars. A follower of the Path and the

Way is recommended to be well armed and well trained in space, not to avoid persecution from other faiths, but from

challenges from other members of his own.

“道与法”的追随者则有着不同的问题。因为它们以某个普适的观点作为中心,但又鼓励创新以使这个观点成为现实,所以出现

了许多不同的小流派,它们都对“道与法”的道路有不同的想法。在地表国家当中,这些较小的流派会小范围地推广自己的信念。

在太空中,在这些互相竞争的流派之间发生着一场持续(而且经常是激烈)的辩论——有时这甚至可以与眼魔的内战进行比较。在太空

中的“道与法”追随者往往会装备精良、训练有素,这不是为了避免来自其他信仰的迫害,而是为了应对来自同一信仰的信徒的挑

战。

Military Brotherhoods: Many warriors, and some rogues and wizards as well, owe their fealty to a military

brotherhood, an organization of similarly minded and aligned individuals dedicated to a particular cause. Some military

brotherhoods aspire toward paladinhood and number paladins among their ranks, while others are little more than

mercenary units for hire by the highest bidder. Several of the main military brotherhoods are:

军事兄弟会:许多战士,还有部分游荡者和法师,都会向某个军事兄弟会效忠——这是一种由有着相近的信念和立场的个体为了

某个特定的事业而成立的组织。有些兄弟会渴望【将圣武士团结起来】,而另外一些兄弟会则倾向于成为出价最高的雇主的雇佣兵。

几个主流的军事兄弟会包括:

The Company of the Chalice: Primarily lawful and good in organization, they are ruled by a Grand Knight appointed

by the membership. This Grand Knight is always a paladin, and charged with organizing and leading attacks against the
evil infidel wherever he may be found. The evil infidel may be determined by the Grand Knight, but excesses may be

corrected by the Grand Knights of other spheres. The current vogue in evil infidels are the neogi, who hate the Company

and will torture and slay members that they find, as well as offer hefty rewards for the local Grand Knight. The symbol of

the Company is a golden chalice.

圣杯行会:这是一个总的来说守序善良的组织,由被其成员所指定出来的一位“大骑士”所领导。这位大骑士必须是一位圣武士,

并且负责组织以及领导对它所能找到的一切邪教徒发起的攻击。谁是邪教徒由大骑士来指定,但过于偏差的行为可能会被其他晶壁

系的大骑士所纠正。目前它们的邪教徒是纽吉怪,因为它们憎恨圣杯行会,并且会折磨及杀害它们所捕获的行会成员,而【对纽吉

怪发起的攻击】也能为当地的大骑士提供丰厚的回报。该行会的标志是一只金酒杯。

The Pragmatic Order of Thought: Called “the Pots” by its detractors, this is a loose organization of goodneutral and

good-chaotic individuals founded on the idea that all men deserve liberty of thought and freedom, that slavery is an

abomination, and that travel and trade should be unrestricted. Hampered by the fact they are disorganized, they

normally run safe houses and hostels in major cities and help in escape attempts. Their symbol is a torch held aloft.

活跃思想骑士团:这个组织被它的批评者称为“罐子”。这是一个松散的组织,由中立善良和混乱善良的成员所组成,它们的宗

旨是所有生灵都应享有思想的解放和人身的自由、奴隶制是一种令人憎恶的东西,以及旅行和贸易不应受到限制。由于它们实际上

没有组织,所以它们通常在主要城市经营安全屋和旅馆,并帮助逃跑的尝试。它们的标志是高举的火炬。

The Long Fangs: A military brotherhood dedicated to destruction and chaos, it gathers mercenary units for evil

masters. Its hiring policies and quality of troops are erratic, and may include undead and other monsters. Rulership is by

the strongest, such that there are often internal battles between Long Fang members for dominion. Lordship of the Long

Fangs usually extends to only those individuals within the swing of a club.

长牙:这是一个致力于毁灭和混乱的军事兄弟会,它为邪恶的雇主召集雇佣兵。它的雇佣政策和军队的质量是不稳定的,而且有

可能包括亡灵和其他怪物。它的统治权属于会内最强大者,这样的统治经常会引起长牙成员之间的内部斗争。长牙的统治者地位通

常只在某些人之间来回交替。

The Tenth Pit: This group is small but very well organized and dangerous. It turns away most of its petitioners, taking

only those with the most talent and the blackest hearts. The organization’s stated goal is to extend order into the

spheres and provide guaranteed safety between them, but the unstated follow-up is that the Tenth Pit will be set in

charge. There are stories of Tenth Pit agents working among evil groundling organizations such as the Draconians of

Krynn and the Zhentarim, and their dealings with powerful extradimensional beings of lawful and evil alignment. Their

symbol is an X, a groundling symbol for 10.

第十深坑:这个团体虽小,但组织有序且危险无比。它拒绝了绝大多数的申请者,只留下那些最具天赋而又最为黑心之人。这个

组织的既定目标是将秩序散播到各个晶壁系当中,并保证各处的安全,但它们没有明说的后续行动是它们会接管那些晶壁系。有不

少关于第十深坑的间谍是如何在诸如克莱恩的 Draconians 以及 Zhentarim 这样的地表邪恶组织内部潜伏,同时与强大的、守序及


邪恶阵营的异次元存在进行交易的故事。它们的标志是一个“X”,这在地表上代表着“十”。

The Trading Company: What the Trading Company trades is manpower and weapons to those who need it. Staunchly

neutral, except for refusing to supply men to both sides of a conflict, the Trading Company commonly organizes

expeditions to wars and other hot spots to open negotiations. Trading Company mercenaries are common in space, and

some are found in groundling wars, where they are legendary as “soldiers from strange far-off lands with odd accents

and powerful weapons." The Trading Company takes all those who are interested, and trusts that the daily deaths of war

will weed out the undesirable and the unworthy. Their symbol is an infinity sign within a crystal sphere.

贸易行会:贸易行会会将人力以及武器卖给那些需要它们的人。除了拒绝为发生冲突的双方提供人力之外,通常是中立的贸易行

会常常会组织探险队前往战争或危险地区去进行谈判。贸易行会的雇佣兵在太空中非常常见,它们中的一些甚至会出现在地表的战

争之中,并被描述为传奇般的“来自遥远而陌生的土地,有着奇怪的口音和强大的武器的士兵”。贸易行会会接纳所有对它感兴趣

的人,因为它们相信战争的日常牺牲会剔除掉那些不得人心者以及毫无价值者。它们的标志是一个内部有着代表“无限”的符号的

水晶球。

Admittance to a military brotherhood varies with the location and the organization. The Company of the Chalice is

heavy on pomp and circumstance and charges to action in a knightly fashion. The Tenth Pit requires a program of

training, usually ending in a battle to the death with a creature or fellow knight of equal armor class and double hit

points. The Trading Company requires the ability to write one's name on a list.

得到一个军事兄弟会承认的方式会随着地区和组织的不同而不同。圣杯行会很看重【入会者是否有着骑士般的排场、条件和资

产。】第十深坑则要求进行一项训练计划——而这通常以与一个有着相同 AC 和双倍 HP 的生物或【骑士侍从】进行一场死斗告终。

贸易行会则要求入会者在表单上签字。

The advantages of a military brotherhood are several. Most military brothers recognize the symbol of their

brotherhood and will act to help fellow members. Similarly, a member is obligated to aid another member (or as the

Long Fangs say— If you stab a fellow member in the back, make sure there are no clues left behind). Military orders have

outposts (overt or hidden) on many asteroid cities and other locations. Here a character may rest at moderate cost and

be fed, and depending on the situation, charter the services of other members or a ship. Similarly, a member of a

military order may suddenly find himself confronted by a Grand Knight with a mission to be carried out. Such missions

can be refused, but usually at the cost of membership (and occasionally one's life).

加入一个军事兄弟会有数个好处。大多数兄弟会的成员都能认出它们兄弟会的标志,并试图帮助它们的同袍。同样的,成员之间

也有义务互相帮助(或者像长牙所说的那样——如果你在同袍的背后捅刀子,那你要保证没有留下任何痕迹)。军事兄弟会在许多

类星体城市和其他地点都有着(公开的或隐蔽的)据点。兄弟会的成员可以在这里以合适的价格得到休息和食物,并且根据实际情

况租借其他成员的服务或一艘船只。同样的,一个军事兄弟会的成员也许会发现“大骑士”突然来到了你的面前,并向你发布一项

任务。这样的任务不是不可以拒绝,但其代价往往是成员的资格(有时甚至是那个人的生命)。

Military brotherhoods number a few hundred or thousand per sphere, and can usually manage a dozen hulls per
sphere. The strength depends on the powers, and whether the order is recognized or hunted by local officials.

每个晶壁系都有成百甚至上千个军事兄弟会,它们中每个基本上都掌控着十几条船。它们的势力取决于它们的实力,以及是组织

有序,还是正在被当地政府所追捕。

Schools of Magic: These are not organizations in the same sense as military brotherhoods and clerical faiths, but
rather loose gatherings of mages who follow the same general types of magic. Their followings transcend alignment,

since magic is a constant throughout the spheres: A conjuration spell in one is a conjuration spell in another.

魔法学院:这些组织并不像兄弟会或宗教那样有组织性,而是由研习同一类魔法的巫师组成的松散联盟。它们的合作超越了阵营,

因为魔法在不同的晶壁系之间都是一个常数——这个晶壁系当中的一个咒法法术在另一个晶壁系里面也是咒法法术。

Schools of magic are a training ground for specialist wizards, and there are rarely more than one or two per city. In

some large metropolises of space, the various schools have banded together to form a university,which promotes

studies of all the magics. These organizations are supported by donations from established wizards and sometimes

taxation on magic, and are powerful enough to buy hulls and helms and send explorers out looking for new items and

magic spells.

魔法学院是专精法师的训练场,每个城市当中很少超过一个或两个。在太空中的某些大城市里,不同的学院一起组成了一间大

学,并推进所有对魔法的研究。这些组织会受到来自知名法师的捐赠,有时也会对魔法征税,它们同时有能力购买船只和魔舵,然

后派出专门搜寻新物品和魔法咒语的探险者。

Wizards of the same school are obliged to be courteous, though they may test, needle, wheedle and deal within that

limit as they see fit. There is little competition between the schools, as opposed to that within the schools of the Path

and the Way.

同一所学院的法师之间必须谦恭,但它们也有可能会在自己认为合适的范围之内互相考验、试探、哄骗和交易。不同的魔法学院

之间很少会有竞争,这一点与“道与法”的各种流派完全不同。

The schools live for knowledge, in particular magical knowledge. Each school among the myriad worlds is researching

space-related spells, the most common of which are noted in the Concordance. They are also seeking a method of

creating helms without the aid of the arcane. While the arcane do not approve of this idea, they have yet to take any

overt steps against it.

学院为知识——尤其是魔法知识——而生。在众多世界之中的每一所学院都在研究着与太空有关的法术,在《百科》中提及了其

中最常见的那些法术。它们同时也在寻找一种无须秘法商族帮助即可创造魔舵的方法。而秘法商族虽然不赞成这个主意,但还没有

采取任何公开的行动来反对它。

Rogues’ Galleries: Even more loose than the schools of magic is the organization of the galleries, the chief

organizations of bards and thieves. Set up hundreds of years ago by enterprising adventurers, and supported now and

again by new blood, these galleries were intended to function as interplanetary thieves' guilds, where things could be

ordered and sold with few damning questions.

游荡者画廊:画廊是比魔法学院还要松散的组织,它是吟游诗人与盗贼的主要组织。有进取心的冒险者在数百年前建立了它,并

由不断补充的新鲜血液支持至今。这些画廊意在成为盗贼们的跨星系行会,让它们可以订购或出售物品,而无需被问某些该死的问

题。
The result is that the rogues’ gallery is a miniature clearing house of local thievery in a small area, such as a single

planet or chunk of space. The gallery masters (similar to the masters of a thieves’ guild) are possessive about their

territory, the men they control directly, and the loot they bring in. As a result, they do not trust one another very much,

and this distrust precludes cooperation.

其结果是,游荡者画廊成为了位于一片小区域——通常是一颗星球或者是一块宙域——当中的处理当地贼赃的小型清算所。画廊

的主人(与盗贼行会的会长相似)拥有着它们的领地、它们直接控制的手下以及它们所带回的战利品的所有权。因此它们彼此之间

十分不信任,而这种怀疑妨碍了合作。

Being a member of a rogues’ gallery in one sphere carries very little weight in another sphere. At best, a messenger

may be dispatched to confirm one’s identity if the two galleries are friendly, but more often than not the newcomer is

viewed as an outsider and potential spy. By common law, a thief may always find safe haven at a gallery, but no law

precludes that gallery turning him in as soon as he steps outside.

某个晶壁系当中的画廊成员对另外一个晶壁系的画廊来说几乎什么也不是。如果两个画廊之间关系不错,它们最多也只会派一位

信使来确认某个【自称来自另一个画廊的】人的身份,但通常情况下,新来者通常会被【画廊】视作是局外人以及潜在的间谍。根

据不成文的法则,盗贼总是能够在一个画廊内找到安全的避风港,但同时也没有律法规定画廊不能将避难的盗贼扭送出去。

Rogues’ galleries vary in power according to their location, and vary in their membership as well. Those in illithid-

heavy areas will have mind flayer members, while those operating in dracon-populated spheres will have those

dragonish centaurs as guards. The most powerful galleries can fund their own expeditions to recover magic and artifacts,

and in their ships prefer furnaces and artifurnaces over trusting wizards and priests to run their ships.

游荡者画廊的势力会根据位置与成员的不同而不同。那些处于夺心魔密集地区的画廊会有【更多的】夺心魔成员,而那些位于有

天龙人定居的晶壁系的画廊则会让这些龙一般的生物担当守卫。那些最为强大的画廊可以自行资助寻找魔法和神器的探险,而它们

使用的船只往往会使用熔炉和神器熔炉,而不是任由法师和祭司来驱使它们的船只。

The symbols of the various rogues’ galleries are as different as the various adventuring companies.

和不同的冒险行会一样,不同的游荡者画廊的标志也各有不同。

Adventuring Companies: One groundling custom that translates well into spacial terms is the idea of the adventuring

company. These companies are more plastic in their membership than any of the orders, faiths, schools, and galleries,

and include members of all classes and alignments. Many who claim to be free men still honor the commitments of an

old group of fellow adventurers. An adventuring company is usually never larger than a single group or ship, and its

membership varies according to the situation and deaths in the group.

冒险行会:冒险行会的概念是一种能够很好地转换成太空词汇的地表习俗。这种行会在成员上的可塑性比任何团体、教派、学院

以及画廊的都要多,它可以容纳一切的职业和阵营。

Adventuring companies have the advantage of creating their own tales around themselves and attaining legendary
status. Groups known for their ability are The Band of Seven Thieves, The Starhunters, and The Lost. The difficulty in

being a member of a legendary band, or taking the name of such a band, is that the adventurer will have to prove

himself up to the legendary status of his predecessors, which often becomes more impressive with each telling.

冒险行会的优势在于,可以创造有关它们自己的故事,并获得传奇般的地位。他们当中以能力著称的团体包括“七贼团”、“星

际猎人”以及“迷失者”。成为某个传奇团队的一员或使用某个传奇团队的名字的困难在于,如此做的冒险者必须证明自己配得上

前辈们的传奇地位,而这些人的每一次讲述都比上一次更加令人印象深刻。

Trading Companies: There are a large number of trading organizations in space, ranging from a single tradesman to

a large coster with a fleet of well-furnished ships and warships to protect themselves. Ninety percent of tradesmen are

independents, free traders peddling a variety of wares from planet to planet. Exceptionally large trading companies

include:

贸易行会:从仅有一艘商船到有着一支用来保护自己的装备齐全的船只和军舰的舰队的大型公司,太空中有着大量的贸易组织。

百分之九十的商人是独立的,在星球之间自由地售卖各种各样的商品。特别庞大的贸易行会包括:

The Smiths' Coster—Specializing in weapons and armor, in particular weapons not available in the area due to low

technology or scarcity. It was a representative of the Smiths’ Coster who attempted to bring gunpowder to Waterdeep.

铁匠公司——它们专门经营武器和护甲,尤其是那些因为科技低下或稀缺而无法在某地区使用的武器。铁匠公司的某位代表就是

试图将发烟火药带到深水城的人。

Clevar's Gimcracks & Sundries— Specializing in the odd, bizarre, and small package trade (meaning smuggling),

Clevar’s is noted for hiring adventuring companies for particular jobs. They pay well, but according to those who have

gone on such missions, get their money’s worth for the danger they attract.

克列瓦的小零小件——它们专门经营怪异反常的小玩意生意(也就是走私),同时以雇佣冒险行会执行特别的工作而闻名。它们

的薪酬很丰厚,但为它们工作过的人都说,它们所经历的危险配得起这些钱。

Gaspar Reclamations—A young organization led by an immensely fat mage named Gaspar, it specializes in the

location and recovery of magical items and artifacts. Gaspar often works with the schools of magic on commision work,

and interesting discoveries are turned over to them, in exchange for a finder’s fee.

加斯帕回收公司——这是一个由名为加斯帕的一位十分肥胖的巫师所领导的年轻组织,它专门从事于发现魔法物品和神器的位置

及其回收。加斯帕经常就雇佣工作与魔法学院展开合作,并以有趣的发现向它们换取赏金。

The Sindiath Line—A trading group that specializes in transportation and boats for hire. Adventurers without a ship

may find the Sindiath Line useful, either as passengers or as crewmen. Their flag is a gold S on a white field.

辛蒂亚航线——这是一个专门经营运输和船只租赁的贸易集团。无论是作为船员还是乘客,没有船只的冒险者可能都会发现辛蒂

亚十分有用。它们的旗帜是一个画在白色土地上的金色“S”。

Chainmen—As the name indicates, this is a human slavers’ organization, operating among evil nations both on the
ground and in space. If you want to "lose” a defeated enemy, you can sell him to the Chainmen. Within a month the

victim will be toiling for some foreign prince who asks no questions, or on a completely different world. The Chainmen

Traders are hated and feared in turn; however, they do not take slaves where they dock (otherwise the local authorities

would be on them like a cheap suit of armor).

司链人——顾名思义,这是一个专门经营人类奴隶的组织,在地表和太空中的邪恶国家之内都有分布。如果你想“抛弃”一个被

你击败的敌人,你可以将它卖给司链人。不出一个月,受害者就会被卖给某些不问来历的外国王子,或者被卖到其他世界。司链人

商人因此受到憎恨与惧怕;但是它们将奴隶带进港口(否则当地政府就会【变成见到热狗的猎犬】)。

Other Groups: Two other human groups should be mentioned, as they often work against each other in their

machinations. They do not appeal to a particular character type, but instead operate on higher (or lower) ideals: The

Seekers and the Xenos.

其他团体:这里还应该提到另外两个人类组织,因为它们经常因为自己的计划而互相对抗。它们并不专属于某一类特定的角色,

而是追求于更高的(或更低的)理想:它们就是“索寻者”与“陌客”。

The Seekers are a group dedicated to knowledge, and want to stay on good terms with sages both in space and on

the ground. They look for answers to questions such as what is the home planet of the giff, how the arcane fill their

orders so quickly, and why crystal shells are spherical. Often these arguments bog down due to lack of evidence, but the

Seekers look to adventurers to gather interesting information, which they then make available to sages and seers

seeking advice.

“索寻者”是一个专注于知识的团体,它们想要与太空和地表的贤者都保持良好的关系。它们追寻的是问题的答案,诸如基弗人

的故乡在哪里、秘法商族为什么能够如此快速地完成订单,还有为什么晶壁是球形的。这些问题往往都会因为缺乏证据而陷入困境,

但索寻者们会让冒险者们去收集有趣的信息,然后它们会将其中可信的部分送给正在寻找证据的贤者和先知们。

The Seekers are said to have their own secret, a planet or shell filled with the knowledge they have gathered. The

Seekers admit or deny the existence of this world, called Compendium, depending on the situation, but none have

found it yet.

据说,索寻者也有只属于自己的秘密,那就是一个装满了它们自始以来收集的所有知识的星球——或是一整个晶壁系。索寻者会

根据情况承认或否认这个被称为“纲要”的世界的存在,但还没有人找到过它。

The Seekers will deal with most sentient races, provided that these sentients deal with each other fairly. They have no

dealing with the neogi, for example, but will work with beholders, illithids, and humanoid races to gather information.

只要能够受到平等的对待,索寻者会与一切有知性的种族进行沟通。举例来说,它们不与纽吉怪打交道,但会为了收集信息而与

眼魔、夺心魔以及类人种族进行交流。

The symbol of the Seekers is an eye with a sword behind it, and they are known in more feudal spheres as the

Company of the Orb and Sword.


索寻者的标志是背后有着一把长剑的一只眼睛,它们在许多封建的晶壁系当中被称作“球与剑行会”。

A rival organization is the Xenos, who are made up entirely of humans with a rabid hatred of the other races of space.

The liberal Xenos believe that the other races of space should be enslaved, while the more traditionalist members

believe that complete eradication is called for.

“陌客”是与之对立的一个组织,它完全由人类所组成,且对太空中的一切其他种族都有着疯狂的仇恨。“开明”的陌客认为其

他的太空种族应该受到奴役,而更“传统”的陌客则认为其他种族都应该被完全地灭绝。

The number of Xenos is unknown, in part because they remain mostly underground in quasi-humanoid societies.

Their active numbers are small, but they enjoy the tacit support of many humans who have had their fill of drunken

dwarves, aloof elves, and temperamental beholders. Finding an active Xeno is easy, but imprisoning one is difficult—

they have a habit of escaping when under human guards.

陌客组织的成员数量未知,这部分是因为它们在人类/类人社会当中仍保持着几近地下党的状态。它们的活跃成员不多,但已经受

到了许多——受够了那些醉醺醺的矮人、冷漠的精灵以及喜怒无常的眼魔的——人类的暗中支持。找到一位活跃的陌客不难,但要

拘捕它们则不简单——它们已经习惯于在人类守卫面前逃跑了。

The Xenos act to sabotage and destroy nonhuman works and ideals. This may range from demolishing the forge of a

dwarven vessel to putting two warring beholder factions on each other in hopes they wipe each other out. To further

their ends they put out false, misleading, or slanted information, which is how they become the enemies of the Seekers.

The Xenos muddy the waters to the degree that no truth can be seen, and think nothing of destroying artifacts and

rewriting histories to fit their own purposes. To a Xeno, the elves did not suddenly disappear from the Realms for a

home in the west—they called down the gods in the Time of Troubles and then got out when they realized they had

endangered themselves. Such foolish lying is the heart of Xeno thought—if you lie loudly enough and often enough, it

will taint the truth.

陌客致力于破坏并摧毁非人类种族的作品和理想。它们的行动包括拆除矮人船只的造物工场以及为了使它们互相毁灭而促使两个

敌对的眼魔派系互相攻击。为了达成目的,它们会放出错误的、具有误导性的或者是偏颇的信息——而这让它们成为了索寻者的敌

人。陌客将水搅浑得难以看清真相,并且会毫无芥蒂地摧毁艺术品、篡改历史,以便满足自身的需求。对一个陌客来说,精灵们并

不是从它们在国度西方的家园突然消失的——当它们意识到动荡之年的动荡已经波及自己时,它们便唤自己的神祗下凡,然后离开

了。这种愚蠢的谎言是陌客思想的核心——如果你说得够多、声音够大,它就会玷污真相。

Diehard Xenos are often pirates with purely human crews and spelljamming helms stolen from another race (being

unwilling to deal with the arcane). They are chaotic reavers and will gladly turn traitor to an ally if he shows weakness to

nonhuman life. Xenos tend to be armed and armored to the teeth, which is not surprising, given their approach to life.

顽固的陌客通常会组成有着纯粹的人类船员和由其他种族手上偷来的法驱魔舵(因为它们不愿意与秘法商族打交道)的海盗。它

们是混乱的掠夺者,如果一位叛徒表现出对非人类生活的厌恶,它们也很乐意将其转化为盟友。陌客们往往会将自己武装到牙齿—
—考虑到它们的生活方式,这并不奇怪。

精灵舰队 The Elven Armadas

Elven life in space is much more mobile and organized than human settlements. The elves of space consider

themselves to be the link between the scattered elven groundling settlements across the spheres. They take an active

attitude toward large elven nations, and a paternal attitude toward those smaller tribes that are scattered in densely
populated human continents. The Elven Imperial Navy regularly makes contact at Evermeet, in the Realms, and, before

its destruction, also landed in the nation of Silvanesti on Krynn. The ideas and techniques shared by the space elves may

have helped both those nations in their defenses and protection from encroaching human and nonhuman invaders.

在太空中,精灵比人类要更有流动性和组织性。太空中的精灵们认为它们与散落在各个晶壁系的地表上的精灵们是有着联系的。

它们对大型的精灵国家采取积极的态度,而对那些分散在人口密集的人类大陆上的精灵小部落采取着父辈般的态度。精灵帝国海军

经常与国度当中的永聚岛进行联系,还在克莱恩的 Silvanesti 毁灭之前登陆到了那上面。太空精灵所分享的思想与技术可能帮助了这

些国家免遭人类和非人类的入侵。

The heart of this linkage between disparate elves is the elven fleet, an uncountable multitude of ships, ranging from

the huge armada through the men-o-war to the small, personal flitters. With them the elves maintain regular contact

(yearly or so) with the major elven capitals on the ground and in space.

不同的精灵之间的联系的核心是精灵舰队——它由无数的巨型无敌舰、战斗精灵和私人宇飞者组成。精灵们通过它与地表和太空

中的大型精灵首都维持着定期的(一年一次左右)联系。

The elven fleets are highly organized, with the full rulership of the fleet controlled by the Council of Admirals, headed

by a Grand Admiral. These august leaders, elders even in elven years, rule from a hidden base called Lionheart, whose

location is secret and is changed every few years to avoid surprise attacks.

精灵舰队是高度组织化的,整支舰队的控制权由被一位“最高司令”所领导的“司令议会”掌控着。这些即便在精灵看来也算得

上年长的威严领袖在一处被称为“狮心”的隐蔽基地——这个基地的位置属于绝密,而且为了不被突袭会每隔几年就更改一次——

操纵着舰队。

Local fleets within spheres are under the control of admirals, though if the number of elven ships is low (there are no

elves naturally in the system), a single ship with a captain will suffice to maintain the “elven presence" in a system.

位于晶壁系之内的当地舰队都处于【该舰队】司令的控制之下,但如果精灵船只的数量低下(其中没有出身于当地的精灵),那

么一艘有着船长的【精灵】船只就足以保持这个星系当中“有精灵存在”。

The Council of Admirals recognizes the sovereignty of the various elven kings, queens, and princes littering half a

hundred planets within their patrol area. An order from one of these heads is enough to mobilize elven naval forces.

Balancing this is the council's knowledge of the area and the dangers of interfering overly in groundling politics. As long

as the orders are of the type that show selfdefense, they are passed through; otherwise, the fleets are strangely wrapped

up in other matters and the orders lost. The elven rulers on the ground have learned not to depend overly on the

Imperial Fleets.

司令议会承认在它们的巡逻区域内五十颗星球上的各精灵国王、女王以及亲王的独立自主权。这些首领的命令可以调动精灵海军 。

议会会根据它们对当地的认知以及过度干预地表政权的危险来评估它们的命令。只要它们是为了自保而发布命令,那么就会被允许;

否则舰队就会若无其事地去执行其他任务。地表上的精灵统治者们已经学会了不过度地去依赖帝国舰队。
The fleets have acted across the board against multi-sphere menaces that they have deemed dangerous to elvenkind.

The last such war was in the lifetime of the eldest of the Council of Admirals, the Unhuman War. In it, a massed group of

elven armadas, men-o-war, and pyrotechnic firewind-modified flitters destroyed half the existing orcish and nonhuman

fleets in the Known Worlds, and dispersed the remainder to be hunted down later. The largest battle occurred near Kule

in the Greyspace system, where over 100 elven ships crushed a 50-ship orcish fleet, but the rout was repeated in every

known sphere.

为了对抗被它们认为会对整个精灵种族产生威胁跨晶壁系威胁,精灵舰队已经作出了行动。在司令议会最年长者的一生当中,最

近一次这样的战争是“非人战争”。在那场战争当中,一大群精灵无敌舰、战斗精灵以及辉煌灿烂的炎风型宇飞者摧毁了已知世界

当中半数的【兽人 orcish】和非人族舰队,并将剩余的部分打散,以便日后追捕。其中最大型的战役发生在灰鹰天宇的秋耳附近 ,

100 艘精灵舰船在那里摧毁了由 50 艘船组成的兽人舰队,但这样的大败在每一个已知晶壁系当中都有发生。

The events leading up to the Unhuman War were typically elvish—long-winded debates of several human lifetimes,

culminating in a single decision that, once made, was irrevocable. Currently the elven admirals are supposedly debating

the danger of the neogi to elven nations. That debate is as yet unresolved.

导致了非人战争发生的事件非常具有精灵风格——延续了足有数名人类一生那么长的冗长辩论累积起来,最终导致了一个一旦决

定就无法收回的决定。据说,精灵司令们目前正在对纽吉怪对精灵国家造成的危害进行辩论。这场辩论仍未得出结果。

That the elven nations use their spaceborne fleets in a coordinated link with other elven nations on other planets is

unsurprising. Unlike humans, the elves' grasp of higher levels of magic, including planecrossing techniques, is tenuous at

best. As a result, space travel is their best link, and serves them well in dealing with other like-minded elven leaders.

Usually within a groundling kingdom there is an elven diplomat charged with space dealings, though he will often carry

the title of court astrologer as well.

精灵国度使用它们的太空舰队与其他星球上的其他精灵国度建立协调的关系是一件很平常的事情。和人类不同,精灵对包括航天

技术在内的较高级魔法的掌控,无论怎么说都是【脆弱】的。因此太空旅行是它们之间最好的联系【方式】,在和其他志同道合的

精灵领袖打交道时它也能很好地发挥作用。在一个地表上的【精灵】王国里通常都会有一位负责太空贸易的精灵外交——不过它通

常还会有着宫廷占星师的头衔。

The elven fleets come to the aid of the larger nations and expect those nations to in turn aid the smaller, scattered

tribes of elvendom. A local outpost of elves has likely never heard of the Imperial Fleets and could not care less. The

elven fleets make an important part of keeping their contact with the groundlings (especially human groundlings) to a

minimum. They are particularly interested in keeping elven magical abilities, such as spelljamming helms, out of non-

elven hands, and will destroy an elven ship rather than see it taken over by non-elves.

精灵舰队帮助那些较大的【精灵】国家,并期望它们能够转而去帮助那些在它们治下的较小的、分散的【精灵】部落。精灵的偏

远乡村很可能从未听说过帝国舰队,也毫不在乎。精灵舰队会尽可能少地与地表土著(尤其是人类土著)接触。它们特别热衷于避
免精灵的魔法能力(例如法驱魔舵)落在非精灵之手——而且宁可毁掉她,也不愿意看到一艘精灵船只落入非精灵手中。

Due to their triumphs in the Unhuman War and their powerful fleets, the elves of space tend to be a little pushy and

presumptuous in dealing with others. Humans and the other races are short-lived and unable to take the long,

protective view that elves are capable of. While not the “Guardsmen of the Spheres,” elven forces have a tendency to

stick their noses in areas where they are neither wanted or needed. Directing them (politely) to mind their own business

may result in an apology and withdrawal, or in a sky full of men-o-war.

由于它们在非人战争中的胜利以及拥有强大的舰队,太空精灵在打交道时显得有些咄咄逼人、自以为是。人类和其他种族的生命

都太过短暂,以致于无法接受精灵所具有的【长期保护的观点】。尽管并不是“宇宙的守护者”,但精灵军队往往还是会把手伸进

既不缺乏它们也不需要它们的地区。如果(礼貌地)让它们管好自己的手,要么会让它们道歉并且撤退,要么就会让自己头上的天

空被战斗精灵所淹没。

Elven communications are miserable in space; some elven ships disappear every year without anyone noticing. The

elves are willing to sustain a certain number of such losses in standard patrolling, and write off such ships as “overdue"

as opposed to being lost.

精灵在太空中的通讯称得上可悲;每年都会有些精灵船只在没有人注意到的情况下消失。而精灵们愿意在标准的巡逻过程中承受

一定数量的这种损失,并将这些失踪的船只记为“未归”,而不是“失踪”。

The space elves maintain their ships well, and according to the regulations handed down by the Council of Admirals.

In general, the Council will punish lightly those who flaunt their rules and succeed, but woe to the individual who

disobeys their strict commandments about weapons, crews, and inspections and then fails in a mission.

太空精灵很好地维护着它们的船只,并且遵从着司令议会定下的规定。总得来说,那些藐视它们的规则但又获得成功的家伙只会

受到议会的轻罚,但如果违反议会对武器、船员和检查所制定的严格命令而且没能完成任务的话,那它肯定大祸临头。

The elven Imperial Fleet maintains an embassy in most human settlements, which is a hub of elven activities and a

settling house for complaints by or against elves. As with most bureaucracies, the embassies tend to be inefficient, a

matter made worse by the fact that most elven bureaucrats consider humans to be a waste of time.

精灵帝国舰队在大多数的人类定居地都有一个大使馆,它是精灵的行动中心,也负责处理对 /由精灵发出的意见。就像大多数官僚

机构一样,精灵的大使馆往往效率低下,而更糟的是,大多数精灵官僚都认为人类是在浪费时间。

The elves do maintain bases in space apart from humans. These are usually old armada-style ships linked together

and permitted to overgrow into a thick protective battlement. The ships are pulled into a circular shape, such that they

retain their gravity planes, and appear as a ring of butterflies linked at the wings. The living ships of the elves are

planted, and the crops provide both food and air for the settlement. Such “rings” are usually kept hidden from

humans and serve as bases of large elven activities. One of the largest rings is called Lionheart, and is the base for the

Council of Admirals.
除了人类以外,精灵在太空当中也有着基地。这些基地通常都是由旧无敌舰风格的船只连接在一起所组成的,同时还令这些船只

在一面厚重的保护性城墙上过度生长。这些船只被拉成一个圆环的形状,在保持了她们原有的重力平面的同时,还令她们看上去就

像是由翅膀互相连接的蝴蝶所组成的圆环。精灵在这些有生命的船只上栽种植物,比如说能够为定居地提供食物和空气的庄稼。这

些“蝴蝶之环”通常不会让人类发现,同时还是精灵的大型行动的基地。最大的蝴蝶之环之一名为“狮心”,它同时也是司令议会

所在的基地。

All types of elves and subraces are found in space with a few notable exceptions: The drow and the sea elves. The

drow have long stayed out of space since they, with the aid of evil extradimensional partners, are capable of bridging

dimensions more easily, and because they, like the mind flayers, do not care for the light. There have been sightings of a

supposed drow ship in several areas, though it is unknown if it is truly dark elf in origin.

所有种类的精灵及其亚种在太空之中都有发现,但也有少数值得注意的例外:那就是卓尔以及海精灵。卓尔之所以长期远离太空 ,

一方面是因为比起穿越太空,它们——在邪恶的异次元盟友的帮助下——能够更加轻松地通过位面传送来移动;另一方面,它们和

夺心魔一样厌恶光芒。人们在某些地区目击了被认为是卓尔所有的船只——至于是真是假,那就不得而知了。

The sea elves, on the other hand, have a physical limitation (waterbreathing) that keeps them out of space, though

there is no reason why an envelope could not be filled with water instead of air. The various sea elves seem to have little

interest in modern magics, and as such are treated as junior partners in the elven rulership of the stars.

而对于海精灵来说,它们的物理限制(必须在水中呼吸)使得它们不得不远离太空——但实际上用一个充满水而不是空气的“水

囊”来进入太空完全没有不合理的地方。各处的海精灵似乎都对现代魔法没有什么兴趣,它们也因而被太空上的精灵政权视作是次

等的合作伙伴。

There is one final group that makes up elven society in space: the exiles. Not all elves agree with the beneficent,

fatherly (or motherly) image put forward by the Grand Admiral and her staff. These elves use old navy gear, trim it back,

reinstall the helms, and seek to bring their own brand of reason to the spheres. Often the regular navy is fighting

alongside these exiles, who are more active in their involvement with other races. Equally often they are capturing their

officers and trying them for crimes against the Imperial Navy.

组成了太空精灵社会的还有最后一个群体:流亡者。不是所有精灵都能够接受最高司令和其下属所摆出的慈父(或慈母)般的形

象。这些精灵会捡起老旧的海军装备,将其整修,然后重新安装魔舵,接着尝试【合理地拥有属于自己的晶壁系】。常规海军通常

都会与这些——对其他种族更加积极的——流亡者并肩作战。但海军通常也会逮捕它们的军官,并审判它们对帝国海军犯下的罪行 。
矮人 Dwarves

The dwarven communities of space are much more separate than the monolithic elven nations, but no less powerful

or widespread. While the elves regard themselves (regardless of the truth of the matter) as a single nation, each dwarven

citadel is a nation of its own, with its own king, princes, and nobles. The master of a dwarven community, whether it can

move or not, is called “the king within the mountain,” and his court "the shining council."

太空中的矮人社群要比单一的精灵国家独立得多,但同样强大且普遍。(无论事实如何)精灵把它们全体视作为一个国家,而矮
人的每艘堡垒即自成一个国家,有着自己的国王、王族和贵族。一个矮人社区,无论它能否移动,其主人都被称为“山中之王”,

而其宫廷则被称为“光辉议会”。

The smallest of these dwarven nations are the citadel ships, powered by the creativity-tapping forges, which ply the

skyways. The dwarves devour their own ships in building and carving and then, once they have no more space for art or

no more riches to be tapped, they are abandoned, their forges quenched and moved to a new ship.

这些矮人国家当中最小的是堡垒舰,她们由“锻造想象”的造物工场供能,沿着各种航行定期往来。矮人在建造与雕刻当中消耗

着自己的船只,一旦船上没有空间可供雕琢或没有财富可供挖掘,它们就会弃船、熄灭造物工场并将之移到新的船上。

The larger nations are unmoving asteroids that tumble around the suns and planets. The dwarves hunt out earth-type

planetoids as bases and set up colonies. Dwarven citadels whose populations have grown too large may move into an

asteroid as opposed to creating another citadel immediately, Part of the asteroid is carved away to form a new citadel,

and the forges placed within, so that some of the population may move on, should they so desire.

更大型的矮人国家则是【围绕着太阳和行星旋转的类星体】。矮人会寻找地类小行星作为基地,并建立殖民地。人口过多的矮人

堡垒会搬进一个类星体里面,而不是立刻建造另一艘新的堡垒。这颗类星体的一部分会被挖成一艘新的堡垒,然后放入造物工场,

令矮人的部分人口可以——也应该——换一个新家。

Dwarven life within the asteroids is similar to that of dwarven life on most planets: an underground existence with

much mining, crafting, and other activities, broken by feasts and celebrations. The dwarven citadels are lit within by a

pale, luminous moss which also provides most of the air found within an asteroid base. The moss grows everywhere, and

often conceals carvings or secret doors installed by previous generations.

矮人在类星体上的生活与在大多数星球上的类似:采矿、手工业以及其他活动大量地存在于地下,只有宴会和庆祝活动可以使其

中断。矮人堡垒由一种苍白的发光苔藓提供照明——它同时也提供了类星体基地内部大部分的空气。这种苔藓【在矮人领地内】随

处可见,通常还会掩盖着数代先祖们所留下的雕刻门或密门。

The dwarves of a citadel or asteroid consider all other dwarves their relatives, and will go to great pains to establish a

genealogical relationship, however faint. This is reflected in a strong sense of personal honor among the people, such

that an attack against one dwarf is seen as an attack on all dwarves. The dwarven leaders can be worked into a fury by

tales of atrocities against dwarves, and many a careless bard has set off a dwarven jihad by elaborating too greatly on

his tales.

同一个堡垒或类星体上的矮人会认为其他所有矮人都是它们的亲属,并且会尽力在彼此之间建立血缘关系——无论多么微弱。这

反映出矮人族强烈的个人荣誉感,因此对某个矮人发起的攻击将被视作是对全体矮人发起的攻击。矮人的领袖可以因为对矮人暴行

的传言就勃然大怒,而许多吟游诗人就是因为对这种传言添油加醋,从而引发了一次矮人圣战。

The dwarves are on cordial, if longdistance, terms with their groundling cousins. Most of their communication is with

adventuring dwarves who pass to and from the planetary surfaces with other adventurers in nondwarven ships. A
dwarven citadel will never intentionally land on a planet.

【如果距离很远,【太空】矮人们会对它们的地表亲戚十分亲切。】它们之间的大部分交流都是通过进入又离开星球表面的(在

非矮人船只上与其他冒险者同行的)矮人冒险者进行的。矮人堡垒永远不会有意地在星球上降落。

•Note: Two years ago in the Realms, a particularly bright asteroid streaked over Waterdeep and the North, apparently

burning up or landing in the Great Desert of Anauroch. This may have been a dwarven citadel or asteroid base.

注意:两年之前,在国度之中,一颗特别明亮的类星体划过深水城和北境的上空,最后很明显地坠落在 Anauroch 大沙漠当中。

这也许就是一艘矮人堡垒或者一个类星体基地。

The dwarves are concerned with the decline of the dwarves in the face of more robust populations of men, orcs, and

elves. Those asteroids and citadels that dwarves inhabit are thriving, but a huge number of empty and abandoned

citadels and bases have been drifting through space, later to be used as lairs of monsters and bases of humans.

矮人们所担心的是矮人在面对更强盛的人类、兽人以及精灵后的衰落。有矮人定居的类星体和堡垒在蓬勃发展,但已经有大量被

遗弃的空堡垒和空基地漂流在太空当中,不久就变成了怪物的巢穴和人类的基地。

The elves say that the dwarves are doing as well as they are because of the elven Imperial Fleet and the Unhuman

War. The dwarves will deny this stoutly as elven propaganda, but the fact remains that groundling dwarves are on the

decline while space dwarves, relatively secure in fortress-homes, are safe.

精灵们说,矮人的境况之所以和它们一样好,全都是因为精灵的帝国舰队以及非人战争。矮人们坚决否认它们的说法,但事实是 ,

地表上的矮人的确在衰减,而太空中有着堡垒般的家园保护的矮人则相对安全。

A fair number of dwarves mix with men and are found in human cities. They serve as artisans, weaponsmiths, and

craftsmen, and some become adventurers before settling down to life “within the mountain.”

在人类城市当中,有相当数量的矮人和人类混居在一起。它们是工匠、武器匠以及手工艺人,而它们中有些在定居于“山脉”中

之前就成为了冒险者。

A myth among the dwarves is the dwarven homeworld, a concept missing in elven and human tales (the elves feel the

concept is unnecessary, the humans consider whatever world they are on as their homeworld). The dwarven home is a

wonderful planet of huge mountains bored by great tunnels and filled with ornate, wondrous sculptures the size of

dwarven citadels. Attempts to recreate this fantasy have often been made on other worlds, but the legend persists.

Races new to space, such as the giff and the dracon, have homeworld tales, but the dwarven legend has been

maintained for as long as the spheres themselves have been in space.

在矮人当作流传着一个关于“矮人之乡”的神话——这是一个精灵和人类的神话当中都不曾出现的概念(精灵认为这个概念毫无

必要,而人类把它们自己所在的任何一个世界看作家乡)。矮人之乡是一个无与伦比的星球,上面全是被巨大的隧道所挖通的巨大

山峰,华丽而壮美、巨大如堡垒的雕塑随处可见。它们经常会在其他世界中试图重现此等神奇,但传说一直流传不止。诸如基弗人

和 dracon 这样的新晋太空种族也有关于家乡世界的传说,但矮人的家乡传说从晶壁系诞生之日就已经存在,并且流传至今。
蜥蜴人 Lizard Men

The first lizard men in space were lumpish brutes little better than the primitives now found on a hundred planets. On

these worlds the lizard men are at best savages, and at worst cannibals and threats to the general populace.

太空中的第一只蜥蜴人仅仅是比现在在上百颗星球上发现原始蜥蜴人稍好一些的野兽。在【原始蜥蜴人所在的】这些世界当中,

蜥蜴人是最优秀的野蛮人、最坏的食人族以及对普罗大众的一种威胁。

It is thought that the first lizard men were slaves of humans or mind flayers. They proved very fertile in space, and

their descendants benefited from the escape from the large planets. These lizard men were smarter, faster, and more

adaptable than their slave parents. Some think this was a response to their enslavement, but the lizard men believe that

it was due to their new existence in space, and the close passes to the various suns.

人们认为最早的蜥蜴人是人类或夺心魔的奴隶。它们在太空当中具有强大的繁殖性,而它们的后代从大行星上逃脱了出来。这些

蜥蜴人后代比它们作为奴隶的父母更聪明、更快,而且更具适应能力。有些人认为这是奴隶生活的结果,但蜥蜴人坚信这是由于它

们在太空中有了新的生活方式,以及近距离经过了各种太阳。

There is some truth in this idea, in that lizard men who developed on planets closer to the sun (in a typical system)

were marginally smarter than the ones farther away, but the difference was found more in their ability to plan ambushes

and use swords than in heavy thinking. The spacebom lizard men gained levels of both civilization and communication

unmatched by their groundling cousins.

这些想法有部分是对的——那些(在同一个星系之内)生长在离太阳更近的行星上的蜥蜴人的确比生长在离太阳更远的行星上的

要聪明一些,不过这种差异更多地表现在它们设计埋伏和舞刀弄剑(而非深入思考)的能力上。太空蜥蜴人在文明和交流方面都达

到了它们的地表亲戚所不能比拟的水平。

The lizard man society in space is founded on the principle of bringing more intelligent lizard men into the world.

They have incubator ships whose purpose is to bring the eggs close to the sun. The neogi have on a number of

occasions captured these ships for a new generation of slaves, so now the lizard men go armed.

太空蜥蜴人的社会是建立在将更多的开化蜥蜴人带入【太空】世界的原则之上的。它们拥有着孵卵船,其目的是将卵带到更靠近

太阳的地方。在某一段时间里面,纽吉怪为了获得新一代的奴隶而俘虏了这些船,因此蜥蜴人现在都武装起来了。

Intelligent lizard men are still short-tempered and emotional— their newfound status is still relatively recent. They use

human ships, modified for their own use, to travel in space, but they have clerics and (very rarely) wizards that may

power the major and minor helms.

蜥蜴人即使开化以后仍然脾气暴躁,而且十分情绪化——它们的【新发现等级】也仍然相对接近。它们使用被调整为适合自己使

用的人类船只来进行太空航行,但它们拥有牧师以及(非常稀少的)法师来为大型和小型魔舵供能。

Most cities will have an enclave of these intelligent lizard men, and relationships may vary from hostile to cool to a
close cooperation with humans. Lizard men are often adventurers in space, and serve on human ships, provided the

humans can adapt to their voracious appetites and lack of table manners or choice in cooking food. The neogi are hated,

and the other races merely suspect, with the exceptions of the giff and the kindori. The giff are seen by the lizard men as

comical and clownish, much as halflings appear to men, while the dracons seem to lizard men more aloof and old, like

the elves do to humans.

这些开化的蜥蜴人在大多数城市都拥有一块飞地,而它们与人类的关系也从敌对到冷酷到密切合作不等。太空中的蜥蜴人通常

都是冒险者,只要能够适应它们贪婪的胃口/餐桌礼仪的缺乏/对烹饪食物的选择,它们也能够为人类提供服务。蜥蜴人憎恨纽吉怪,

而其他种族则只会受到它们的猜疑而已——基弗人和 kindori 除外。蜥蜴人认为基弗人滑稽又可笑,就好像人类看待半身人的那样 ,

而 dracon 在它们看来冷漠又守旧,就好像人类看待精灵那样。

侏儒 Gnomes

Most gnomes are creatures of the earth, tied to the soil both in attitude and actuality. Unlike the rock-living dwarves,

the gnomes by nature inhabit the living earth in wooded areas, two habitats that are in short supply out in space.

大多数侏儒都是生活在陆地上的生物,因此它们的态度与现况往往都与土壤息息相关。和生活在岩石当中的矮人不同,侏儒天生

生活在生机勃勃的土地上那些林木繁茂的地区当中——而这两种栖息地在太空当中都供不应求。

There is a breed of gnome, however, that has taken to space rather readily. This is the Krynnish gnome, also called the

tinker gnome. Made up of two subraces of the gnomish race, the minoi and the gnomoi, many tinker gnome

communities have launched themselves into space and into greater adventures and chances for invention.

然而,有一种侏儒已经轻而易举地进入了太空。那就是克莱恩侏儒——也被称作修匠侏儒。由 minoi 和 gnomoi 两大侏儒亚种所

组成的许多侏儒社群已经令自己登上了太空,并获得了进行更加伟大的冒险和探索的机会。

These gnomes are similar to their ground-dwelling cousins with the notable exception that they seriously enjoy

invention, often to the point of excess. They are a gadget-happy race that will invent something to solve a problem, then

invent a second item to solve the problems caused by the first invention, a third invention to solve the problems of the

second, and so forth ad infinitum and ad nausaum. It is little wonder that these inventive creatures came across methods

to hoist themselves (willingly or no) beyond the atmosphere and into wildspace.

这些侏儒和它们的地表亲属一样地——常常也是过度地——沉迷于发明。这个喜欢捣鼓小玩意的种族会发明一个东西来解决一个

问题,然后再发明第二个东西来解决第一个东西所引发的问题,之后再再发明第三个东西来解决第二个东西所引发的问题 ······如此这

般无穷尽也。毫无疑问,这些充满创意的生物是通过各种方法来让它们自己(无论是否情愿)穿越了大气层并进入荒宇的。

The tinker gnome explosion has occurred within the last thousand years in the Known Spheres, and shows no signs of

slowing down. Many communities of gnomes have found themselves in space. In most worlds, this would be noted and
commented upon. However, in shattered Krynn, the sudden disappearance of a group of creatures who play with smoke

powder (among other advances) is hardly noticed, and in some cases brings a sigh of relief from the neighbors.

在过去的一千年当中,已知晶壁系之内的修匠侏儒人口一直在爆炸性地增长,并且目前为止仍没有减缓的迹象。许多侏儒社群都

在太空中找到了同胞。在绝大多数世界当中,这种情况都会受到注意以及议论。但在破碎的克莱恩当中,一群玩弄发烟火药(以及

其他东西)的群体【即修匠侏儒】的突然消失很难引起别人的注意,(在某些情况下)甚至会令它们的邻居大松一口气。

No such sigh may be heard from those space-dwelling races that the tinker gnomes have since encountered. On a

scale they rate above the giff in general destructiveness, but below a boatload of drunken mind flayers. They seek to

improve the devices, artifacts, and other objects they find, such that they often improve them into oblivion. There is a

Krynnish saying: "If you want something broken, give it to a gnome.”

自从修匠侏儒出现在太空之中后,其他太空种族就再也没有发出过这样的感慨了。在达到一定的规模之后,它们的破坏性已经超

过了基弗人,仅次于一整船喝醉的夺心魔之下。它们会试图改进装置、产品,以及它们找到的其他东西,然后将这些东西“改进”

得自我毁灭。有个克莱恩土著说过:“如果你想要弄坏什么东西的话,就把它交给侏儒吧。”

Despite this, the gnomes have incorporated well into interstellar society. They have a fairly loose stucture in space, no

more than a scattering of ships and a growing number of gnomes living in human settlements. Their explorations have

brought them into contact with their nontinker cousins, who lack their incessant drive but do have illusionist specialty

mages whose abilities can be used to power spelljammer helms. This new blood has helped spread both types of

gnomes to all corners of the Known Spheres.

尽管如此,侏儒还是很好地融入了太空社会当中。它们在太空中的社会结构十分松散,最多只不过是一些零零碎碎的船只以及越

来越多的生活在人类定居地的侏儒而已。它们所进行的探索使得它们与自己的非修匠一支的亲属建立了联系,这些亲属虽然没有多

少航天的经验,但又拥有足以为法驱魔舵供能的幻术师。这些新鲜血液帮助这两种侏儒一同散布到了已知晶壁系当中每一个角落。

The tinker gnomes do not consider their earthbound cousins backward for their lack of technological ability. Indeed,

they hardly notice, and will often ask these gnomes for technical advise. Being too polite to refuse or explain, the

"normal" gnomes give it their best shot, making a dangerous situation positively explosive.

修匠侏儒并不会因为它们的地表亲属缺乏科技能力就认为它们落后于自己。实际上连它们自己都没有意识到的是,它们会经常向

这些侏儒寻求技术性建议。碍于面子,这些“普通”侏儒都无法拒绝或推辞修匠的请求,只能尽全力做到最好——而这就使得本来

就非常危险的局面变得一触即发了。

Ordinary gnomes in space can be identified by their lack of incredible (and stupid) inventions in their area. Tinker

gnomes have a hodgepodge of odds and ends, old machinery and clock workings, and dangerous items from half a

hundred worlds cluttering up their areas. Attempts to control or at least move gnomish materials away from others have

failed in that a gnome working at full tilt can produce something dangerous overnight. In most cities, there are a few

blocks at the edge of the city for gnomish experiments. This district is under continual renewal.
太空中那些极少发明令人难以置信(或愚蠢)的发明的就是普通侏儒。修匠侏儒则都有着一堆古怪而无用的大杂烩,包括各种老

旧的机械和发条装置,以及从大半个世界收集而来的危险物品。【从他人处控制或至少是驱动侏儒设备的尝试都失败了】,因为全

速运作的侏儒装置可以在一夜之间就制造出危险的东西来。大多数城市都专门在城市边缘设置了几个供侏儒进行实验的街区——那

些地区一直都在进行着持续不断的重建。

The tinker gnomes do seem to have a strange relationship with the arcane, such that the cosmic businessmen seem

to like the little folks, as nearly as they can appear to like anyone. The idea that there might be some kinship between

them, even in that the tinker gnomes may become the next race of arcane, is too horrible to contemplate.

修匠侏儒似乎与秘法商族有着一种奇怪的关系,以致于这些宇宙商人们好像都很喜欢这些小家伙——【就好像它们能够对任何人

所展现出来的喜爱一样】。有一种可怕到难以接受的想法是——它们之间可能有着某种血缘关系,修匠侏儒甚至有可能成为下一个

“秘法商族”。
半身人 Halflings

Halflings, like gnomes, are primarily creatures of the earth, in this case pastoral fields and gardens. This habitat is not

common in space, and as a result, the more agriculturalbased halflings never made it into space.

和侏儒一样,半身人是主要生活在陆地上的生物——对它们来说,主要是生活在田园和乡野当中。这些定居地在太空中并不常见 ,

因此【与进入了太空的相比】更多以士农为主的半身人并没有进入太空。

The other main habitat of the halflings is urban centers, where halflings seem to get along well with humans. As a
result, as human communities started moving into space, so too did halflings. While there are no “halfling ships” or

“halfling nations” in space, there are a great deal of halflings themselves, serving on crews and working in the major

cities.

半身人的另一种主要定居地是城市的中心,它们在那里似乎与人类相处得很好。因此,半身人也随着人类社区一起逐渐进入太空

之中。在太空当中虽然并没有“半身人舰船”或者“半身人国家”,但却有着大量的半身人个体——它们以船员的身份在各种大城

市当中工作着。

Halflings have the industry and intelligence of most humans and have the additional advantage of not taking up that

much space or requiring that much air. A halfling can do much of the light work of a man, and requires half the air

(though the same amount of food—a halflings gullet is legendary). As a result, they are quite popular for work in tight

quarters.

半身人不仅拥有大多数人类所拥有的勤奋和聪慧,还拥有额外的优点——占用的空间更少、消耗的空气也更少。半身人可以做到

人类能做的大部分轻量工作,而且只消耗它们一半的空气(不过吃得却一样多——半身人的胃口人尽皆知)。因此,在狭窄环境中

进行的工作都很欢迎它们的到来。

Halflings can be found in most spaceborne cities, involved in much of what they normally do . . . fighters, rogues,

traders, and adventurers. There are even ships captained by halflings, though they have human and humanoid crews.

在大部分太空城市当中都可以找到半身人,它们通常会成为战士、流氓、商人以及冒险者。太空中甚至有由半身人担任船长的船

只,不过那上面也会有人类和类人船员。

Most of the worlds of known space that have humans have halflings as well. An exception to this is Krynn, in which a

related race, known as the kender, have taken their place in the planetary ecology. It is unknown why the kender, a

similar but unrelated race, arose on Krynn and the halflings did not, but these halfling-like creatures are so far only

noted on Krynn itself. Those kender who reach into civilized space run the risk of being mistaken for halflings.

在已知宙域的大部分世界当中,只要有人类,就会有半身人。不过克莱恩是一个例外,在这里,一个被称作坎德人的相关种族取

代了半身人在行星生态当中的地位。至今仍不知道坎德人——一个相似但不相关的种族——在克莱恩上出现,而半身人却没有出现 。

但这些半身人一样的种族目前只发现于克莱恩当中。那些进入有文明的宙域的坎德人有被误认为是半身人的风险。

地精族(包括地精、大地精、狗头人,以及食人魔)

Goblin Races(Including Goblins, Hobgoblins, Kobolds, and Ogres)

The goblin races have a long history in space that ended relatively recently. For the longest time, the various goblin

races flew through space on spelljammer ships powered by their shamans and witch doctors, fighting among themselves

and against the other races of space, especially the elves.


地精族在太空当中有着一段刚刚结束的漫长历史。在很长的一段时间里,各种地精族搭乘着由它们的萨满和巫医供能的法驱船只

穿行于太空当中,既伐同胞,也战外族——尤其是精灵。

The goblins, though powerful, were split among a huge number of local chiefs, leaders, and kings, and unable to

coordinate more than scattered assaults. Given their numbers, these raids completely depopulated areas of space,

wiping out elven installations, human cities, and dwarven citadels.

地精虽然强大,但是却被诸多地方首领、头目、还有国王所分裂,只能进行一些零散的袭击。但考虑到它们的数量,这些

袭击已足以扫清精灵的设施、人类的城市以及矮人的堡垒,令宙域变得荒芜。

Most local organizations and kingdoms fought the assaults as best they could, but the combined elven Imperial Fleets

came up with their own answer: a full-fledged war against the goblin races in space. Beginning with the Battle of Kule in

Greyspace, and running through the next decade, fully half of the various goblin fleets were destroyed, with the

remaining races' ships scattered and later hunted down.

当地的大多数组织和国家都倾尽全力地反抗了这些攻击,但联合起来的精灵帝国舰队给出了它们自己的答案:一场对太空地精族

所发起的全面战争。以灰鹰天宇中的秋耳之战为开端,在之后的 10 年当中,整整一半的地精舰队被毁灭,剩下的地精船只四散奔逃,

被人追捕。

The destruction was almost total, leaving the elven armadas the most powerful ships in space until the appearance of

the neogi deathspiders. Of the goblin ships, the survivors were stripped of parts and equipment, for it is too dangerous

to be caught in an unhuman ship. The kobold angelship, the debris-strewn goblin porcupine, the orcish scorpion ship,

and the huge ogre mammoth all disappeared in the Unhuman War, never to return.

这种几近完全的毁灭让精灵的无敌舰成为了太空中最为强大的船只,直到纽吉死亡蛛的出现才打破了这一局面。【因为她危险得

无法被一艘非人类船只所抓捕,所以幸存的地精船只都被剥去了装备,然后解体。】狗头人的天使方舟、布满残渣的地精豪猪、兽

人蝎舰,还有巨大的食人魔猛犸都在非人战争中绝迹了,再未出现过。

The power of the goblin races was crushed, and many of the races fled to their surface cousins for security. The elven

fleets pursued many of these and bombarded their lairs from above, but when such bombardments brought down the

ire of powerful groundling wizards, priests, and deities, the elves retreated and formed their present policy of limited

ground actions.

地精势力已经被彻底粉碎,它们中有许多都跑去自己的地表亲属那里避难。精灵舰队对这些避难者中的很大一部分进行了追捕,

并且还从上方轰炸它们的巢穴,但这样的轰炸也引起了强大的地表法师、祭司,还有神祗的愤怒,因此精灵们不得不停手,并制定

了它们目前的有限地表行动策略。

The goblin races are still a factor in space, but like the halflings, have no organized state or specialty ships. A pirate

may have an ogre first mate/ bonebreaker, or an “orc nation" may have three raiding tradesmen vessels captured and

poorly overhauled, but the threat of the orc hordes is long since passed.
地精族仍然称得上是太空中的一个派系,但它们和半身人一样,没有成组织的国家机构或专属的船只。一支海盗也许会有一位食

人魔大副/碎骨者,一个“兽人国家”也可能拥有三艘被掠夺来并且简单修理过的商船,但兽人部落的威胁久已有之。

Those orcs and goblins that do survive in civilization take their refuge in the human cities, or often below them.

Relatively safe from the elves (whom they hate, for obvious reasons), the orcs and goblins operate on the same scale as

they do on the ground—in secret if they must, in the open if they can, but always to the benefit of their own race. Many

human cities, looking for workers, are not averse to hiring an ogre as a strong back or a kobold as a night watchman, as

long as they are supervised and controlled by others.

那些在文明社会当中生存下来的兽人和地精在人类城市中间——或者(更经常是)下方——找到了避难的地方。这些相对安全地

避开了(因为显而易见的原因而憎恨它们的)精灵的兽人和地精以和在地表上时一样的规模行动着——如果有必要的话,它们会暗

中行动;如果有机会的话,它们会公开行动;但无论如何,它们都总是会为自己种族的利益着想。许多需要工人的人类城市都不反

对雇佣一位食人魔保镖或者狗头人守夜人——只要它们受到其他人的监督和控制。

There are tales in space, of course, and one of them is of the great orc horde that lies gathering just beyond the

area of the Known Worlds. Sometimes it is in one particular backwater sphere, at others in a sphere as yet undiscovered,

and in a third telling it is in the phlogiston itself. But the remnants of the orcs and ogres and kobold fleets have banded

together and grown in the centuries since their races' mutual destruction. Sometimes the stories add new elements: a

minor race with strange powers that has never been seen before, or an evil human bringing the disparate races together,

or a race like the neogi or fanatical beholder racists offering them an alliance in exchange for crushing the elves and all

other races in the Known Spheres. They lay in space building, training, and growing, waiting for the day of vengeance.

当然了,太空中流传的传说数不胜数,其中就有一个关于位于已知世界之外的大型兽人部落的传说。这个传说有时候说它位于

某个与世隔绝的晶壁系当中,有时候又说那是一个还未被发现的晶壁系,甚至还有说它处于燃素海当中的版本。但在它们共同毁灭

之后的几个世纪里,兽人、食人魔以及狗头人残存的舰队又再次集结了起来,并逐渐壮大。有时关于它们的故事又被添加了新的内

容:一个从未被见过且有着奇怪力量的种族或是一个邪恶的人类将这些迥异的种族联合到了一起;又或者某个像是纽吉怪或狂热的

眼魔种族主义者之类的种族为了毁灭已知晶壁系当中的精灵和所有其他的种族而成为了它们的盟友。它们栖息于太空建筑当中,一

边训练一边成长,等待着复仇之日的到来。

Many discount this tale as one more lie of the bards, or a hopeful yarn cobbled together by orcs and half-orcs to

frighten the foolish and appear that they are more than they are. Some put it in the same class as the dwarven

homeworld and the Big Rock Candy Mountain, an extension of the wishes of a people. But some also take it very

seriously, including some members of the Council of Admirals of the elven Imperial Fleet. Should such a force be

discovered anew, the stars will shake again from the destruction of elves and orcs.

许多人都把这个故事看作是吟游诗人的又一个谎言,或者是兽人以及半兽人为了恐吓傻瓜、并且显得它们自己不是那么简单而一

厢情愿地拼凑出来的故事。某些人只把这个故事看作是人民愿望的其中一个延伸,就好像矮人之乡和大糖果山 *一样。但也有些人对
此非常重视,精灵帝国舰队的司令议会的某些成员就是其中之一。如果这股势力再次被发现,那么群星将再次于精灵和兽人的互相

毁灭之中颤抖。

【*大糖果山 Big Rock Candy Mountain:美国流行儿歌】

异位面存在 Extraplanar Beings

Most natives of the other planes, including the various elementals, devils, daemons, archons, modrons, and slaadi, do

not like being in wildspace. This is because the ties between them on this plane and their native planes are strongest on

large planets. This may be due to the large number of extradimensional portals congregated in one planet-sized

location, or because the mass of a planet is sufficient enough to make transit between this plane and others easier.

Regardless of the reason, extraplanar natives do not enjoy being in wildspace.

其他位面的大多数土著,诸如各种元素、恶魔、魔鬼、亚空、魔冢还有史拉蟾等都不喜欢呆在荒宇之中。因为只有在大型星球上

时,它们在当前所处位面与原属位面之间的链接才是最强的。这也许是因为像一颗行星那么巨大的地点汇聚了大量的异次元传送门,

又或者是因为行星巨大的质量使得位面之间的传输变得容易。无论是因为什么,异位面土著都不喜欢呆在荒宇当中。

These creatures will come if summoned (by djinn ring, or conjure elemental spell) but their service will be short and

limited, their attitude surly, and in the case of chaotic extradimensional creatures, there is a chance that the user might

be dragged back to the home plane to learn just what discomfort means.Extradimensional creatures cannot be

summoned in the phlogiston, but may travel into it. They lose all contact with their native planes (an exception being

undead, which are of this plane but have contacts with other planes), and cannot gate or use dimension-spanning

abilities. This makes most sentient extradimensionals unwilling to cross into other spheres.

如果受到(诸如风灵召唤戒指或咒唤元素法术的)召唤,这些生物仍然会出现,但它们所能提供的服侍短暂而有限,而且态度粗

暴。如果召唤是混乱阵营的异次元生物的话,召唤者还有可能会被它们拖回它们的原属位面,去“学习”一下“难受”是什么意思。

异次元生物不能在燃素海中被召唤,但可以进出其中。它们【在燃素海中】会失去与它们的原属位面的所有联系(亡灵除外,因为

它们的原属位面就是主物质位面,但它们也和其他位面有着联系),而且无法使用异界之门或者涉及其他次元的能力。这使得大多

数有知性的异次元存在都不愿意穿越晶壁系。

There are exceptions, as always. A demon prince seeking to spread into a new home, or the minion of a deposed

god seeking reestablishment of faith, or even an organized party of modrons seeking out an artifact can be found in the

wilds of space; however, all extradimensionals are very rare outside the surface of planets.

当然也有例外。荒宇之中是有可能发现一位想要扩展自己地盘的恶魔王子,或者一位想要重建信仰被废黜之神的仆从,甚至是

一群正在寻找一件神器的魔冢的;不过,任何异次元存在在星球表面之外都是非常罕见的。
巨人 Giants

At first blush, giants seem singly unsuitable for space travel—they are huge to gigantic in size, making them both

prime targets and hard to maintain as far as air requirements.

乍一看,巨人们似乎都不适合太空旅行——它们的体积是这样庞大,使得它们既容易成为首要的目标,也难以满足它们对空气的

需求。

However, if a captain is willing to risk the loss of air to take on a hill giant, he gains a portable catapult. A giant
throwing stones inflicts damage as normal, with 10 hit points of damage equaling 1 hull point of damage. Their normal

maximum range is raised to 500 yards (1 tactical hex) in space because of a lack of atmosphere. A giant in space will

have to gain a proficiency in compensating for space travel (-2 to hit for the first few battles), but soon will be able to

lob stones in on his enemies with great precision.

然而,如果一位船长愿意冒着空气耗尽的危险去搭乘一位丘陵巨人的话,它就会得到一门会移动的投石机。巨人【在太空中】投

掷的巨石可以如常地造成伤害,并且每 10 点生命值伤害就可以转换成 1 点船体值伤害。由于太空之中没有大气层,所以它们的最大

射程提高到 500 码(相当于一个战术六角格)。上到太空中的巨人必须先熟悉新的环境(在太空中的头几场战斗中命中会受到 -2 惩

罚),但它不用多久就能极其精准地向它的敌人投掷岩石了。

There are as yet no known giant ships, though neogi have often taken giants as slaves to use in boarding parties.

The giants are unwilling partners at best, and mutinies are common when the neogis bring too many giant slaves

together. There is an unconfirmed tale of a giant-run neogi deathspider which pulls its energy from a lifejammer hooked

up to the former captors.

目前还没有发现任何属于巨人的船只,但纽吉怪经常会让巨人成为它们船上的奴隶。这些巨人绝不会心甘情愿地充当奴隶,如

果纽吉怪让过多的巨人奴隶聚到一起的话,叛变也是很常见的事情。【有未经证实的传言称,一艘纽吉死亡蛛被上面的巨人奴隶所

控制,她曾经的主人还被挂到了命舵上为船只供能。】

Of the giants, the storm giant can leave the atmosphere of a planet with enough air for 2-20 rounds, usually enough

time to meet with a ship. Often these giants serve as guardians or wardens of planets that they want the spacefaring

nations to avoid.

巨人当中的风暴巨人可以离开一颗有着充足空气的星球的大气层长达 2-20 轮的时间,而这通常足够使它遇见一艘魔法船了。这种

巨人通常会充当星球的守护者,让那些太空国家避开这些星球。

夺心魔 Mind Flayers

The illithids are a major race in space. They have their own navies and colonies, and engage in brisk trade with

everyone, including the neogi. Their success in space gives cause for concern, since on the ground they are mostly

creatures of the deep underdark, light-hating and rarely seen by men.

夺心魔是太空中的一个大型种族。它们有着自己的海军和殖民地,并且与包括纽吉怪在内的所有人都有着发达的贸易。它们在太

空中的成功引起了人们的关注,因为在地表上,它们大多是深藏地底、避光,而且很少被人看到的生物。

That hatred of light carries over into space, and while the mind flayers suffer no penalty for fighting in light, their

specially designed craft have extensive coverings to keep exposure to a minimum.

它们对于光的厌恶延续到了太空当中,但夺心魔在光中战斗时并不会受到惩罚,因为它们特别设计出来的船只上有大量能将光线
阻挡至最少的遮蔽物。

The success of the mind flayers in part comes from the use of the series helm, which allows the illithids to channel

their magical psionic abilities into motive power. This throne is sold by the arcane to the illithids, and the assumption is

that they helped the mind flayers develop it. Whether this was a rational action on the part of the arcane is unknown,

but in the meantime a large number of mind flayer colonies have sprung up.

夺心魔的成功部分来自于对序列魔舵的使用——这种魔舵令夺心魔能够将它们神奇的灵能能力转换为动力。这种座椅【序列魔

舵】是由秘法商族卖给夺心魔的,也有假说认为是它们帮助夺心魔研究出了序列魔舵。目前尚未得知这对秘法商族来说是否是一种

明智的行为,但与此同时,大量的夺心魔殖民地开始涌现。

Mind flayers in space may be neutral or even chaotic, though tales of a lawful good mind flayer are just so much

space dust. Mind flayers engaging in deals with other thinking creatures make a point of eating only the brains of

nonthinking creatures, or the brains of enemy sentients of the race they are dealing with. In those rare areas where there

is a mind flayer enclave near a human settlement, there is usually a brisk brain-trade business.

太空中的夺心魔也许是中立的,也许是混乱的,但守序善良的夺心魔的传说就只是风中的星尘而已。与其他有思想的生物打交道

的夺心魔会特别强调自己只吃没有思想的生物的脑子,或是与它们为敌的知性种族的脑子。极少数地区的人类定居地旁边会存在一

块夺心魔飞地,那里的大脑贸易非常繁荣。

The illithids of space consider their land-trapped cousins provincial, and even backward. There is a universe of minds

out there to be learned from and/or eaten. This is a driving force of the illithid race, and the spaceborne members of the

breed look forward to the day when they can consider everyone (even the neogi) their vassals.

太空夺心魔认为它们那些龟缩在地表的亲属都是乡巴佬,甚至算得上落后——要知道,有整整一个宇宙的心智等着它们去学习/吃

掉呢!而这,也是太空夺心魔的动力之一——它们期待着所有生灵(甚至包括纽吉怪)皆尽臣服于它们脚下那一天的到来。

The mind flayer habit of keeping mind-dead personal slaves makes them kin to the neogi, though they do not share

that race's overwhelming drive for dominance. The relationship between the races is born of caution and expedience—

each sees the other as a potential cat's-paw for advancing their own ends.

夺心魔那蓄养失去心智的私人奴隶的习惯让它们近似于纽吉怪,但它们并不像纽吉怪那样对支配有着高于一切的追求。这两个种

族之间的关系既有谨慎、也有利己——它们互相之间都把对方看作是能够帮助自己的潜在爪牙。

The mind flayers of space belong to a loose trading organization that recognizes the existence of other mind flayers

and tries to avoid overlapping territories or missions. The strong urge to “hunt and dominate” has been replaced with

one of “trade and dominate.”

太空夺心魔归属于一个松散的贸易组织——这个组织承认其他夺心魔的存在,并试图避免领地或任务的重叠。【太空夺心魔那】

“狩猎与支配”的强烈冲动已经被“贸易与支配”所替代了。

The mind flayers will maintain enclaves near human cities if they do business, but prefer to keep their communities
apart from other races. This is in part because the elder brain-pools of the illithids, where the young swim and grow, can

easily detect alien thought patterns. Also, the mind flayers can keep their slaves easier without outside interference,

which is a constant problem near other civilized and good-intentioned races.

如果从事贸易的话,夺心魔通常会在人类城市附近保有自己的飞地,但它们更希望让自己的社区远离其他种族。这部分是为了让

有着夺心魔蝌蚪游动并成长的长老脑池能够更容易地通过图纹侦测到敌人;同时也为了能够让夺心魔能够在不受外界干扰的情况下

管理它们的奴隶——而如果靠近其他文明或善良种族的话,这就会成为一个持续不断的麻烦。

Mind flayer bases are usually within abandoned asteroids, hollowed out by radiant dragons or dwarves. There are

recorded instances of mind flayers taking over a dwarven citadel, killing or enslaving the entire population. With the

population in this state, however, the forges will not function, and the ship becomes a drifting base for the mind flayers.

夺心魔的基地通常位于被辐射巨龙或矮人所挖空的被遗弃类星体之中。有切实的记录记载夺心魔夺取了一个矮人堡垒,并且杀戮

或奴役了上面的所有人口。然而,在拥有了这个国家的人口以后,船上的造物工场并不会被启用,而船只本身将成为夺心魔的漂浮

基地。

The mind flayers, working again with the arcane, have developed a “pool helm” which allows the elder brain-pool to

be stored on a ship itself. In addition to allowing additional scanning benefits to the ship (the range of a brain pool is 2

miles, within which thinking creatures will be detected), it allows greater tactical speed for the mind flayer ships.

再次与秘法商族合作之后,夺心魔研究出了一种令船只本身能够储存长者脑池的“脑池魔舵”。除此之外,脑池魔舵还能令船只

拥有扫描功能(脑池可以侦测出两英里之内有思想的生物),还能令夺心魔船只拥有更高的战术速度。

The relationship between the mind flayers and the arcane is suspect. The mind flayers act as intermediaries with the

slaving neogi for the arcane, and in return the illithids have benefited from arcane devices. Other races are concerned,

but need the Arcane devices as well.

夺心魔与秘法商族之间的关系非常可疑。夺心魔为了秘法商族而扮演着纽吉怪奴隶主的调解人,作为回报,它们可以从秘法商族

的装置当中受益。其他种族对此感到担心,但它们也需要秘法商族的装置。

In addition to the deadly powers of the mind flayers, there are tales (aren't there always?) of mind flayers with magical

and/or clerical powers. This has been confirmed recently, but such creatures are very, very rare (one illithid in ten

thousand will have such powers, usually either magical or clerical, at levels 2-12). Mind flayer nautiloids carry such

magicusing crewmen as a back-up for the series helm normally installed. It may be that these creatures were a parallel

development with pool helms to expand the mind flayer repertoire in space.

除了有着关于夺心魔的致命能力的传说以外,也有着关于拥有魔法 /祭司能力的夺心魔的传说(不管什么东西都有些传说,不是

吗?)。最近它们的存在已经被证实,但是这种生物是非常、非常稀有的(只有万分之一的夺心魔拥有这些能力,而它们通常是 2-

12 级的法师/祭司)。夺心魔鹦鹉螺通常会带上这些会使用魔法的船员,将它们作为序列魔舵的后备之一。也许就是这些生物为了扩

宽夺心魔在太空中的手段而协助了脑池魔舵的研究。
The nautiloid is the most common mind flayer craft in operation, though they use a variety of humanbuilt ships

modified to their needs. With the introduction of the pool helms, larger mind flayer craft may be on the way.

鹦鹉螺是夺心魔最常用的船只,但它们也会使用各种各样经过调整的人类船只来满足自己的需要。随着脑池魔舵的引入,更大型

的夺心魔船只也许即将问世。

龙 Dragons
With the exception of the radiant dragon, most draconian species do not travel well in space. They may survive for 2-

20 rounds once they leave the atmosphere, as normal creatures, but this will not allow them to fly any farther than a very

close moon. As a result, they tend to lay relatively low, preferring the thicker atmospheres of the lower climes.

除了辐射巨龙以外,大多数龙族都不能很好地在太空中旅行。它们可以和其他普通生物一样在立刻大气层后存活 2-20 轮,但这点

时间连离得最近的月亮都飞不到。因此,它们往往会呆在较低的地区,在更浓厚的大气层当中生活。

Dragons have been found in space, usually the result of some magical effect or individual collecting life forms. They

are limited in that any gas attacks (including fire) will end at the edges of an atmospheric envelope. Such attacks as

lightning or acid will not be affected, nor will cold.

在太空中,巨龙通常是因为某些魔法效果或是正在收集生命形态的个体而出现的。它们因所有依赖于气体的攻击(包括火焰)都

会在大气层边缘消失而受到限制。但诸如闪电、强酸或是寒冷这样的攻击则没有这样的限制。

半人马 Centaurs

Centaurs are a minor space-faring race; that is, they posses no inherent spacefaring interests or specially designed

ships. They have traveled into space, primarily as adventurers.

半人马是一种小型的太空种族;也就是说,它们在太空中没有固定的目标,也没有量身设计的船只。它们主要是作为冒险者而进

入了太空当中。

The dracons have taken an interest in the mammalian centaurs, and in their distant cousins the wemics as well. The

dracons seem to be looking for centaurian relatives, with an eye to eventually building their own ships. The centaurs are

to dracons much like elves are to men: a forest-dwelling, peaceful relation. The availablity of wood through centaurs

make them a prime contact of the dracons.

龙人们对哺乳类的半人马有着兴趣,对它们的远亲:半人狮也是一样。龙人似乎正在寻找类人族的亲属,以便最终建造属于它们

自己的船只。龙人就好像人类看待精灵那样看待半人马:它们住在森林里,它们很和蔼。半人马对木材的利用使得它们成为了龙人

主要联系的对象。

亡灵 Undead

Undead are perfectly adapted to space—they have little in the way of food and air requirements, and a number of

mages have attempted to use animate dead spells to staff a ship with skeletons and zombies. The problem is that such

creatures generally must be supervised and lack the talent to react in an emergency.

亡灵超级适合太空——因为它们对空气和食物都几乎没有需求。有许多的巫师都试图利用活化尸体法术去给一艘船只装满骷髅和

僵尸船员。这些生物的问题在于,它们通常需要受到监督,而且缺乏在紧急情况下作出反应的能力。
Any type of ship encountered in space may be a ghost ship, crewed by undead, instead of a normal ship. Such craft

sometimes have moldy sails, tattered rigging, and hulls laced by krajen spores and other parasites. Often this is the case

for ships which have been entirely taken over by an evil undead, who then uses the ship to its own end. If possible, the

ship will use a spelljammer helm or similar contruct, but just as often an undead ship will drift in space until it is

contacted. Undead have a lot of time on their hands, so that the huge distances involved do not bother them.

在太空中所遇到的任何一艘船只都有可能是由亡灵所驾驶的幽灵船。这种船只时常有着发霉的船帆,破烂的绳索,以及由克拉精

孢子和其他寄生虫所寄生的船体。这通常代表了这艘船只已经完全被某位邪恶的亡灵所占领,并计划用她来达成自己的目的。如果

可能的话,这种船只会使用一个法驱魔舵或者类似的装置,但在发生对外遭遇之前一直都在漂流的幽灵船也是很常见的。亡灵有太

多太多的时间了,所以从来就不会为遥远的距离而感到困扰。

A particular type of undead ship is the skeletal form of a kindori, radiant dragon, or other gargantuan monster. This

creature's bones are attached to a spelljamming helm and are used by powerful undead to cross between the planes

with a crew of followers. A typical undead crew would be 1 mummy captain, 2 wraith first officers, and 15 zombie

crewmen and fighters.

幽灵船的独特种类之一是鲸驮骊、辐射巨龙,或其他超巨型怪物的骨骼形态。这种生物的骨骼被附加在法驱魔舵上,并被强大的

亡灵用来与由其追随者组成的船员一起穿行于位面之间。【一艘船上】典型的亡灵船员包括一位木乃伊船长、两位缚灵大副,以及

十五位僵尸船员和战士。

The maneuverability of a skeletal ship is always class F, unless the skeleton has itself been animated, in which case the

maneuverability class is one rank worse than it was in life. Nothing can drop below a maneuverability class of F.

一艘骷髅船的机动性永远为 F 级,除非骷髅本身被活化了——若如此,则其机动性提升至比生前低一级的水平。无论如何机动性

等级都不会低于 F 级。

Skeletons: Skeletons are unthinking, animated bones of once-living creatures, with no minds of their own. They may

only handle simple orders, though they may remeber their orders years before implementing them. A ship crewed by

skeletons has a manueverability class one rank worse than the ship would have under a similar human crew.

骷髅:骷髅是来自曾经活着的生物的、没有思想的、被活化的骨骼。它们可能只能处理简单的命令,不过它们也许可以在实行这

些命令之前记住它们好几年。由骷髅担任船员的船只的机动性会比由普通的人类船员担任船员时的机动性低一级。

During the Unhuman War, a standard defensive tactic by necromancers was to fold up their skeletal minions in small

bony balls and scatter them through space, much like caltrops dropped in front of a cavalry charge. Centuries have

passed since the creatures have been let loose through the many spheres, but packs of them still exist. From 2-20

skeletons will be found in a pack. Their orders are, once they drift into the gravity plane of a ship, to board it and attack

it. Intended originally against invading humanoids, these skeletal packs now pose a menace to all travelers.

在非人战争当中,死灵法师们的标准防御策略之一就是将它们的骷髅仆从叠成一个小骨球,然后散布到太空当中——就好比在冲
锋的骑兵面前扔下的铁蒺藜。自从这种生物被散播到各个晶壁系当中之后已经过去了几个世纪,现在它们中的许多都仍然成群存在。

一群骷髅的数量大约为 2-20 个。它们收到的命令是:一旦它们漂入某艘船的重力平面当中,就立刻登船并进攻。【散播】骷髅的目

的原本是为了抵御入侵的类人族,但现在这些骷髅群体已经对所有旅行者都构成了威胁。

Zombies: Zombies are well preserved in the void, though the ships they travel on soon smell like charnel houses, and

have stale air. They are not used as crews due partially to this stink, but more importantly due to the fact that zombies

suffer the same loss of maneuverability class as ships stocked by skeletons, and in addition, always move and attack last

in a turn.

僵尸:僵尸在太空中能够得到很好的保存,不过它们所搭乘的船只很快就会闻着像停尸房,而且空气十分污浊。它们一般不会被

用作船员,这部分是由于它们的气味,但更重要的原因是,由僵尸所操纵的船只机动性要比由骷髅所操纵的更低一级,而且它们在

战斗回合当中永远是最后一个行动的。

There are ships commanded by juju zombies (those humanoids affected by the wizardly energy drain spell), which are

staffed entirely by zombies and monster zombies. These creatures have a low, mean intelligence and seek to bring more

undead under their sway.

有些船是由巫毒僵尸(被法师的 吸能术 所影响的类人生物)担任船长的,而这些船上的船员全是僵尸以及怪物僵尸【 monster

zombies】。这些智商低下且恶毒的生物都想要让更多的不死生物臣服于自己。

Zombies, like skeletons, are not bound by air restrictions, so a ship may be filled (twice normal crew size) with the

creatures.

僵尸和骷髅一样不受空气限制的约束,所以一艘船上可以装满(两倍于普通船员搭载量的)这种生物。

Ghouls and Ghasts: Ghouls and ghasts do not need to feed on the flesh of the dead, and can survive in the depths of

a dungeon or the airless void of a planetoid for centuries without living flesh. They are, however, addicted to it, such that

they will eat it whenever possible.

食尸鬼和妖鬼:食尸鬼和妖鬼无需依靠死尸的血肉为食,足够它们在没有血肉的地城深渊或真空宇宙生存数个世纪。然而,它们

对血肉是上瘾的,因此会尽可能地寻找进食血肉的机会。

Ships run by ghouls are commanded by ghasts, and run under the black flag as marauders. Their purpose is to create

more crewmen. A ghoul ship can have up to three times the standard number of crew. The ship has a charnel odor, and

the atmosphere, though breathable, is stale.

由食尸鬼担任船员的舰船都听命于妖鬼,并且成为了挂着黑帆的掠夺者。它们的目标是创造更多的船员。一艘食尸鬼船只上船员

的数量最多可以达到普通标准的三倍。这种船只都有着停尸房般的臭味,而且上面的大气层尽管可以呼吸,却已经变得污浊。

Ghouls and ghasts can use any ship types, but are most often found on old tradesmen, hammerships, and squid ships.

There is an unconfirmed report of a dwarven citadel ship entirely taken over by ghouls and led by a ghast of double

normal hit dice.


食尸鬼和妖鬼可以驾驶任何种类的船只,但它们最常见的座舰都是老旧的旅商快帆、锤头鲨以及鱿鱼舰。有一份未经证实的报告

称,一艘矮人堡垒已经完全被食尸鬼所占领,并且位于一位有着双倍生命骰的妖鬼的控制之下。

Wights: These solitary creatures are occasionally found as ship captains, but just as often haunt the depths of ancient

asteroid civilizations and other dark, unknown places. Their hatred of sunlight is as great as that of the mind flayers, and

as such, if they take command of ships, it will be ships with great enclosed places, such as the mind flayer nautiloids

(there are mind flayer wights, but in gaining their undeadly power they lose their mental blast and other abilities).

尸妖:这种独行生物偶尔会以船长的身份出现,但它们也有相同的几率出没于古代星球文明的深处、或是其他黑暗而未知的地方。

它们和夺心魔一样深切地憎恨着阳光,也因为这样,它们只会担任密封性和夺心魔的鹦鹉螺一样好的船只的船长(而且也存在着夺

心魔尸妖,不过它们在得到亡灵能力的同时失去了它们原有的心灵轰炸等能力)。

Wraiths, Shadows, and Ghosts:These noncorporeal creatures usually are found only in abandoned asteroids and in

the heart of old hulks. They are often used by more powerful undead as servants.

缚灵、幽影与鬼魂:这些没有实体的生物通常只在被废弃的类星体和老旧的废船当中出没。它们通常会被更强大的亡灵当作仆从

来使用。

All three creatures are often found adrift in space, vague essences without real mass or weight. If a spelljamming craft

passes close enough to them, they may be swept up in the gravity plane of the ship. Once rescued in this fashion, they

will attack the ship’s crew, and seek to reduce the ship to a hulk and new lair.

这三种生物都是没有实际的质量或者重量的元质【essences】,它们经常会在太空中漂流时被人发现。如果一艘魔法船和它们离

得足够近的话,它们就有可能被吸进船只的重力平面当中。一旦以这种方式获救,它们就会攻击船上的船员,直到将这艘船变成一

艘适合它居住的废船。

Wraiths and shadows have strong ties with the negative material plane, and as such do not prefer to journey into the

phlogiston. Ghosts exist primarily on the border ethereal, and as such cannot enter the phlogiston. Trying to force a

ghost to enter the phlogiston will merely cause him to retreat farther back into the ethereal plane.

缚灵与幽影与负物质位面有着强烈的联系,因此它们并不喜欢进入燃素海。而鬼魂主要存在于以太边界上,因此不能进入燃素海。

强迫鬼魂进入燃素海只会使它退回到以太位面的更深处。

Spectre: Unlike the other semitransparent beings, spectres retain a strong feeling of their past, and will attempt to

take command of ships if the opportunity arises. Spectres can be swept up from deep space much like ghosts, wights,

and shadows, but once on board, they take on a definite mission: taking over the ship for their own command.

幽灵:和其他半透明的存在不同,幽灵还保留着对于过去的强烈情感,因此当机会来临时会试图掌管船只。和缚灵、幽影与鬼魂

一样,幽灵也有可能在深空当中被吸上船,但它们在上船后会执行一项永远不变的任务:将这艘船纳入自己的控制当中。

A spectre on board is a dangerous creature, as it will not attack everyone at once, but rather pick off its targets one at

a time when they are separated from the others. This master spectre will then send his initial victims out against the
others in similar fashion, until fully half the ship may be drained of energy and turned to spectres before the damage is

realized. One reason that clerics are a preferable spelljamming helmsman is that they may turn these undead without

sufficiently affecting their normal spelljamming powers.

船上的幽灵是一种危险的生物,因为它不会立刻攻击所有人,而是先选好目标,然后趁它们与其他的人分开的时候再一个一个解

决掉。然后这位“幽灵之主”【杀掉了生物并将之转化为自己的仆从幽灵的幽灵就会变成幽灵之主】就会将它的第一个受害者派出

去,让它用同样的方法对付其他人,如此重复——在灾难被发现之前可能会有整整一半的船员被吸取了能量并且转化成了幽灵。之

所以说牧师更适合担任法驱的掌舵人的原因之一就是,它们可以在没有严重影响到自己法驱能力的同时驱散掉这些亡灵。

Mummies: These creatures are rare in space, as they are usually the result of intricate burial procedures. These

procedures are followed by some sub-cults of Ptah, so there are mummies in all the Known Spheres.

木乃伊:这种生物在太空中很罕见,因为需要复杂的埋葬方法才能产生它们。这些方法通常被普塔的某些分支教派所沿用,所以

所有的已知晶壁系当中都存在着木乃伊。

Mummies are usually found on planets and asteroids and only rarely in space. An exception is a barge of Ptah, a

vehicle used by followers of Ptah over three centuries ago. The barge was a powerless hull carrying the body of the

deceased, along with treasure, trappings, and traps to defeat the unwary. These barges were then cast into a spiraling

orbit around the nearest fiery celestial body, eventually to be burned. However, this cult’s astronomical skills were as

suspect as their mummification techniques, so that there are a large number of these barges still floating about. The cult

was driven underground after a number of their burials attacked ships in space, but is still reported to be active, and one

subcult is said to jettison their mummies into the Flow.

木乃伊通常出现在星球和类星体上,太空中则很罕见。例外之一是普塔的驳船,这是一种在三个世纪以前被普塔的追随者们所使

用的船只。这种驳船上没有动力,乘载着的是死者的尸体、财宝、装饰,还有用来击败粗心大意者的陷阱。这些驳船被扔进了最近

的火类天体的螺旋轨道当中,最终被烧毁。但是,该教派的天文技巧和他们的木乃伊化技术一样可疑,因此仍然有大量的驳船在太

空中漂浮着。当它们的若干驳船在太空中袭击了其他船只之后,这个教派被迫转入了地下,但仍有其活跃的消息;还有一种分支教

派据说会把它们的木乃伊扔进燃素之潮当中。

The mummies are creatures of the positive material plane, but exist in the Flow without any problem. The phlogiston

does provide them with some measure of protection, since open flames, the bane of mummy existence, are as

dangerous to the user as to the mummy.

木乃伊是正物质位面的生物,但可以存在于燃素之潮当中。而燃素海的确为它们提供了一定程度上的保护,因为在燃素海当中,

对木乃伊来说十分危险的明火对其使用者也会形成同样的威胁。

In one of the spheres, there is supposedly a mummified pharaoh of high intelligence who pilots a flying pyramid. This

pharaoh is obsessed with the idea of creating more mummies, in the way that spectres and other negative plane undead

replicate.
据说在某个晶壁系当中,有着一位指挥着飞行金字塔且智慧高超的木乃伊法老。这位法老痴迷于创造更多的木乃伊——就好像幽

灵和其他的负位面亡灵一样。

Vampires: Vampires in space have a significant problem in that they cannot withstand sunlight. However, the danger

in space is less than that on earth. While it is true that the sun (or, to be technical, a fire-based celestial body) is always

shining, any manner of shade provides sufficient protection from its effects for vampires. This could include working

within a nautiloid or other enclosed ship, or for a female, wearing a fulllength dress, gloves, and a parasol to keep the

rays of the sun away.

吸血鬼:吸血鬼在太空当中要面对一个很严峻的问题:它们不能忍受阳光。不过太空中的危险要比地表上小。虽然太阳(或者学

术点说:一个以火焰为基础的天体)总是在发光,但任何形式的遮阳都能为吸血鬼提供足以不受影响的防护。遮阳的形式可能包括

在一艘鹦鹉螺或其他足够密封的船只当中工作,或者——对女性来说——利用及地长裙、手套以及遮阳伞来阻隔阳光。

Vampires prefer a ground-based existence, where they may use other natural agents, such as rats, bats, and wolves,

which are in short supply out in space. There is a small number of vampires acting as ship captains, and one or two have

sought deals with mind flayers, since they feed on related materials. Mind flayers and other monstrous creatures are not

immune to a vampire's energy drain, but do not turn into vampires upon being slain.

吸血鬼喜欢有着地表的地方,因为在那里有着它们天然的间谍:诸如老鼠、蝙蝠、狼等——而这些在太空当中都是非常稀少的。

有少数吸血鬼成为了船长,还有一两个与夺心魔定下了交易(因为有血的生物身上几乎都会有脑子)。夺心魔还有其他怪物不能免

疫吸血鬼的能量吸取能力,但它们不会在被杀死时变成吸血鬼。

Liches and Other Great Undead:The stars are eternal, and several groundling mages have attempted to cross

between them by becoming undead liches and drifting in a lowpowered carriage. Some of these vehicles, resembling

boats, barges, and dragons, can be found in space, moving leisurely from planet to planet. Whether these would-be

liches knew of spelljamming helms and their rapid travel or had other reasons not to use them is not known: however, in

general they are not pleased when they discover there are faster ways to travel.

巫妖和其他高阶亡灵:繁星是永恒不灭的,而数位来自地表的巫师打算通过成为巫妖的方式去驾驶动力低下的座驾跨越它们。太

空中可以找到这些飞行器当中的一部分——诸如帆船、驳船、还有巨龙,它们从容不迫地在星间飞行。这些潜在的巫妖是否对法驱

魔舵以及它们极高的速度有所了解?还是它们有不能使用魔舵的隐情?我们不得而知;但是,一般来说,它们在发现其实还有更快

的旅行方式时都不会高兴。

Liches, with their magical abilities, can use major and minor helms as normal mages and priests can. Many have

become magical marauders, preying on the living for their magic and treasure. They stock their ships with other undead

creatures to handle the minor tasks. Liches tend to prefer human ships such as the hammership and the squid ship over

elven and dwarven models. Given the level and abilities in spell use of a lich, one makes a formidable opponent in space

combat.

有着魔法能力的巫妖可以如同一般的巫师和祭司一样使用大型以及小型魔舵。它们中有许多已经变成了掌握魔法的掠夺者,为魔
法和宝藏而劫掠生者。它们将自己的船只与其他不死生物储存在一起,【来给它的仆从分配任务】。比起精灵或矮人的船只,巫妖

更喜欢像是锤头鲨或是鱿鱼舰这样的人类船只。考虑到它们的等级以及使用魔法的能力,即使是一个巫妖就足以成为太空战中的强

大对手。

魔像 Golems

Golems serve well in space; they require no air for themselves and they retain a large atmospheric envelope that
others may use if cast adrift. Greater golems are about one ton in mass, and will be detectable by ships with the

voidscan spell.

Some wizards have used golems as guardians for their fortresses and hidden workshops. Some have gone so far as to

put the golems into space, in orbit around their homes, with instructions to board any ships that come too close.

Golems otherwise function as outlined in the AD&D® Monstrous Compendium, with the note that the iron golem’s

breath will not pass across the void, and instead seeks to fill the area that the golem is in.

魔像在太空当中能够很好地提供服务;它们不仅自己不需要空气,而且还携带着一个可供漂流时使用的巨大气囊。高阶魔像约有

一吨重,可以被带有 voidscan 法术的船只扫描到。

有些法师用魔像作为它们的堡垒和秘密工房的守护者。有些则长途跋涉地将它们放到了它们家乡星球的近地轨道上,并命令它们

登上任何过于靠近的船只。

魔像在其他方面的功能都与《AD&D® 怪物纲要》当中所述的一致,但要注意的是铁魔像的剧毒云雾不会穿过太空,而是会填满

它所处的区域。

兽化人 Lycanthropes

True lycanthropes can control the change in their bodies from humanoid to wereform. As a result, the onset of

darkness, the rising of the full moon, and other "traditional" effects that cause the change have no effect on

lycanthropes. In space they have no limitations on changing from human to wereform.

真正的兽化人能够控制自己的身体的变化。因此,夜幕的降临、满月的升起,还有其他会导致变化的“传统”效应不会对兽化人

产生任何影响。它们在太空中也能自由地切换形态。

Infected lycanthropes, humans and humanoids bitten by lycanthropes and given the affliction of lycanthropy, have a

harder time of things. Those bitten on a planetary surface are bonded to the time table of the planet they were injured

on. If that planet has a 30-day cycle between full moons, then the infected human will assume wereform every 30 days

for two to three 12-hour periods, during which time the character is run by the DM as a lycanthrope.

被传染的兽化人——即那些被兽化人咬伤因而感染了兽化症的人类和类人族——则要更加艰难。那些在行星表面被咬的受害者将

会与那颗行星的月相联系起来。如果那颗星球的满月以 30 天为周期,那么一位受害者就会每 30 天有两到三个 12 小时会变成兽化人

——在这些时间里 DM 将作为一个兽化人去操纵这个角色。

Infected lycanthropes bitten in space have even further problems. Not tied to any particular pattern, these humans

will be triggered to lycanthropic status by any of a number of triggers (DM-determined, with an eye toward making the

player character's life “interesting”). Anger, violence, or the sight of blood are good triggers, as is the presence of a

"full" earth-type body in the sky of at least size B (a werewolf on the moon would be triggered by a full earth). Such
changes would be sudden and erratic, making dealing with the lycanthropy difficult.

在太空中被传染的兽化人要面临更多的问题。因为它们无法与任何的月相联系起来,所以这些受害者将会因任意数量的“触发因

子”(由 DM 决定,切记这样做的目标是使得玩家角色的生活变得“有趣)而变成兽化人形态。愤怒、暴力,或者见血都是很好的

触发因子,一个最小为 B 级的地类行星完整地出现在天空上也是(比如说一个在月球上的狼人会因为看到完整的地球而被触发)。

这些变化都是突然且毫无规律的,使得处理兽化人问题变得困难。

True lycanthropes can enjoy a small community on their ships, and use a number of human ships as traders, pirates,

and adventurers. The relative privacy of the ships allows the lycanthropes to maintain their own society without spilling

over into that of the easily infected and easily upset normal humans. There are ship colonies of weretigers, werebears,

and werewolves afloat. Wererats prefer the company of men (whom they refer to as prey), and as such are found in

cities. The other lycanthropes are more likely to be found in cities than in groundling communities, though those found

in the cities of the SPELLJAMMER™ universe have a greater tendency to obey the laws and customs of the local rulers.

真兽化人在它们的船上会建立一个小型社区,它们中的商人、海盗以及冒险者大量都是使用的人类船只。船上的相对隐私令兽化

人能够保持它们自己社会的同时不会蔓延到更容易被感染且扰乱的正常人类当中去。现在已经有了虎人、熊人还有狼人的船只殖民

地。鼠人更喜欢与(被它们看作是猎物的)人类相伴,因而也可以在城市当中被找到。而其他的兽化人——比起地表社区——更多

是在城市当中出没,不过在魔法船宇宙的城市当中出没的兽化人则更倾向于遵守当地统治者的法律与习俗。

其他怪物 Other Monsters

Any of the creatures from the Monstrous Compendium, or creatures native to Krynn, the Realms, or Greyhawk may be

found in space, with the following limitations:

1) Extradimensional creatures will not be found in the phlogiston.

2) Those creatures with multiple existences in many planes, with the exception of undead, will not be found in the

phlogiston.

3) Those creatures who require air and nourishment will be found in areas where they can gather such nourishment—

a dragon in space would likely need a lair and a lot of cattle to keep it healthy.

4) Intelligent creatures will know of spelljamming helms. Those with magical abilities similar to wizards and priests will

be able to use major and minor helms (such as centaurs, for example, whose shamans are the equivalent of 3rdlevel

druids). Creatures with spell-like abilities may be able to pilot ships using other specialized helms (like the mind flayers

using their series helms).

任何来自《怪物纲要》,或原属于克莱恩、国度或灰鹰的怪物都有可能在太空中出现,并受到如下限制:
1)燃素海中不会出现异次元生物。

2)除了亡灵以外,任何在多个位面当中有着多重存在的生物都不会在燃素海中出现。

3)那些需要空气和营养的生物会出现在能够让它们获取那些营养的区域——比如太空中的龙往往会需要一个巢穴和一大群牛

来维持健康。

4)高智商的生物会知道法驱魔舵的存在。有着类似于法师和祭司的魔法能力的生物可以使用大型和小型魔舵(例如半人马,

它们的萨满就相当于 3 级的德鲁伊)。有着类法术能力的生物可以使用其他的专属魔舵(例如夺心魔就会使用它们的序列魔

舵)来驾驶船只。

Lack of mention of a particular monster type here does not preclude its existence in space, but does mean that it is

not widespread through the Known Spheres. There may well be planets ruled by starfaring medusae or outposts of

gargoyle legions planning a fanatical religious war, but in the scope of the universe, these are minor operations.

如果这里没有提到某个特定种类的怪物的话,并不意味着它不存在于太空当中,但至少意味着它在已知晶壁系中并不常见。太空

当中当然有可能有着被太空水母所统治的星球,又或者是正在策划一场狂热的宗教战争的石像鬼军团的前哨站,但放在全宇宙的尺

度上看,这些都是次要的行动。

As for a rationale of how a hydra or other creature ends up on another planet, or even why similar creatures show up

in widely separated spheres, we offer one last legend: There is supposedly a race similar to the arcane, who are called

either the Keepers or the Zookeepers. These are cosmic collectors who raid various worlds for their native life, and take it

elsewhere for either study or amusement or storage. The Keepers are halfling-sized creatures with no necks, three legs,

and barrel bodies. Their heads are dominated by large milky-white eyes. Keepers are the closest thing fantasy space has

to an ancient, extinct race, and it is unknown whether they exist or are just a figment of a sage’s imagination. Despite

the wide variety of life found everywhere, and often in improbable locations, there are no signs of the Zookeepers, their

disc-shaped ships, or their passage through our chunk of space.

至于说,为什么九头蛇或者其他的生物会流落到其他的星球上,甚至于说,为什么类似的生物会出现在相隔十分遥远的各个晶壁

系当中出现呢?我们提供最后一个传说:据说有一种类似于秘法商族的种族,它们被称为“守护者”或是“动物园管理员”。它们

是宇宙级的收藏家,它们会掠夺不同世界当中的自然生命,然后为了学习/娱乐/保存而将它们带到其他地方去。守护者是没有脖子、

三条腿、水桶身材、半身人大小的生物。它们的头部被巨大的乳白色眼睛所占据。守护者是奇幻太空当中最接近于“古老的已灭绝

种族”的东西,我们并不知道它们是真的存在,还是只是某位贤者的幻想。尽管到处——并且通常都是在不太可能的地方——都能

找到多种多样的生命,但却没有任何“动物园管理员”、它们的飞碟状船只、或是它们途径我们所在的太空的踪迹。

星兽 Starbeasts

The largest creatures in the Known Worlds are larger than the planets themselves—in fact, they often carry planets on

their backs. They are given the collective name of starbeasts, though they may appear as monsters, humanoids or gods.
已知世界当中最巨大的生物甚至大于星球本身——事实上,它们经常会将星球背在背上。它们被统称为“星兽”,但它们有可能

以怪物、类人或神祗的形式出现。

Starbeasts are usually unique beings (in the sense that titans are unique) found in crystal spheres which support

celestial bodies. Not all spheres use starbeasts to support the planets within, however.

在晶壁系当中,星兽通常都是独一无二(在某种意义上说,泰坦都是独一无二的)、且背负着天体的存在。但并不是每一个晶壁

系都有星兽去背负行星。

Starbeasts are living things. They move, and in some cases have sentience and can react to others. They are normally

1-4 million miles tall, and in large spheres a number of them must stand atop one another in order to reach the bottom

of the sphere (for example, the world is held by a giant on the backs of four elephants, which in turn rest on a huge

turtle, which moves about at the bottom of the crystal shell).

星兽是活物。它们会行动,并且在某些情况下有着知觉,还会对他人作出反应。它们通常有 1000000-4000000 英里高,在大型

的晶壁系当中,它们中的许多必须站在另一个的上面,才能触及晶壁系的底部(例如,一个举起世界的巨人是站在四头大象上面的,

而这四头大象又是站在一只巨大乌龟背上的,而这只巨大的乌龟会沿着晶壁的底部移动)。

The starbeasts are similar to the crystal shell, and share that material's strange ability in that they have neither a

gravity nor an atmosphere, which should accompany creatures so large. Why these objects have neither is a mystery.

Sages mumble something about the “will of the gods" and change the subject.

星兽与晶壁类似,既没有重力也没有大气层——考虑到它们的体型,这是本不应该发生的事情。其原因至今未知。贤者们【谈及

此事时】含糊地说了一些有关“神之旨意”的东西,然后就改变了话题。

It is possible to moor a ship alongside a starbeast but, since no gravity, actually walking on one is very difficult (some

would say pointless). Communication is extremely difficult, given the difference in scale. Some have been known to pass

on messages or answer questions. Some are known in their systems as oracles, some as gods, and some as servants of

(or those being punished by) the gods.

船只是有可能停泊在星兽旁边的,但由于没有重力,你很难在上面行走(有些人说这毫无意义)。由于体量上的差异,与星兽沟

通也是十分困难的。某些【星兽】能够传递信息或回答问题。某些【星兽】在它们的星系当中被看作神谕、神祗,又或是神仆(或

被神谴的存在)。

Where a world is in contact with a starbeast, the land is usually a blasted area in perpetual shadow. The land itself is

twisted by the continual pressure of the creature's fingers or back or flippers. Nothing grows on the side of the

starbeast, even in those parts within the atmosphere of the planet.

当一个世界与星兽产生接触时,那片土地通常会成为一块长久地被阴影所笼罩的诅咒之地。那片土地本身被星兽的手指、背或鳍

的持续挤压所扭曲。没有任何事物能够在朝向星兽的那一侧生长——即便是处于大气层当中。

Starbeasts cannot be harmed by any spells or spell-like effects; again, a similarity with the crystal shells. They are
unaffected by weapon attacks (or are so large that the attacks inflict no more damage than a gnat bite to a fully armored

warrior) and any damage inflicted on them heals almost immediately. Creatures of gargantuan size might (1% chance)

gain their attention. The only attack starbeasts have is a death spell (saving throw -4) cast with a range equal to their

size.

星兽另一个与晶壁类似的地方在于,它们不会被任何法术或类法术效果所伤害。武器的攻击对它们无效(或者说,它们是如此的

巨大,以致于那些攻击所造成的伤害不会比一只小虫去叮咬一位全身武装的战士造成的伤害大),而它们受到的任何伤害都会几乎

瞬间痊愈。超巨型生物也许(1%几率)能够引起它们的注意。【唯一能够攻击星兽的方式是一道影响范围相当于它们体型的死亡法

术(豁免骰-4)。】

It is not possible to slay starbeasts by conventional means, and the effects should one be slain are horrible to

contemplate. Legends tell of great heroes or villains who have tried to slay these creatures, only to destroy their own

world in the process, or become enlarged and replace the slain starbeast in the sky.

用一般方法是不可能杀死星兽的,而杀死哪怕一只这样的生物的后果也是可怕到难以想象的。在传说中,试图杀死这些生物的大

英雄或是恶棍最终都在途中摧毁了它们自己的世界,又或者是被变得巨大、取代了天空中被它们杀死的星兽的位置。

Natives of planets carried by starbeasts insist that starbeasts are the only method of planetary movement. They say

that all other planets are carried by starbeasts as well, ones which are invisible and intangible because those who live on

those planets are not worthy of the starbeast’s notice.

被星兽所携带的星球上的土著坚称星兽是行星运转的唯一方法。它们说所有其他的星球都是由星兽所背负着的,但因为那些星球

上的生命不值得星兽去关注,所以它们都是不可见且不可捉摸的。

Starbeasts that are said to exist include the following:

A single giant holding the world above his head.

A flat world supported on the backs of four elephants, which in turn are supported on the backs of eight dragons,

which in turn are held up by a turtle that moves the entire operation around the sun.

A water world held in the grip of a huge squid starbeast.

A fire flat world held in a huge bowl, held aloft by a female giant in flowing robes.

An air globe held between two huge hands. The arms extend far below the edge of the crystal sphere itself.

A monstrous jester who juggles a number of worlds. When the worlds are in his hands, there are earthquakes, tidal

waves, and massive destruction. Of course, it takes centuries for one worldball to make a complete circuit, which is time

enough for civilizations to rebuild.

A tremendous beholder, holding the flat plane of a world above it with its eye-tentacles.

Alligator-headed, jackal-headed, and even gifflike giants, working in combination.

One legendary starbeast looks like a neogi on the back of an equally huge umber hulk. There is no world on their

backs, and it is surmised that the neogi ate it millennia ago. This is a spacefarer’s story, and likely has no place in
reality.

If contact is made with a starbeast, it may be able to answer questions within its ken. Most could not care less about

the actions on the worlds they carry, but know a great deal about the placement of other starbeasts and their

movements.

据说存在的星兽包括:

一个把世界举过头顶的巨人。

四只大象支撑着一个扁平的世界,八条巨龙支撑着这四只大象,一只乌龟又支撑着这八条巨龙并围绕着太阳移动。

一条抓住了一个水世界的巨大鱿鱼星兽。

一个身穿飘逸长裙的女巨人,她手中高举的巨碗装着一个燃烧着的扁平世界。

环抱着一个空气球的两条巨大手臂。这两条手臂延伸至晶壁系的边缘。

一个用许多世界来杂耍【结合下文,这里是指抛接球】的巨大小丑。当世界落入它的手中时,就会发生地震、海啸和大规模的破

坏。当然,世界“球”需要花上数个世纪才能在小丑手中走上一圈,这足以让文明重建【然后再被毁灭一次】。

一个用它的眼柄将一个扁平世界高举过头的巨大眼魔。

共同工作的鳄头、豺狼头甚至是基弗人似的巨人。

一个看上去像是坐在同等大小的土巨怪背上的纽吉怪般的传奇星兽。它们的背上没有世界——纽吉怪可能在数千年前就把它吃掉

了。这是一个太空种族的故事,很可能不是真的。

如果与一只星兽进行接触,它可能会在力所能及的范围内回答问题。大多数星兽都并不关心它们背上的世界,但知道很多其他的

星兽的位置以及它们的作为。
秘法商族(Arcane,The)
气候 / 地形:任何太空

出现频率:非常罕见

组织:小队

活动周期:随时

食性:杂食

智力:超凡(17-18)

宝藏:R

阵营:守序中立

出现数量:1(1-6)

防御等级:5(3)

移动速度:12

生命骰:10

零级命中值:11

每轮攻击次数:1

伤害/ 攻击:1-8(武器)

特殊攻击:无

特殊防御:隐形,次元门
魔法抗力:40%

体型:L(身高 12 英尺)

士气:勇士(15)

经验回报:3000

The arcane are the merchants of space, found anywhere that there are spacebome civilizations. They appear as tall,

lanky, blue giants with elongated faces and thin fingers with one more joint than is common in most humanoid life. The

arcane dress in robes, though there are agents of the race who are found in heavier armor. This appears to be a function

of personal taste of the various arcane.

The arcane are normally found in those locations where there is an awareness and an interest in spelljamming

equipment, which is their stock in trade. In those groundling backwaters that do not believe in space travel or life on

other worlds, or on those insular worlds that make such travels by dimension-hopping, the Arcane are nonexistent. They

speak the common tongue, and are believed to have their own language.

秘法商族是能够在任何太空文明中找到的太空商人。它们的外表看起来就像细瘦丑陋的蓝色巨人,长着马脸和瘦削的手指。它们

的每一根手指都比一般类人生物的手指多出一个关节。秘法商族喜着长袍,不过也有人发现它们中的一部分会穿着重甲。这似乎是

秘法商族当中的一种个人品味。

通常能够在意识到法驱装置的存在并且对之感兴趣的地区找到秘法商族,因为这就是它们经营的东西。它们不会出现在不相信太

空旅行或者是外星生命的土著,或者是依靠跨位面跃迁进行旅行的与世隔绝的世界当中。它们说通用语,据信它们也有自己专属的

语言。

Combat: For creatures of their size, the arcane are noticeably weak and noncombative. They can defend themselves

when called upon, but prefer to communicate and/or buy themselves out of dangerous situations. If entering an area

that is potentially dangerous (like most human cities), the arcane hires a group of adventurers and/or fighters as his

entourage.

The arcane may become invisible in order to avoid combat, and can dimension door up to three times a day, again

with the intention of avoiding combat. An arcane feels no concern about abandoning his entourage in chancy situations,

and for this reason, such entourages often take half their payment in advance.

The arcane can also use any magical items, regardless of the limitations of those items, including swords, wands,

magical tomes, and similar items restricted to one type of character class. They will use such items if pressed in combat

and they cannot escape, but more often use them as bartering tools with others.

Finally, arcane apparently have a type of racial telepathy, such that harming one arcane is immediately noted by the

other arcane throughout space. The arcane will not seek vengeance against the one who hurt or killed their fellow

arcane. They will react negatively to such individuals, and dealing with the arcane will be next to impossible until that
individual has done something to get back into their good graces.

Some arcane do wear armor, a combination of chain links with patches of plate that seems to be more for show than

for protection. It improves their AC to 3, and is sometimes worn in dangerous situations and in negotiations with

unreliable adventurers.

战斗:对于它们这个体型的生物而言,秘法商族显而易见地孱弱并且不好战,它们在有必要时能够保护自己,但更往往会进行沟通

并/或自赎。如果它们要进入一个有潜在危险的区域(比如大多数人类城市),秘法商族会雇佣一组冒险者作为随从。

秘法商族每天可各使用三次 隐形和次元门能力,以便于它们避开战斗。秘法商族会在有风险的情况下毫无顾虑地抛弃它的随从 ,

因此,它们的随从通常会在冒险之前收到一半的酬劳。

秘法商族还能够不受任何限制地使用魔法物品,包括剑、魔杖、魔法卷轴,以及一些需要特定职业才能使用的道具。它们会在

无法避免战斗且无法逃跑时使用这些物品,但多数时候这些物品是用来交易的。

最后,秘法商族在同族间显然有着一种特殊的心灵感应,当其中一个秘法商族受到伤害,太空当中其它所有的秘法商族都会立

即得知。它们不会向伤害甚至杀害自己同伴的敌人寻求报复,只会消极地对其进行反抗,在给出赔偿之前,凶手几乎不可能避开秘

法商族的纠缠。

有些秘法商族会穿着由链条和钢片连接而成、看上去更像是显示时髦而不是提供保护的沉重铠甲(AC3),有时会在危险的情

况和与不可靠的冒险者的谈判中被穿戴。

Habitat/Society: Not much is known about the arcane's origins; they come and go as they please, and are found

throughout known space. When they travel through space, they can do so on other races' ships. Finding such ships with

arcane aboard is rare, and it is suspected that the arcane have another way of moving through space.

The arcane tend to be solitary, such that some primitive (and groundling) societies assume them to be avatars of a

single greater power. Cults invoking the powers of the arcane are found on half a hundred worlds lacking spelljammer

capabilities. It is presumed that the arcane visited such worlds briefly to ascertain their usefulness as potential markets,

and left when the inhabitants proved uncultured, savage, or backward.

The arcane will gather together in larger groups for large-scale deals, such as opening trading relationships with a

groundling nation, or the discovery of a new spacegoing race that is interested in the arcane's magical helms.

Contacting the arcane is no trouble in most civilized areas: a few words spread through through the local grapevine,

through taverns, guilds, and barracks, are enough to bring one of these creatures to the surface. In game terms, there is

a base 10% chance per day of such an encounter if the player characters are actively looking for an arcane, with the

chance increasing or decreasing depending on their location.

The arcane usually do not contact the seeking party directly, instead operating through middlemen, subordinates, or

members of their temporary entourage. They are not violent, but not particularly stupid, either, and the fact that they

deal with anyone has made them suspicious of all newcomers.


The arcane's stock in trade is in providing spelljamming helms and other spacefaring equipment. They sell them at the

prices listed for the various helms and equipment in the Concordance of Arcane Space.. Their continual presence, high

quality, and uniform prices make them the trusted retailers in space. Cheaper prices can be found in certain areas for

goods of questionable quality (such as the gnome helms).

The down side of this free enterprise is that the arcane will deal with almost anyone. They have provided helms for

humans, elves, and mind flayers. They may or may not have developed the orbi for the beholder nations, but definitely

provide the wide variety of hulls the tyrant ships use, and maintain a registry to make sure that no warring factions have

the same ship design.

Those who have a problem with their methods quickly find themselves without a supplier, and other attempts to

provide such material have been second-rate or quickly put out of business. The arcane have no dealings with neogi,

who apparently have their own methods of building and acquiring spelljamming helms.

It is unknown whether the arcane create the wide variety of spelljamming helms themselves, or secure them from an

unknown dealer. Their shipping methods are questionable as well, as they have been able to secure helms in locations

where there have previously been no helms to acquire. In some cases, a short journey (to a nearby base or depot) is

needed to provide the helm, and in these cases an arcane might be found on another ship.

As far as the politics and rivalries of the various factions in space goes, the arcane have no concern. All that exist for

them are customers for their goods.

Those dealing with the arcane find them cool, efficient, and most importantly, uncaring. Trying to haggle with an

arcane is a chancy operation. Sometimes they will engage in haggling with a bemused smile, but just as often leave the

buyer hanging and walk out on the negotiations. They do not appreciate being threatened, insulted, or blackmailed.

Those who do so will find it very difficult to purchase reliable equipment. An arcane will not raise his hand in vengeance

or anger ... there are more enjoyable and subtle ways to wreak revenge.

Other races view the arcane with a combination of irritation and recognition of them as a necessary evil. The various

gods are silent or misdirecting as far as their origins go, and a number of rumors abound, including their possible links

with the Spelljammer itself. One tale claims that the arcane traded their homeworld to an elder god for the Spelljammer,

only to find that they could not control it, plunging the ship into a nearby sun and destroying their former planet. As a

result they are doomed to wander as cosmic traders. The fact that the Spelljammer is still sighted indicates that this is

only a tale, but the arcane have let the story pass from world to world without correction or comment.

栖息地 / 社会:无人知晓秘法商族的起源,它们来去自如,并且在已知宙域的任何一个角落中都能见到它们的身影。它们在旅行时

会乘坐船只或其它种族的交通工具,但很少有人见过它们搭乘船只,因此有人推测,或许秘法商族会使用另外一种方式来穿越太空。

秘法商族往往是独行的,也因此一些原始(和地表)的社会就将它们看作是某个更伟大的力量的化身。在半百个没有法驱能力
的世界当中发现了崇拜秘法商族的教派的存在。据推测,秘法商族曾短暂地访问过这样的世界,以确定它们作为潜在市场的价值,

并在居民证明没有自己文化、野蛮或落后的情况下离开。

秘法商族将聚集在更大的群体中进行大规模的交易,比如与一个地表国家建立贸易关系,或者发现一个对秘法商族的魔舵感兴

趣的新太空种族。

在大部分有文明的地区,与秘法商族交流并非难事,在酒馆、行会或棚屋中稍微传话就足以令一位秘法商族现身。在游戏中,

如果 PC 主动寻找,玩家每天有至少 10%的几率碰到秘法商族;该几率还会视其所在位置而有所增减。

秘法商族通常不直接联系寻求者,而是通过中间人、下属或他们临时随从的成员来进行联系。他们并不暴力,但也不特别愚蠢 ,

而且他们与任何人打交道的事实也使他们对所有的新来者都心存疑虑。

秘法商族在贸易方面的商品是法驱魔舵以及其他太空装备。它们售卖这些物品的价格列在《神秘太空百科》当中。他们的持续

存在、高质量和统一的价格使他们成为太空中值得信赖的零售商。至于质量较低的商品,则可以在某些地区以较低的价格找到 (如侏

儒魔舵)。

这种自由商业的缺点在于,秘法商族几乎与任何人打交道。他们已经为人类,精灵,和夺心魔提供了魔舵。他们可能有也可能

没有为眼魔国家开发出苍白魔眼,但肯定提供了暴君所使用的各种各样的船体,并保持登记,以确保没有交战的派系有同样的船只

设计。

那些对此有意见的家伙很快就会发现自己失去了供应商,而从其他渠道弄来的材料都是二流的或者很快就会被淘汰的。秘法商

族与纽吉怪没有任何往来,纽吉怪很明显自有它们建造和获取法驱魔舵的方式。

目前仍未知道秘法商族是自己创造出了各种各样的法驱魔舵,还是从某位未知的供应者那里获得了这些。它们的运货方式也疑

云重重,因为它们能够从曾经没有办法获得魔舵的地区获得魔舵。在通常情况下,这需要一趟(前往附近的基地或仓库的)短程旅

行来获取魔舵,而在这些情况下可能会在另外一艘船上找到一位秘法商族。

就太空中各个派别的政治和竞争而言,秘法商族都并不关心。对他们来说,所有这些都是他们商品的顾客。

与秘法商族做过交易的人都会感觉它们冷漠、高效,并且最重要的是,从不问问题。与它们争论也是一件冒险行为。有时它们

会用困惑的微笑来讨价还价,也经常会让买家在交易中犹豫不决。它们不喜欢被威胁、侮辱或敲诈,采用上述方式的买家将很难从

它们那里买到可靠的装备。秘法商族从不直接发火或正面复仇······有更愉快和微妙的方式来进行报复。

其他种族既愤怒又容忍地将秘法商族视作是必要之恶。各种各样的神祗都对它们的起源闭口不谈或含糊其辞,也有许多有关于

此的流言,其中包括它们可能与 魔法船 本身存在着联系。有一个传说里这样讲道,秘法商族用它们自己的家园世界向一位古神

【elder god】换来了魔法船,但最后只发现自己无法控制它,于是就将它送进了附近的一颗太阳,并摧毁了它们曾经的星球。因此 ,

它们注定以宇宙商人的身份流浪。而 魔法船仍然存在的事实表明这只是一个传说,但秘法商族任由这个故事从一个世界传到另一个

世界,没有任何更正或评论。

Ecology: The arcane as a race need to eat and breathe as all normal creatures: they cannot breathe the void or survive

for long periods without food. They will often make deals with both sides in a conflict, fully aware that the amount of

firepower they provide will annihilate all of their potential customers in a sphere. Their market is large enough that such
small losses as an entire planet and race do not have a serious impact on their trade.

The arcane seem sexless, or rather members at times seem to act in female or male roles, depending on the situation.

No young arcane have been seen, though whether this is due to their reproductive cycle or their society is not known.

It is not known what the arcane do with the gold, gems, and magic they collect. One theory says that it is needed in

their reproductive cycle (the basis for a large number of bawdy arcane jokes), while another links it to production of the

helms themselves. As in most things, the arcane keep their own counsel on the matter.

生态:秘法商族需要像所有正常的生物一样进食和呼吸:它们无法在太空中呼吸,也不能长时间缺乏食物。他们通常会在冲突中与双

方同时进行交易,并充分意识到他们提供的火力足以消灭他们在一个晶壁系的所有潜在客户。但他们的市场足够大,以至于即便是

失去整个星球或者种族的客户这样的小损失也不会对他们的贸易造成严重的影响。

秘法商族没有性别,或者说它们会根据情况来决定自己扮演男性或者女性。目前仍未出现过年轻的秘法商族,不过这是由于我

们对其生殖周期与社会都一无所知。

没有人知道秘法商族会拿收集来的黄金、宝石和魔法来做什么,有一种说法认为它们需要用这些物品来进行繁殖(这一说法成

了大量关于秘法商族的下流玩笑的来源),而其它说法认为它们用这些东西来生产魔舵。就和大多数事情一样,秘法商族对此事也

缄口不言。
眼魔(Beholder)
普通 苍白邪眼 巢群之母

气候 / 地形: 任何太空 任何太空 任何太空

出现频率: 罕见 罕见 非常罕见

组织: 部落/船只 船只 独行/船只

活动周期: 随时 随时 随时

食性: 杂食 杂食 杂食

智力: 杰出 无(0) 超凡

(15-16) (17-18)

宝藏: I, S, T 无 I, S, T

阵营: 守序邪恶 中立 守序邪恶

出现数量: 5-20 1-6 1

防御等级: 0/2/7 10 0

移动速度: 飞行 3(B) 飞行 3(B) 飞行 6(A)

生命骰: 45-75 hp 5-10HD 20

零级命中值: 45-49 hp: 11 无 3

50-59 hp: 9
60-69hp: 7

70+hp:5

每轮攻击次数:1 0 1

伤害/ 攻击: 2-8 0 5-20

特殊攻击: 使用魔法 无 特殊

特殊防御: 反魔法射线 反魔法射线 反魔法射线

魔法抗力: 特殊 特殊 5%

体型: M M L

(直径 4-6 英尺) (直径 4-6 英尺) (直接 8 英尺)

士气: 狂热 平均 狂热

(18) (10) (18)

经验回报: 14,000 270+ 24000

The beholder is the stuff of nightmares for many a groundling. The creature, also called the sphere of many eyes or

the eye tyrant, appears as a large orb dominated by a central eye and a large toothy maw, with ten smaller eyes on

stalks sprouting from the top of the orb. On the Known Worlds, a single beholder is considered a great danger. How

would these groundlings react if they knew that in space beholders control their own specially designed ships, and

traveled on them in large numbers?

The beholder found on the ground is only one of three distinct types that are found in space. It is the only type that

can survive for long periods on its own, and is comfortable in the constant gravity pull and thick atmosphere of most

planets. This singleton beholder is crafty in its own right, and a dangerous opponent. Singletons are found in space as

well, but most beholders are part of a larger ship, powered by the orbus and dominated by the hive mother.

All beholders retain their levitation ability in space, and in the absence of any set gravity, can use it to fly at will. Both

the groundling beholders and their spaceborne cousins have their own language, and speak a wide variety of other

languages as well, including the common tongue used throughout the Known Worlds.

In space, the common beholder social unit is the nest, which occupies one of their huge tyrant ships. The nest is similar

to a hive, in that the ship is commanded and ruled by the hive mother, and powered by the orbi. The common beholders

serve as scouts, soldiers, and guards for the hive mother.

对许多地表土著来说,眼魔是来自噩梦之物。这种生物又称为“多眼之球”、或“眼之暴君”,其形象为一颗巨大的球体,上面

绝大部分空间属于一只位于中央的眼睛、以及一张布满利齿的牙口,还有十只稍小的眼睛长在从身体顶部延伸出来的眼柄的末端。

在已知世界当中,即便是单独的一只眼魔也被认为是一个巨大的危险。如果那些地表土著知道了太空当中有大量开着它们自己设计
的飞船的眼魔从它们的头顶飞过,它们会有什么反应?

在地表上发现的眼魔只是在太空中发现的三种不同类型眼魔中的一种。它是唯一一种能够长时间独立生存的类型,并且能够适应

大多数行星的重力和大气层。这种眼魔即便独行就已经很狡猾,而且是一个危险的对手了。在太空中也发现了独行的眼魔,但大多

数眼魔都是一艘更大的、由苍白邪眼提供动力并且由巢群之母所掌控的船只的一份子。

所有的眼魔都在太空中仍保有漂浮能力,在没有任何重力的情况下,可以利用它随意飞行。地表眼魔和他们的太空亲戚都有自己

的语言,也会说各种各样的其他语言,包括在已知世界中使用的通用语。在太空中,普通的眼魔的社会单位是占据了他们的一艘巨

大的暴君王座的“巢穴”。巢穴与巢群类似,因为这艘船是由巢群之母所掌控,并且由苍白邪眼提供动力的。普通眼魔会担任斥候、

士兵和巢群之母守卫的工作。

Combat: The common beholders function in space much the same way they do on the ground. Their bodies are covered

with hard shells of AC 0, their ten eyestalks are AC 2, and the small eyes themselves are AC 7. Each of these eyes, and the

large central eye, has a different function. Generally, a beholder can use 1-4 of the smaller eyes if attacked from within a

90-degree angle in front, double that if attacked from within a 180 degree angle, triple if attacked from 270, and

quadruple if attacked from all sides. The central eye can only be used against attacks from the front. If attacked from

above, the beholder can use all of its smaller eyes. If attacked from below, it can use only 1-4 of its smaller eyes.

In space, then, a beholder that is not in the gravity plane of a larger object (like a ship) can orient itself as it sees fit,

and can use all of its eyes simultaneously. Once it falls into a gravity plane, it is restricted to 1-4 eyes as it "rights" itself

to the correct direction.

For this reason a beholder that drifts into another gravity plane will attempt to come close to the surface to do battle

with many attackers.

The standard eyes of a beholder are:

Charm person (as spell)

Charm monster (as spell)

Sleep (as spell, one target)

Telekinese 250 lbs. weight

Flesh to stone (30-yard range)

Disintegrate (20-yard range)

Fear (as wand)

Slow (as spell, single target)

Cause serious wounds (50-yard range)

10. Death ray (single target, 40-yard range)


Central Eye—anti-magic ray, 140-yard range, covers a 90degree arc before the creature. All magic within the area

(including the effects of the other eyes) will not function within that area. Spells cast in or passing through that area

cease to function.

The common beholder can withstand the loss of its eyestalks, each eyestalk taking 8-12 points of damage before

being lost. This loss of hit points is over and above any damage done to the central body. The body of the beholder can

withstand two thirds of the listed hit points in damage, and the central eye one third before it ceases to function. Slaying

the body will kill the beholder. For common beholders, there is a 75% chance that any hit strikes the body, 10% chance

for the central eye, 10% for the eyestalks, and 5% for the eyes.

战斗:普通眼魔在太空中的情况与地表相同。它们有着坚硬外壳的身体为 AC0,十条眼柄为 AC2,而副眼为 AC7。眼魔的每只眼睛

——包括主眼和副眼——都拥有不同的能力。通常来说,一只眼魔可用 1d4 只副眼对付处于自己面前 90 度夹角区域内的敌人,用

1d6 只对付 180 度夹角内的敌人,用 1d8 只对付 270 度内的敌人,若四面八方都有敌人,则 10 只副眼均可使用。中央的眼球只能

用于应对正前方的威胁。如果有敌人从上方进攻,眼魔也可以使用全部的副眼;如果从下方进攻,则只能使用 1-4 只副眼。

在太空中,一个不处于某个更大物体(比如说一艘船)的重力平面上的眼魔可以随心所欲地调整身位,并同时使用它的所有眼

睛。而一旦它落入了某个重力平面,它就只能使用 1-4 只眼睛,因为它自我“校正”到了正确的方向上。

因此,一个漂浮到另一个重力平面的眼魔将会试图贴近表面来与多数的敌人战斗。

正常情况下,其副眼的能力包括以下几种:

1.魅惑人类(如同名法术)

2.魅惑怪物 (如同名法术)

3.催眠术 (如同名法术,但只影响一个目标)

4.心灵遥控 (最多影响 250 磅重的物体)

5.化肉为石 (距离为 30 码)

6.解离术 (距离为 20 码)

7.惊恐术 (同魔杖效果)

8.缓慢术 (如同名法术,但只影响一个目标)

9.造成重伤 (距离为 50 码)

10.死亡射线 (同死亡法咒法术,只影响一个目标,距离为 40 码)

中央的主眼可以产生一种距离为 140 码的“反魔法射线”,覆盖眼魔面前九十度夹角内的区域,在该区域中所有魔法(包括该

眼魔的副眼的能力)都无法生效。在此区域内施展的法术,以及经过此区域的法术效果都会失效。

普通眼魔可以在失去眼柄之后存活,每条眼柄可以承受 8-12 点伤害。这一伤害不会影响到其身体。眼魔的身体可以承受其数据

中列出的 HP 的三分之二,而其主眼在报废之前可以承受三分之一。杀死身体才能杀死眼魔。对对于普通的眼魔来说,有 75%的几


率击中身体,10%的几率击中主眼,10%的几率击中眼柄,5%的几率击中副眼。

The Orbus

The orbus is either a genetically bred or a stunted and immature form of the standard beholder. It is only found in

space aboard the tyrant ships of the beholder nations. It is chalk-white and lacks functioning smaller eyes. The central

eye is huge and vulnerable, occupying most of the upper body above a small, toothless mouth. This eye has the normal

anti-magic properties, but is milky white.

Despite their vulnerability, the orbi are the means by which the beholders travel through space. It is they that can

funnel the magical energies of the other beholders into motive force—they are living spelljammer helms. There are 1-5

of them aboard any tyrant ship, and they are located closest to the hive mother, at the deepest point of the shell.

The orbi have their hit points distributed as common beholders: one third for the central eye and two thirds for the

body. However, when attacking an orbus, 50% of the hits will strike the central eye, the remainder hitting the body. Both

eye and body have the same Armor Class.

苍白邪眼

苍白邪眼要么是基因培育的,要么是标准眼魔的发育迟缓的幼生版本。它在太空中只会在眼魔国家的暴君上出现。它肤色为粉

笔白,同时没有副眼。其主眼巨大而脆弱,在占据了上半部身体的大半的同时位于一个细小而无齿的嘴巴上方。其主眼也有反魔法

功能,但呈现乳白色。

尽管它们很脆弱,但它是眼魔进行太空旅行的方式。能够将其他眼魔的魔法能量转化为动力的正是他们——它们就是活着的法

驱魔舵。在任何一艘暴君上,都有 1-5 只苍白邪眼,它们位于船壳的最深处,离巢群之母最近的地方。

苍白邪眼的 HP 分布与普通眼魔的相同:三分之二属于身体,三分之一属于主眼。然而,在攻击一只苍白邪眼时,命中主眼的

概率是 50%,其余的则都会命中身体。其眼睛与身体的 AC 相同。

Hive Mother

The hive mother is also called the ultimate tyrant, or just "Ultimate," a form of greeting that seems to please their

pride. They are twice the size of typical beholders, and differ in appearance as well. Their mouths are larger, such that

they can gulp down a man-sized target on a natural die roll of 20. Once swallowed, the prey takes 5-20 points of

damage (5d4) each round until it is dead or escapes. The beholder's mouth is not very deep, so a victim can escape by

stating this intention and making a successful attack roll.

The ultimate has no eyestalks, either, but its eyes are protected by a hooded cover in the flesh of the creature's body.

The central eye has a similar hood, such that the chance of striking the central eye is reduced to 10%, the remainder

striking the body.

The ultimate's true ability is in controlling the actions of its brood, the common beholders that make up its crew. While

a hive mother can survive groundside, it is not as effective as when it is linked up in a tyrant ship.
A tyrant ship allows the hive mother to focus the energies of her crew through the structure of the ship's shell itself.

The tyrant ship shells are made by the arcane, who thus profit from the beholders despite the fact that the tyrants have

their own genetic helms.

巢群之母

说中的巢群之母又被称为“终极暴君”,或简称为“终极之眼”,这似乎是一种能够取悦它们的骄傲的问候方式。它们有普通

眼魔的两倍大小,外观上也有些许差异。

它们的嘴巴更大,大到可以将一个成年人大小的目标一口吞噬(需要掷出一次天然 20)。一旦吞噬成功,猎物在其胃里要承受

每轮 5-20 点(5d4)的伤害,直至死亡或成功逃脱为止。巢母的口腔并不很深,因此受害者可以作出在一次成功的攻击检定之后逃

脱。

终极之眼没有眼柄,但它们的魔法眼球生长在身躯的肌肉之间,受到罩状覆盖物的保护,因此无法被切除。其中央主眼也有一

层类似的罩状物,这样可以使击中主眼的几率降低至 10%,其余的攻击则都会击中身体。

终极之眼真正的能力是控制其后代,也就是组成其船员的普通眼魔的行动。虽然巢母也可在地表上生存,但总是不如与连接在

一艘暴君王座上时那么有效。暴君王座令巢母可以将其船员的能量通过船体外壳本身的结构集中到一起。暴君王座的船壳是由秘法

商族制造的,尽管暴君王座有自己的祖传魔舵,但秘法商族仍能从中获利。

Habitat/Society: The beholders of space would be the greatest menace of the void, more deadly than the neogi, more

sadistic than the mind flayers, were it not for one thing: they are rampant racists.

They are not true xenophobes in that humans and other races are considered subservient—it is not known if the

beholders of space consider humanity anything other than one more item in space. Rather, the beholders war against

their own species.

Within the basic body-type of beholder (a sphere with a mouth and a central eye, ten eye-tipped tentacles on the top),

there is a great variety of beholder subspecies. Some have obvious differences, such as those covered with overlapping

chiton plates versus those with smooth hides, or those with snakelike eye tentacles versus ones with crustaceanlike

joints. But something as small as a change in hide color or size of the central eye can make two groups of beholders

sworn enemies. Every beholder nation declares its own unique body-form to be the "true ideal" of beholderhood, the

others being nothing but ugly copies, fit only to be eliminated.

The ultimate of a beholder tyrant ship shares the same bodyform as its brood. The orbi, however, remain a curious

exception to this idea of racial purity and remains exempt from the beholders' subspecies warfare. This may be because

the beholders need the orbi to survive, or they recognize the similarities of the orbi over those obvious differences.

When beholder ships battle, the victims will take on the orbi from the losers for their own ships, while the other

beholders and the ultimate will be slain and eaten by the victors.

As a result, the most common recipient of an attack by a beholder ship is another beholder ship. This allows most
spaceborne races to breathe easier, but there are still enough cases of tyrant ships attacking other races (for reasons real

or imagined) that most races stay away from the beholders.

In addition to the beholder ships themselves, there are often beholder outcasts, individuals that have survived the

elimination of the rest of their nest, or that were cast out for having some odd mutation (ranging again from different

colored hides to an eyestalk that functions differently). One beholder whose death ray functions like a detect lie spell

fled from his fellows and operates as a bartender on the Rock, his alignment slipping toward neutrality. The beholder-

barkeeper, named Large Luigi by its patrons, uses its telekinetic eye to mix drinks, and its sleep and charm eyes to keep

the peace.

栖息地 / 社会:眼魔将会是太空中最大的威胁:它们比纽吉怪更致命,比夺心魔更残忍,更糟的是:他们是猖獗的种族主义者。

在人类和其他种族皆被认为是次等生物的情况下,他们并不能算是真正的仇外主义者——因为我们甚至怀疑“人道”对太空眼

魔来说仅仅只是太空中的某种杂物而已。比起关注次等生物,眼魔更多地将精力集中在与自己的同胞开战上面。

在眼魔的基本身体特征(一个长着嘴巴和一个主眼的球形躯干,以及末端有眼睛的多个触手)的基础上,衍生出了大量的眼魔

亚种,其中一些有着明显的特殊之处:比如覆盖着重叠的几丁质甲胄,或者有着光滑的皮肤,再或者有形态像蛇的眼柄、又或者有

着像甲壳动物一样的关节。仅仅是皮肤颜色以及中央主眼尺寸上的差异,就足以使两种眼魔成为死敌。每只眼魔都宣称自己的身体

形态就是眼魔的“完美典范”,而其它的都只是丑陋的复制品,必须加以灭绝。

一艘暴君王座的终极目标是全体乘员的体态血统全部相同。然而,苍白魔眼似乎是这种种族净化论当中的一个例外,并且从未

受过眼魔的亚种战争的影响。这也许是因为眼魔需要苍白魔眼才能生存,又或许是因为它们认识到了苍白魔眼在表面上的明显差异

之外仍与它们有着相似之处。当眼魔船只之间开战时,胜利者将会拿走失败者船上的苍白邪眼,然后将“终极之眼”和普通眼魔通

通杀死吃掉。

因此,眼魔船只最常见的攻击对象就是另外一艘眼魔船只。这使得大多数太空种族轻松了许多,但暴君王座(出于真实的或想

象出来的原因而)攻击其他种族的事例仍然多到足以让大多数种族都远离眼魔。

除了眼魔船只本身以外,太空中还存在着被遗弃的眼魔、从巢穴的灭绝中幸存下来的眼魔、或者是因为一些奇怪的变异 (从不同

颜色的皮肤到一根功能不同的眼柄等等)而被驱逐的眼魔。有一个眼魔的死亡射线就变成了侦测谎言法术的效果,而当它从同伴当

中逃出来之后就成为了布拉之岩上的一名酒保,它的阵营也因此滑向中立。这位眼魔酒保被其主顾们称作“大路易吉”,它会使用

自己的心灵遥控之眼来调剂饮料,同时使用催眠术和魅惑之眼来维持秩序。

Ecology: The reproductive process of the beholder is unknown, and for those who are interested in continued life,

probably will remain so. The core racial hatred of the beholder race is likely based in the nature of reproduction, which

seems to produce identical (or nearly so) individuals with only slight margin for variation.

生态:确切的眼魔繁殖的过程目前仍不为人所知——对于那些惜命的人来说,也许它们永远也无法知道。眼魔骨子里的种族敌视主

义可能正源自于其繁殖方式,因为它们的繁殖看起来更像是在制造一个只有及其细微的不同(或接近完全相同)的个体。
天龙人(Dracon)【Dracon=Draco(天龙星座)】
气候 / 地形:任何太空、草原

出现频率:罕见

组织:兽群

活动周期:白昼

食性:草食

智力:高等(14)

宝藏:M,Q

阵营:守序善良

出现数量:3-18

防御等级:5(3)

移动速度:18

生命骰:6

零级命中值:15
每轮攻击次数:2 或 1

伤害/ 攻击:1-4/1-4 或使用武器

特殊攻击:无

特殊防御:无

魔法抗力:无

体型:L(身长 10-12 英尺)

士气:平均(10)

经验回报:270

The dracons are a sentient race of dragon-centaurs that have recently appeared on the fringe of the Known Spheres.

Dracon exploration ships have been spotted in the phlogiston and at the edges of known space. They are just beginning

to appear at the smaller communities of space.

A dracon is centaurlike in appearance, with the body of a brontosaur, the torso and arms of a human, and the head of

a dragon. Its feet are flat, like those of an elephant, and it has a long, snakelike tail. Its hands have six digits (five fingers

and a thumb) and end in claws.

Dracons speak their own language and that of dragons. They speak the common tongue haltingly and with a thick

accent. Their speech is often formal and ornately ceremonial.

天龙人是最近出现在已知晶壁系边缘的一种半龙半人马的知性种族。在燃素海和已知宙域的边缘都出现了天龙人的探索船。它们

的小型社区刚刚开始在太空中出现。

天龙人有着雷龙的下半身,人类的躯干和手臂,以及龙族的头部,并且以半人马的外形组合了起来。它们的脚部如大象一般扁平,

同时有着一条蛇一般的长尾。它的手掌有六根指头(五根手指和一根拇指),其末端有爪。

天龙人说它们自己的语言和龙族的语言。他们口齿不清,口音很重。他们说话往往很正经,而且充满华丽的礼貌用语。

Combat: Dracons found in space will be found on ships with spelljamming helms. These are usually modified galleons,

but there have been cases of hammerships appearing among the dracons.

The dracons consider themselves civilized, and have among themselves a stylized dueling code. Under this code, one

challenges another, the challenged getting choice of weapons (swords, bare hands, etc.). The challenger then names the

terms of the battle (to the death, to first blood, to half hit points, or to three falls, for example). Finally, the challenged

names the place and time (within reason, though a dracon rhyme speaks of the Battle Eternal, in which heroes return

each year to fight a single round of combat.

The dracons use these codes among themselves, but do not offer them to non-dracons. Should an individual outside

the race offer such terms, the dracon would be honor-bound to adhere to them, within reason. (A single dracon will not
accept a challenge from a mind flayer, unless said mind flayer pledges not to use its psionic blast.)

Dracons usually use thin-bladed long swords in combat, but are just as adept at holds and wrestling. Their long

thumb-claws make them particularly dangerous; they use these to inflict 1-4 points of damage in hand-to-hand combat.

In addition to their swords, dracons carry large darts (1-6 points of damage, thrown 1 / round, range of 20/40/60

yards) and halberds. The last is useful in space as a 抓握 hook, but is not used in most common combat. It is most often

used in formal duels and as a ceremonial tool.

Dracons are adequate metalsmiths, the equal of elves but less skilled than dwarves. They carry armor on board, to be

ritualistically donned before entering battle. This improves their Armor Class to AC 3, if they have sufficient time to

prepare.

战斗:在太空中遇见的天龙人通常出现在有着法驱魔舵的船只上。这些船只通常是改造过的盖伦帆船,但也有很明显属于天龙人的

锤头鲨。

天龙人自认为是开化种族,在它们之间有一种成文的决斗规则。在这种规则当中,一个人对另一个人发起挑战时,被挑战者可

以选择决斗的武器(剑、空手等)。而挑战者之后就可以决定决斗的目标(死斗、见血、没掉半条命、或者跌倒三次,等等)。最

后,被挑战者可以决定决斗的时间和地点(尽管有一首天龙人短诗讲述了英雄们每年都会回归并战斗一轮的“永恒战争(Battle

Eternal)”的故事,但这里的时间和地点还是要合理的)。天龙人只会对自己的族人使用这些规则,不提供给外族。如果一位外族

提出这样的决斗,天龙人会出于荣誉而在可以接受的范围内答应它的要求(独身的天龙人就不会答应夺心魔的挑战,除非它承诺不

使用自己的心灵轰炸能力)。

天龙人通常在战斗中使用薄刃的长剑,但同样擅长抓握和摔跤。它们长长的拇指爪使它们特别危险 ;它们可以用这些来在肉搏战

中造成 1-4 点的伤害。

除了长剑以外,它们还携带大型飞镖(伤害 1-6,射速 1 枚/轮,射程 20/40/60 码)以及长戟。最后还有一把在太空中使用的

抓握弯钩,但在常规战斗中一般不会用上。它最常被用于正式决斗和仪式用具。

天龙人是和精灵一样叫得上号的铁匠,但仍稍逊于矮人。它们会在船上装上盔甲,并且在进入战斗之前富有仪式地穿上。如果

它们有足够的时间来准备,这种穿戴方式将能够使它们的 AC 优化至 3。

Habitat/Society: The vegetarian dracons follow a strong herd instinct among their people, which carries through into

space. A lone dracon is a rarity and a freak among its people, and the dracons prefer to travel in familial units, headed by

the eldest dracon, male or female. Dracons separated from their family will take ill unless they find a method of

recreating a familial unit, and individuals have been known to adopt non-dracons as psuedofamily members.

Sages assume that the most adventurous of the dracon species have traveled in the newest ships to new planets, but

even so the dracons seem stuffy and passive, more content to retreat than fight. There are exceptions, in particular those

dracons who have adopted humanoids into their family units.

The leader of a dracon herd is called a kaba. The choosing of a kaba is determined not by the strongest, nor the
swiftest, but by means of a system of kinship relations that borders on the mystical. Dracons have a flair for genealogy,

and through a long series of questions and answers can trace one dracon to another in a fashion that determines who

rules the dracon herd. Cynical nondracons believe that the dracons make up such relationships on the spur of the

moment, relating old slights and favors in their attempts to determine precedence. If such is the case, this method of

dealing with leadership shows that the quick-thinking and the crafty will tend to survive.

The kaba of the herd is assisted by the shalla, or high priest. Each herd, no matter how small, has a shalla, usually with

clerical powers. The shalla is the keeper of ritual, the advisor of the kaba, and the healer of the people, if they have such.

The shalla is a cleric of level 3-12, with the more powerful shalla usually found with larger herds. An additional shalla will

be present for every 30 dracons. Dracon shalla draw their spells from the following spheres: Animal, Combat, Creation,

Divination, Guardian, Healing, Necromantic, Protection, and Sun.

The dracon'ss' faith is a pantheistic religion that worships dracon equivalents of human, dwarven, and elven gods.

They have gods of war, fertility, storms, and the sea. Unlike most human gods, the dracon gods are always pictured

together in a huge herd, moving together and led by the Ub-Kalla, or Full Leader. The Ub-Kalla is a god of leadership

and wisdom, and knows the correct course in every situation. To be called Ub-Kalla by a dracon is considered to be a

high honor, for your decision-making is compared favorably with dracon thoughts.

When dracon herds meet, the first order of business is to determine who is the kaba of the entire group, empowered

to make decisions. This is done in the odd fashion of relationships and favors exchanged between groups. There is no

shame for a deposed kaba taken from his post by a new kaba that outranks him—the position is a duty, and the reward

for such duty is that someone more powerful will come along and give you a rest.

栖息地 / 社会:草食性的天龙人群体中有着一种强烈的群居本能,这种本能将他们带入太空。独行的天龙人在其种族当中是罕见的

怪胎,它们更喜欢以家庭为单位进行旅行,并遵从最年长的雄性或雌性的领导。与家庭分离的天龙人将会生病,直到它们找到重归

家庭的方法,目前已知天龙人会为此收养非天龙人来假冒家庭成员。

贤者们认为,最具有冒险精神的天龙人现在已经乘坐着最新的飞船在探索新的行星了,但即便是这些人也显得既闷又被动,更

愿意撤退而不是战斗。当然也有例外,尤其是那些把类人种族收归入自己家庭当中的天龙人。

一个天龙人族群的领袖被称作“卡巴(kaba)”。卡巴的选择不看力量,也不看敏捷,而是取决于一种与神秘主义有关的血缘

关系系统。凭着天龙人对宗谱学的天赋,它们可以通过一系列的问题和答案来追踪到应该统治族群的那一位天龙人。冷眼旁观的非

天龙人则认为,天龙人既然是在一时冲动之下建立起这样的关系的话,那么当它们在决定优先顺序的时候,就会把过去的轻蔑与偏

爱给联系起来。如果是这样的话,这种处理领导权的方法则证明了思维敏捷和狡猾的人往往会活下来。

族群的卡巴通常都会受到“萨拉(shalla)”或高阶祭司的协助。无论大小,每一个族群都会有一位自己的萨拉,它通常拥有牧

师的力量。萨拉是仪式的守护者,卡巴的顾问,以及人民的治疗者,如果他们有这样的能力的话。萨拉是一位 3-12 级的牧师,一般

来说族群越大的萨拉就越强。族群里每有 30 位成员就会额外多一名萨拉。天龙人萨拉从以下领域获得它们的魔法:动物、战斗、创
造、预言、守卫、医疗、死灵、保护和太阳。

天龙人的宗教是一个泛神论的宗教,它崇拜与人类、矮人和精灵诸神同等的天龙人。他们有战争、生育、风暴和海洋之神。不

同于大多数人类的神,天龙人的神总是被描绘成一个巨大的族群,在阿布-卡拉(Ub-Kalla)或者“完全领袖(Full Leader)”的领

导下共同行动。阿布-卡拉是一个兼具领导才能和智慧的神,在任何情况下都知道正确的方向。因自身的决策与天龙人的相比更好而

被天龙人称作阿布-卡拉是一种很高的荣誉。

当不同的天龙人族群相遇时,首要事项就是要决定谁是整个团体的卡巴,并有权作出决定。这是通过一种奇怪的关系方式来决

定的,并且这有助于群体之间的交流。一位曾经的卡巴因为来了新的卡巴而卸任,这并不可耻——这个位置是一种责任,而这种责

任的回报是终会出现一个更有能力的人来代替,让你得以休息。

Ecology: The familial relationships of dracons suggests that they are all natives of the same planet, and only recently

have made the first steps out into the stars. This is confirmed by the fact that most dracon ships resemble old seaborne

clunkers favored by groundlings, with higher ceilings to accommodate the taller beings.

According to the dracons, their homeworld is a dry, arid orb with two types of terrain, fast-growing grass and desert.

The climate is in continual flux, such that the herds are forced to move and cooperate in order to survive. There seem to

be no natural enemies on their homeworld, but there are tales of a spiderlike Dark God that lies beneath the sand and

pops up to trap the youngsters that stray too far from their parents. This boogeyman may be a

real creature, or the product of the herd mentality. The dracon faith makes heavy use of imagery of the Dark God as an

enemy and a tempter. The semblance between this Dark God and the spiderlike neogi may be a coincidence or the

result of real encounters with the slaving race. Whatever the cause, the dracons hate spiders in general and the neogi in

particular.

The dracon world has large, shallow seas, and at least one large moon. Beyond that, the dracons are reluctant to share

more information about their homeworld, perhaps in fear of other races finding them. One suggestion has been made

that the dracon ships encountered so far are lost, and do not know how to get back to their home. Another is that the

dracons are cautious about strangers. Given a lack of known predators, it may be that there are few other creatures on

their planet, and they are unwilling to encourage other visitors until they are ready.

Dracon relationships with humans, mind flayers, elves, and dwarves are cordial and curious: all these races are lumped

under a word for "the deformed," and the dracons, usually very good at sorting out their own differences, often ascribe

human traits to elves, and elven abilities to dwarves (they can never figure out who operates the big rock-ships). Lizard

men get along very well with the dracons, and are often adopted into larger families as disabled smaller relatives.

Centaurs and other similar races are considered long-lost allies as well. They hate the neogi, putting dracons in good

stead with other races, but consider the beholders comical. Beholder jokes make the rounds among dracons, comparing

them to large kickballs used in ritual games on their home world. How long this situation lasts remains to be seen. The
race of dracons holds dragons in awe. The shalla have declared dragons to be messengers of their gods, and their

actions are watched carefully for signs of the gods' wants or intentions.

生态:天龙人的的家族关系表明它们都是同一星球上的原住民,直到最近才第一次踏足星空。这被一个事实所证明:大多数的天龙

人船只都类似于老旧的海上拖船,它们的顶棚更大,可以容纳更高的存在。

根据天龙人的说法,他们的家园是一个燥热而干旱的星球,有快速生长的草地和沙漠这两种地形。那里的气候不断变化,族群

不得不为了生存而进行迁徙与合作。它们在家园世界里似乎没有天敌,但却有关于蜘蛛般的“黑暗神灵( Dark God)”的故事——

它们躺在沙下,然后突然冒出,抓住那些离父母太远的幼童。这个恶魔既可能是真的,也有可能是从众心理的产物。天龙人的信仰

大量使用黑暗神灵的形象来作为敌人和引诱者。这个黑暗神灵与蜘蛛般的纽吉怪之间的相似之处可能只是巧合,也可能是与这个奴

役种族发生真实遭遇的结果。总而言之,天龙人都讨厌蜘蛛,尤其讨厌纽吉怪。

天龙人的世界有一个巨大的浅海,还有至少一个巨大的月亮。除此之外,天龙人们不会说更多和家乡世界有关的事情了,也许

是因为害怕其他种族找到吧。有一种说法是,目前为止出现的天龙人船只都在宇宙中迷了路,无法找到回家的方法。另外一个原因

则是天龙人对陌生人持有的谨慎态度。由于缺乏已知的天敌,它们的星球上可能少有其他生物,而且它们也不愿意在做好准备之前

迎接其他拜访者。

天 龙 人 与 人 类 、 夺 心 魔 、 精 灵 和 矮 人 的 关 系 都 是 热 情 而 好 奇 的 : 所 有 这 些 种 族 都 由 一 个 词 归 纳 起 来 “ 异 形 者 ( the

deformed)”,而能够将自身的差异分辨得很好的天龙人却总是把人类的特征认成是精灵的,然后把精灵的能力认成是矮人的(它

们永远也没办法搞清楚是谁在驾驶那些大块石头船)。蜥蜴人与天龙人的关系很好,经常将它们当作残疾的小亲戚收养进更大的家

庭里面。半人马和其他相似的种族也被它们视作失散已久的盟友。它们痛恨将天龙人与其他种族一样当作奴隶的纽吉怪,而眼魔对

它们来说则是滑稽可笑的。天龙人中流传着许多有关眼魔的笑话,其中把它们比作天龙人在家乡世界的庆典游戏上使用的大型足球。

这种情况的持续时间还有待观察。天龙人对龙族保持敬畏。萨拉们已经宣布龙族是它们的神祗的使者,并通过观察龙族的行为来寻

找神的意愿或意图的迹象。
辐射巨龙(Dragon, Radiant)
气候 / 地形:任何太空

出现频率:非常罕见

组织:独行或家族

活动周期:随时

食性:特殊

智力:杰出(15)

宝藏:特殊

阵营:任何
出现数量:1(2-5)

防御等级:1

移动速度:12,飞行 48(B)

生命骰:15

零级命中值:5(基本)

每轮攻击次数:3+特殊

伤害/ 攻击:2-20/2-20/4-40

特殊攻击:特殊

特殊防御:可变的

魔法抗力:可变的

体型:G(基本为 100 英尺)

士气:狂热(18)

经验回报:特殊

年龄层 体长(英尺)尾长(英尺)AC 喷吐武器伤害 法师法术 MR 财产种类 经验值


1 1-20 2-20 4 2d12+1 2 无 无 4,000
2 21-60 21-60 3 4d12+2 2/2 20% 无 7,000
3 61-80 61-80 2 6d12+3 2/2/2 25% 无 12,000
4 81-110 81-120 1 8d12+4 4/2/2/2 30% E,R,T 14,000
5 111-140 121-150 0 10d12+5 4/4/2/2/2 35% H,R,T 18,000
6 141-200 151-220 -1 12d12+6 4/4/4/2/2/2 40% H,R,T 19,000
7 201-250 221-270 -2 14d12+7 6/4/4/4/2/2/2 45% H,R,Tx2 20,000
8 251-300 271-350 -3 16d12+8 6/6/4/4/4/2/2 50% H,R,Tx2 21,000
9 301-350 351-425 -4 18d12+9 6/6/6/4/4/4/2 55% H,R,Tx2 22,000
10 351-400 421-500 -5 20d12+10 8/6/6/6/4/4/4 60% H,R,Tx3 23,000
11 401-500 501-600 -6 22d12+11 8/8/6/6/6/4/4 65% H,R,Tx3 24,000
12 501-600 601-800 -7 22d14+12 8/8/8/6/6/6/4 70% H,R,Tx4 25,000

The radiant dragon, also called the star dragon or the celestial dragon (though not to be confused with the oriental

dragon of the same name), is a sinuous, serpentine dragon with graceful, translucent wings. Its scales are a collection of

glittering pearl-like shards of mica and gypsum, which cause the dragon's scales to shimmer in the starlight, giving the

creature its name.

Radiant dragons can be of any alignment, unlike the tendencies toward good and evil of the chromatic and metallic

dragons. There exist radiant dragons who terrorize the spaceways, those who act in a beneficial fashion, and those who

prefer to set themselves up as whimsical king-gods on small, distant worlds. As a class, the radiant dragons are proud,

haughty, and feel they are the ultimate in draconian development: they are, after all, the largest of their type.
Radiant dragons speak their own language and the common tongue. They are quick with languages and fond of

mimicry, so they tend to speak in a number of accents matching those of the individuals they talk with. There is a 10%

chance that even a hatchling will understand any given tongue, with an increase of 5% for every age.

All common dragon attributes outlined in the Monstrous Compendium apply to radiant dragons as well. Modifications

to the general description that apply specifically to fantasy space are listed below.

辐射巨龙,又称星辰龙(star dragon)或天空龙(celestial dragon)(勿与名字相同的东方龙混淆),是一种有着优雅的半透

明双翼的、蜿蜒有致的蛇形巨龙。它的鳞片是一层由云母和石膏构成的、闪闪发光的珍珠状碎片,在星光之下会熠熠生辉,辐射巨

龙也因此得名。

辐射巨龙可能是任何一个阵营,而不像彩色龙和金属龙一样倾向于邪恶或者善良。在太空中既存在着对宇宙航路造成威胁的辐射

巨龙,也存在着行善的辐射巨龙,还存在着喜欢在偏远的小世界里扮演怪诞神王的辐射巨龙。作为一个种类而言,辐射巨龙骄傲、

傲慢,同时还认为自己就是龙族进化的终点:毕竟,它们是龙族当中最巨型的。

辐射巨龙会说它们自己的语言和通用语。它们能很快地学习语言,而且善于模仿,所以往往会懂得很多种口音,以便与对方匹配。

即便是刚刚出生的幼龙也有 10%的概率习得任何一种给定的语言,这个概率每年龄层上升 5%。

在《怪物纲要》中所列出的所有普通龙族的特性也适用于辐射巨龙。下面列出了为适应奇幻太空而对总体描述作出的修改。

Combat: Actions of a radiant dragon depend on the situation and the individual. They rarely flee from a fight,

however, depending on their huge size to keep them safe from opponents.

A radiant dragon will concentrate on the ship itself first, seeking to first destroy or eliminate any serious threats (such

as ballistas and catapults). Of equal importance is elimination of the mages and any with magical powers. If the radiant

dragon is aligned toward good, he will seek to neutralize them with silence, 15' radius spells (if available). If less

concerned about killing, he will merely slay hostile wizards as he finds them.

The wing buffet used by young adult and older dragons is particularly potent in the small space of a ship, and has the

effect of a "Ship Shaken" critical hit, and in addition inflicts 2-20 points of damage to all within the range of the attack

(about 200 feet to either side).

In addition to the tail slap used by the radiant dragon against groups of creatures, the radiant dragon may grip a ship

in the coils of its tail and inflict damage per round by squeezing it. The damage is 1-6 hull points against lighter

materials such as wood or ceramic, but particularly heavy materials, such as stone and metal, suffer only 1-4 hull points

damage. The dragon can make other attacks, and even attack other ships, while squeezing a ship.

As a general rule, radiant dragons will give a ship and crew the opportunity to leave, parley, or generally bow and

scrape and beg for its kindness and mercy. Even the smallest of these creatures has an overweening sense of pride.

Breath Weapon/Special Abilities: The radiant dragon breathes glowing pulses of force that in some ways resemble

magic missiles. They can breathe a single pulse of the listed damage, or any number of smaller pulses in the same round,
provided that no pulse inflicts less than 2dl2 +1 points of damage. A juvenile radiant dragon (age 4) can breathe a single

pulse of 8dl2 + 4 points, or four pulses of 2dl2 + l points, or two pulses of 4dl2 + 2 points. Each pulse can strike a

separate target. These pulses are unerring in their attacks, and will hit unless the victim makes a saving throw vs. breath

weapon. If the victim fails its saving throw, it will be struck for the listed damage. If the victim makes its saving throw, it

has dodged that pulse, which then evaporates.

The radiant dragon can use its breath weapon on physical objects (such as a ship) as well, inflicting 1 hull point of

damage for every 10 hit points of damage its breath weapon causes. Other physical objects must save vs. spell to survive

being hit by a pulse.

As radiant dragons age, they gain a number of innate abilities. Juvenile dragons can restore or corrupt air as per the

spell. A young adult they may use the Bigby s interposing hand* spell, while adults can use the Bigby's grasping hand*

spell. A mature adult can shapechange three times in a standard day, gaining the abilities of the creature that it mimics,

even to the point of spells and magical ability. Venerable radiant dragons can create a wall of force (as the wand), and a

wyrm can use forcecage (as the spell). A great wyrm can create a prismatic sphere large enough to encapsulate itself and

up to 4 other creatures of similar size, and to maintain it indefinitely.

'The radiant dragons refer to these as the interposing claw and grasping claw spells, and will declare loudly that this

Bigby is an interloper who obviously stole their spells and gave them his name. A careful check by the sages indicate

that the reverse is true: These spells did not appear commonly among the radiants until Bigby developed them.

However, given the size and temperament of those dragons making the claim, few have chosen to argue the point with

them.

战斗:情况和个体的不同会导致辐射巨龙的行动的不同。不过它们很少会避战,这主要是由于其巨大的体型在面对敌人时所产生的

安全保障。

辐射巨龙【在战斗时】首先会盯上船只本身,优先试图摧毁或消除任何严重的威胁(例如弩炮和投石机)。消灭巫师或任何有魔

法能力者也同样重要。如果辐射巨龙是倾向善良阵营的,那么它就会试图用半径 15 英尺沉默术来把它们废掉。如果它不那么介意杀

戮,那么它会对敌方法师“见即杀”。

青年或更年长的巨龙在一艘船的细小空间中使用的振翅攻击将特别有效,不仅会造成“船只晃动”的重击效果,而且还会对攻击

范围之内(宽约 200 英尺)的所有目标造成 2-20 点伤害。

除了会对成群生物使用的尾扫之外,辐射巨龙还可能会用尾巴卷住整艘船只,并通过挤压来造成每轮伤害——对木头或陶瓷等较

轻的材料会造成 1-6 点船体值伤害,而对岩石或金属等较重的材料则会造成 1-4 点船体值伤害。辐射巨龙在卷住一艘船只的同时仍

可以进行另外的攻击,甚至攻击另外一艘船。

一般来说,辐射巨龙会给予一艘船和其船员离开、谈判,或者是或者是卑躬屈膝地乞求它的善良与仁慈的机会。即便是最小的辐

射巨龙也拥有过分的骄傲感。
喷吐武器/特殊能力:辐射巨龙的吐息是在某种意义上与魔法飞弹类似的、闪闪发光的力场脉冲。它们可以在同一轮中喷吐一道伤害

如表所列的脉冲,或者任意道总伤害量不变的小型脉冲,但每一道小型脉冲的伤害都不得小于 2d12+1 点。举例而言,一条青少年

辐射巨龙(第四年龄层)在一轮中可以发出一道 8d12+4 的脉冲,或者四道 2d12+1 的脉冲,又或者两道 4d12+2 的脉冲。每一道

脉冲都可以分别攻击一个目标。每一道脉冲都不会失手,受害者只能通过一次对抗喷吐的豁免检定来避开它们。如果受害者败掉豁

免,则吃下全部伤害;如果成功豁免,则脉冲被它躲过,然后消失。

辐射巨龙也可以对物体目标(例如一艘船)使用它的喷吐武器,每造成 10 点伤害便转换成 1 点船体值伤害。【除了船只以外的】

其他物体目标必须通过一次对抗法术的豁免检定才能从脉冲的命中中存留。

随着成长,辐射巨龙会获得许多天生能力。青少年龙可以如同法术效果一样 恢复或消耗空气。青年龙可以使用毕格比的介入之手*,

成年龙可以使用毕格比的攫握之手*。壮年龙可以每日形体变化三次,获得其变成的生物的属性,甚至是法术和魔法能力。古老龙可

以创造一道力场墙(同魔杖),而上古龙可以使用 力场监牢 (如同名法术)。太古龙则可以创造一个大到足以将它自己以及另外 4

个与之体型相似的生物困住的虹光法球,并永远维持它的存在。

*辐射巨龙们会将这些法术称作 介入之爪与攫握之爪,并大声地坚称毕格比是一个闯入它们地盘并窃走了它们的法术然后安上自己

的名字的家伙。然而,贤者们在仔细检查之后发现真相正好相反:这些巨龙们在毕格比发明了上述法术之后才开始频繁地使用它们。

然而,考虑到这些龙的体型和性情,很少有人选择与它们争论这一点。

Habitat/Society: Radiant dragons are totally spaceborne—indeed, their huge size would make them ungainly

creatures on most worlds. Mature adults do mingle among mere mortals, often taking the face and the role of an

adventurer or hero as the dragon passes through the asteroid citadels. A character who is faced with unpaid bills for

services from places he has never visited may guess that his renown is great enough to earn him the mimicry of a

radiant dragon. In some regions this is considered a great honor (once it is confirmed by detect lie and other divination

spells). In other areas of space it is considered a blasted nuisance.

The radiant dragons are normally solitary and very territorial about their "turf," which can include up to the space

surrounding a planet or moon. When they are found in numbers, they are usually a family group, and make their lair in

an asteroid hollowed out by the parents. Some hollow asteroids that are used by certain human civilizations were

created by these dragons.

When in family groups, radiant dragons are very protective, and slaying the young is a sure way of earning a radiant

dragon's enmity. It will hunt down the individual responsible, devising nasty methods of revenge as it goes. There is a

giff saying: "Better to be slain by a star dragon quickly, before it has a chance to think about it."

栖息地 / 社会:辐射巨龙是完全的太空生物——实际上,它们过于庞大的体型会使它们在大多数世界当中都显得异常笨拙。壮年的

辐射巨龙的确会混入凡人中间,它们在穿过某颗类星体要塞时也会化身为某个冒险者或者英雄的模样以及角色。如果一个角色在它

从未去过的地区遇上了“它”欠下的账单的话,它也许就会怀疑自己的名声是否已经大得足以引来辐射巨龙伪装自己了。这在某些

地区被视作是一种巨大的荣誉(一旦这通过 侦测谎言以及其他预言法术加以证实的话)。而在其他的宙域,这则被视作是一件可恶
的麻烦事。

辐射巨龙通常是独行的,并且领土意识非常浓厚——它们的“地盘”最大可以囊括一颗星球及其卫星还有周围的宙域。当它们的

出现数量大于一时,它们通常是一个在一颗被家长掏空的类星体上筑巢的家庭。某些人类文明所依赖的中空类星体就是被这些巨龙

创造出来的。

在家庭当中,辐射巨龙会表现出非常强的保护欲,杀死幼龙将会是一个能够妥当万全地获得辐射巨龙敌意的方法。它会将责任追

究至具体的个人身上,并且制定险恶无比的复仇计划。一位基弗人曾经说过:“快速地被一条星辰龙杀死,也好过让它在那之前有

机会思考。”

Ecology: Radiant dragons can survive long periods in space. They are sometimes seen near fire bodies with their wings

spread, gliding on the heat, and it is surmised that they can take the energy from such celestial bodies and store it in

their bodies, much like the kindori. However, a selfish and hungry radiant dragon can just as easily descend on an

asteroid citadel and clean out all other living things (particularly if it considers the asteroid its "own" from an earlier

stage of life).

The clerical spell ability of the radiant dragons may make them the only living creatures of such great bulk to be

natural spelljammers. They move in this fashion as a cleric with as many levels as the dragon's age when piloting a major

helm, and the dragons can do so at will without tiring. On occasion they have used this ability to rescue or tow wrecked

ships (in return for a promise of reward, or a statue in their name at least). Radiant dragon hatchlings stay close to their

lairs and the protection of the parents, but sometimes they also sneak out and do some spelljamming.

It is unknown if the radiant dragons have spelljamming ability naturally or as the result of some deal with the arcane.

One school of thought indicates that the radiant dragons are the only natural spelljamming creatures, and the arcane

use them to make their helms. A second school believes that the radiants gained this ability from the arcanes in

exchange for transportation or other favors. The truth has yet to be revealed. The arcane and the radiant dragons, when

brought into contact, have little to say to each other.

The radiant dragons are friendly with dracons and lizard men, whom they encourage to worship them at every chance.

They are haughty toward men, elves, halflings, and most mammal-based races. They consider mind flayers, beholders,

and neogis to be genetic failures that have not had the sense to die off. This opinion is reciprocated by those races,

which hunt the radiants whenever they have a chance and think they can beat them. In addition, radiant dragons are

occasionally attacked by the largest krajen.

Radiant dragons can be encountered in any wildspace area and in the phlogiston. Their great size gives them their

own atmospheric envelope, but unlike the similarly huge kindori, they do not encourage riders, and will often preen their

scales to remove krajen sporcs and other hitchhikers. Their clerical abilities operate in any sphere that has dragons as a

native life form. In those rare spheres without dragons, they still retain first and second level spells and their
spelljamming ability.

生态:辐射巨龙可以在太空中生活很长时间。它们有时会被看见靠近一颗火焰天体,双翼展开,滑翔于炽热之上——据推测它们可

以从这些天体当中获取能量并储存在身体里,就好像鲸驮骊【见下文】一样。然而,一条自私又饥饿的辐射巨龙可以降落在一颗类

星体上并轻巧地吃光上面所有的活物(尤其当它在幼年时将这颗类星体视作是“自己的”的时候)。

辐射巨龙的祭司法术能力使得它们成为了拥有如此伟岸体型的活物当中唯一能够成为天生的魔法船的生物。它们可以如同一位等

级与自己的年龄层数相当的、正在驾驶一个大型魔舵的牧师一般移动,并且只要不疲累就可以随时进行。有时,它们会利用这种能

力来营救或拖曳失事船只(作为回报,它们至少需要一句报酬的承诺,或者一尊写着它们名字的雕像)。辐射幼龙通常不会远离巢

穴和它们父母的保护,但有时它们也会溜出去,法驱到这里或那里去。

我们仍未知道辐射巨龙的法驱能力是天生的,还是与秘法商族进行某种交易的结果。有一个学派认为,辐射巨龙是唯一一种天生

具有法驱能力的生物,秘法商族就是利用它们来制造魔舵的。而另一个学派认为,辐射巨龙们是通过通行权或者其他的好处从秘法

商族手中换来这种能力的。这仍然疑云重重。当秘法商族与辐射巨龙相遇时,它们都所谈寥寥。

辐射巨龙们对天龙人与蜥蜴人非常友善,只要一有机会就会鼓动它们崇拜自己。它们对人类、精灵、半身人,还有大多数哺乳种

族都很傲慢。它们还认为夺心魔、眼魔以及纽吉怪都是一种基因上的失败,失败到连自己应该自我灭绝的自知之明都没有。这种观

点已经得到了这些种族的回应——它们只要一有机会和能力就会尝试去猎杀辐射巨龙。此外,它们偶尔还会受到体型最大的 克拉精

海怪的攻击。

辐射巨龙在荒宇和燃素海的任何地区中都可以遇到。它们的巨大体型给予了它们自己的气囊,但与同样巨大的鲸驮骊不同,它们

不欢迎乘客,而且通常会通过清洁鳞片来去掉克拉精海怪的孢子和其他搭便车的乘客。它们的祭司能力可以在任何一个拥有龙族作

为原生生命的晶壁系中生效。而在罕见的没有龙的晶壁系里,它们仍有一级和二级法术以及法驱的能力。
太空焰灵(Elmarin)【Elmarin 亦指氯丙嗪,一种镇静药

物】
气候 / 地形:仅限荒宇

出现频率:罕见

组织:团队

活动周期:随时

食性:温度

智力:动物(1)

宝藏:无

阵营:中立

出现数量:1-10

防御等级:4

移动速度:18

生命骰:5,7,或 9

零级命中值:5HD:15

7HD:13

9HD:11
每轮攻击次数:1

伤害/ 攻击:1-8

特殊攻击:燃烧

特殊防御:无

魔法抗力:无

体型:S(直径 4 英尺)

士气:不可靠(3)

经验回报:5HD:175

7HD:420

9HD:975

They are semisentienl fire beings that live in wildspace, usually in close proximity to fire-based celestial bodies. They

appear as naturally glowing balls of fire in a number of colors, ranging from deep red to light violet. Two darker spots

toward the front of the orb resemble eyes.

它们是生活在荒宇中的半知性火焰存在,通常会靠近以火焰为基础的天体。它们看起来像是天生呈现多种颜色的发光火球,其色

彩从深红色到浅紫色不等。球体的前方有两颗看上去像是眼睛的深色黑点。

Combat: The elmarin are drawn by warmth and energy. The activity of a spelljamming ship is such to attract a pack of

them to investigate. They are often more curious than harmful, zipping about the rigging and through open hatchways,

bouncing off the walls and leaving large scorch marks.

Once in contact with flammables, however, they start inflicting damage. Each round, an elmarin can cause flammables

within 5 feet of it to burst into flame, starting fires throughout the ship. This is unintentional on the elmarin's part, but

no less damaging. If attacked, the elmarin will attempt to escape, burning through decks and walls as it can. The

elmarin's fire has no effect on stone or metal.

If trapped, the elmarin will turn on its attacker and try to bum it. It will inflict 1-8 points of damage per round, and

cause all burnable items (cloaks, scrolls, etc.) on the body to make a saving throw vs. fire or be destroyed.

If reduced to 0 hit points, the elmarin fades into nothingness and dies. There is a 1 in 20 chance that the death of an

elmarin will leave behind an ioun stone.

战斗:太空焰灵会被温度和能量所吸引。一艘法驱船只的活动就会吸引一群太空焰灵前来调查。比起恶意,它们更多的是好奇,它

们会玩弄索具和从敞开的舱口跳下,在墙壁上弹来弹去并留下巨大的焦痕。

但是,一旦与易燃物接触,它们就会开始制造灾害。每一轮,一个太空焰灵都可以令半径 5 英尺之内的易燃物开始燃烧,在船上

制造火灾。对太空焰灵来说这只是无心之举,但其破坏性丝毫不会减少。如果受到攻击,太空焰灵将会尝试逃跑,并尽可能地点燃
途经的甲板和墙壁。太空焰灵的火焰对岩石或金属没有影响。

如果逃跑时被困住,太空焰灵会转向攻击者,并试图点燃它。它会每轮造成 1-8 点伤害,并迫使其身体上所有的可燃物(斗篷、

卷轴等)通过一次对抗火焰的豁免检定,否则就被摧毁。

如果 HP 归零,太空焰灵就会消散并死亡。每一只太空焰灵死后都有 5%的几率留下一颗艾恩石。

Habitat/Society: Elmarin are elemental creatures of fire, with little intelligence above the animal level. They enjoy the

relative coolness of space above the surface of fire-based celestial bodies (such as suns) and can often be found here

dancing, bobbing, and weaving about. Ships that are attacked and damaged by the elmarin are usually the victims of the

creatures' curiosity rather than maliciousness.

The size and color of an elmarin seems unrelated to its power or whether an ioun stone will be found after its death.

Profiteering gnomes in their steel ships sometimes cruise the upper reaches of stars looking for elmarin, willing to slay

many to gain a few ioun stones. The sudden appearance of elmarin is a good sign to sailors trapped with a furnace drive

and no magic to feed into it.

栖息地 / 社会:太空焰灵是一种火元素生物,只有动物等级的微弱智慧。它们喜欢基于火焰的天体(例如太阳)表面上方相对较为

凉爽的太空空间,经常可以在那里看见太空焰灵在舞蹈、摆动和回旋。被太空焰灵所攻击并受损的船只通常是它们的好奇心——而

非恶意——的受害者。

太空焰灵的大小与颜色似乎与其力量或者是死后是否留下艾恩石无关。贪图暴利的侏儒有时会驾驶钢铁船只在星星的上方游弋,

寻找太空焰灵,希望能够通过杀死一大群太空焰灵来获取一点点艾恩石。对那些因为没有可供熔炉燃烧的魔法物品而被困住的水手

来说,太空焰灵的突然出现是一个良机。

Ecology: The elmarin are natives of the elemental plane of fire, and as such will not leave the wildspace that they are

in. Attempts to take them into the phlogiston will result in their immediate detonation, unless they are in a completely

sealed box or extradimensional space. Such detonation will result in ld8 fire damage for each hit die of the elmarin to all

within 20 feet of the creature, and all flammable items in that area immediately catch fire (subject to saving throws),

causing more detonations in the Flow.

Elmarin produce by fission and are sexless. They lack the ability to move at the high speeds generated by

spelljamming craft, but will drop into the air envelopes and tag a ride with passing craft.

Attempts to domesticate the elmarin have failed, save for certain mages, who use special variations of spells that

conjure and command elemental creatures. They are generally useless minions, and are feared even by the explosion-

loving giff, who at least recognize their potential for causing damage.

A legend involving elmarin goes as follows: A mage thought he had discovered a method to domesticate the elmarin

and fit them into a special harness they would not burn through. He hooked the harness to a sled and commanded the

elmarin to fly. This they did, on a direct course for the surface of the sun. Whether the tale is true or intended as a
cautionary legend is unknown.

生态:太空焰灵是火元素位面的原住民,因此不会离开它们所进入的荒宇。除非将它们装进一个完全密封的盒子或者异次元空间,

否则它们一旦被带入燃素海就会立即爆炸。这样的爆炸将会对死去太空焰灵半径 20 英尺之内的所有生物造成每太空焰灵 HD1d8 点

火焰伤害,同时令所有可燃物(在败掉豁免之后)着火,进而在燃素之潮中造成更多的爆炸。

太空焰灵没有性别,它们通过分裂生殖。它们无法追上由法驱船只所产生的超高速,但可以通过掉进途径船只的气囊内来搭个便

车。

除了某些使用召唤与命令元素生物的法术的变体的法师之外,所有驯化太空焰灵的尝试都失败了。它们通常情况下是无用的仆从,

即便是喜欢爆炸的基弗人也害怕它们,因为它们至少意识到了太空焰灵在造成灾害方面的潜力。

有一个关于太空焰灵的传说是这样的:有一位巫师自认为发现了一种驯化太空焰灵的方法,然后给它们套上了一副不会被它们烧

穿的特殊挽具。它将挽具连在了一个雪橇上,然后命令它们飞起来。它们的确这样做了——它们直接冲向了了太阳表面。我们仍未

知道这是个真实的故事还是仅仅是一个警示的寓言。

浮生掠影(Ephemeral)
气候 / 地形:仅限燃素海

出现频率:罕见
组织:独行

活动周期:任何

食性:活物

智力:优秀(11)

宝藏:无

阵营:中立邪恶

出现数量:1-8

防御等级:2

移动速度:18

生命骰:5

零级命中值:15

每轮攻击次数:1

伤害/ 攻击:1-4

特殊攻击:智力吸取

特殊防御:只受+1 或更好武器的伤害,再生

魔法抗力:无

体型:M(6 英尺)

士气:平均(9)

经验回报:975

Ephemerals are noncorporeal undead believed to be the spirits of individuals who have died in the phlogiston. They

appear as dusty gray humanoids, and it is thought that their forms are not only linked to the negative material plane,

but also impregnated with the essence of the phlogiston itself. This makes them vulnerable to fire, but also gives them

the ability to regenerate their unliving status. Ephemerals are attracted by use of magical energy, and a passing

spelljammer helm might attract a group of them.

浮生掠影是一种没有实体的不死生物,据信它们是死于燃素海的个体的灵魂。它们在外表上是一个灰蒙蒙的灰色人形,人们认为

它们的形态不仅仅与负物质位面联系起来,还与燃素海的元质结合在了一起。这使得它们易于被火焰伤害,但也让它们拥有了恢复

亡灵形态的能力。浮生掠影会被魔法能量的使用所吸引,一个路过的法驱魔舵就有可能吸引一大群浮生掠影。

Combat: The touch of the ephemeral inflicts 1-4 points of damage and reduces the victim's Intelligence by 1-2 points.

Should the damage inflicted by an ephemeral kill a sentient humanoid, the latter will become an ephemeral in 2-8 days.

Should an ephemeral drain all the Intelligence from a sentient humanoid, the body will then become the host of the
ephemeral (see below).

In hand-to-hand combat, only magical weapons have any effect on ephemerals. As undead, they are immune to sleep,

charm, and hold spells, as well as cold-based attacks. They are vulnerable to fire, and always take maximum possible

damage from a fire-based attack. However, since ephemerals are only found in the Flow, this type of attack is very risky.

Ephemerals can regenerate 1 hit point every melee round by pulling the surrounding phlogiston into their bodies. If

sealed off in some fashion from the Flow, they will be unable to regenerate. When an ephemeral reaches 0 hit points, it

dissipates permanently.

Generally, ephemerals cannot be turned, but this is the result of the inability of clerics in the Flow to contact their

patron's powers. If a priest has some form of contact with his or her power, an attempt to turn ephemerals can be made,

and in this case ephemerals can be turned as spectres.

Ephemerals will attack as a pack, if possible, seeking to drain as many humanoids as possible to use as bodies. The

others will be slain and cast overboard. If seriously damaged, they will break off, trailing behind the ship, and attack

again when they have regained their hit points.

战斗:浮生掠影的触摸会造成 1-4 点伤害并减少受害者 1-2 点智力。如果浮生掠影造成的伤害杀死了一个知性类人种族,那么它就

会在 2-8 天之内也变成一个浮生掠影。如果浮生掠影吸光了一个知性类人种族所有的智力,那么其身体稍后就会变成浮生掠影的宿

主(见下)。

在近战当中,只有魔法武器可以对浮生掠影产生效果。作为不死生物,它们对 睡眠、魅惑、定身法术,还有基于寒冷的攻击免疫。

它们对火焰易伤,因而在面对基于火焰的攻击时总是会受到最大伤害。然而,由于浮生掠影目前只出现在燃素海当中,对它们发出

这种攻击仍然是十分危险的。

通过将周围的燃素吸入自己体内,浮生掠影可以每轮再生 1 点生命值。如果将它们以某种方式与燃素海隔离开来,它们就将无法

再生。如果它们 HP 归零,就将永远消失。

一般来说,浮生掠影是不能被驱散的,但这是祭司们无法在燃素海中联系到它们的神祗的结果。如果一位祭司可以以某种方式与

自己的信仰联系上,并且尝试驱散它们,那么它们在被驱散时视作幽灵。

浮生掠影会尽可能地成群攻击,并尽可能地吸干尽可能多的类人种族来占据它们的身体。其余的【种族】则会被杀死并扔下甲板。

如果受伤严重,它们将会停止攻击,尾随船后,等到 HP 恢复以后再度攻击。

Habitat/Society: Ephemeral packs wander the phlogiston, the disembodied spirits of the dead or cursed who have

perished in the Flow. Unable to reach their home spheres and the rewards (or punishments) of their afterlife, they tend

to be mean, petty spirits who exist only to eventually return to a final resting place.

The living are their vessels of return, and an ephemeral will attempt to drain the mind of a single character in order to

provide itself with passage to a safe sphere. Ephemerals cannot enter the crystal spheres except when controlling a living

body and, if forced to do so, they will be randomly teleported deeper into the Flow.
栖息地 / 社会:浮生掠影会成群地在燃素海中游荡,这些脱离肉体的、受诅或死者的灵魂最终会在燃素海中消亡。它们永远无法回

到它们的家乡(晶壁系),也无法获得来世的奖赏(或惩罚),这些灵魂往往是卑劣而渺小的,它们仅仅为了回到最终安息之地而

存在。

活物就是它们回归的渡舟,浮生掠影将会尽力去吸干某个角色的心智,以便为自己提供一道通往某个安全的晶壁系的通道。除非

占据了一个活物的身体,否则浮生掠影无法进入晶壁系之内;如果被迫这样做,它们将会被随机传送到燃素海中的更深处。

Ecology: The origin of the ephemerals is a mystery. They might be the remains of a race of beings who managed to

crack their crystal shell, letting the phlogiston into their sphere. Whatever their origin, they have propagated by preying

on intelligent creatures that pass through the Flow. Men, mind flayers, and neogi have all had to battle ephemerals in

their transit between the spheres.

生态:浮生掠影的起源是一个谜。它们可能是一个设法打破了晶壁并让燃素流入了它们的晶壁系的种族的遗骸。无论它们是如何起

源的,它们都是通过捕食途径燃素海的智慧生物而传播壮大的。人类、夺心魔以及纽吉怪都不得不在旅行于晶壁系之间时与它们战

斗。

浮生掠影的宿主

The physical characteristics of an ephemeral host are those of the host body. Thus, a host body vulnerable to normal

weapons remains so while the ephemeral is present, and does not acquire the ephemeral's special vulnerability to fire or

its ability to regenerate using phlogiston. If the host body is killed, the ephemeral can't use it. Magic that counters the

magic jar spell is also effective against ephemeral occupation.

An ephemeral within its host immediately sets about returning to a crystal sphere. This often, but not necessarily,

involves slaying anyone who would stop it, including former allies. The ephemeral will use the physical abilities of the

individual it takes over, but cannot use any magical or special abilities. An ephemeral could take over a mind flayer, but

could not use its mental blast.

When the host enters a crystal sphere, the ephemeral will immediately flee the body, leaving it a living, mindless shell

of 0 Intelligence. The body can be restored to normal Intelligence by a full wish spell, but in the meantime, it may be

inhabited by other bodiless spirits unless protected by means of a protection from evil (good) spell or similar wards.

浮生掠影的特性会变成其宿主身体的特性。也就是说,宿主身体易受普通武器伤害的特性在浮生掠影附体时仍然会保留,并且也

不会获得它们对火焰的易伤以及利用燃素来再生的能力。如果宿主身体被杀,浮生掠影就不能使用它了。能够对付 魔魂壶法术的魔

法同样能有效地对付浮生掠影的附体。

占据了宿主的浮生掠影会立刻开始尝试返回某个晶壁系当中——而该过程经常(但不是必定)包括杀死任何拦路者,甚至是以前

的盟友。浮生掠影会使用它所占据个体的身体能力,但不包括魔法或特殊能力。浮生掠影可以附体夺心魔,但无法使用其心灵轰炸

能力。

当宿主进入某个晶壁系时,浮生掠影就会立刻逃离身体,留下一个活着但智力为 0 的无心智躯壳。这具身体可以被一个 祈愿术法


术恢复正常的智力,但在这期间,它也有可能被其他缺少身体的灵魂所占据,除非用防护邪恶(善良)或类似的法术来加以保护。

基弗人(Giff)
气候 / 地形:任何

出现频率:罕见

组织:排

活动周期:白昼

食性:杂食

智力:低等(7)

宝藏:无

阵营:守序中立

出现数量:10-20

防御等级:6(2)

移动速度:6(基础)

生命骰:4
零级命中值:17

每轮攻击次数:2

伤害/ 攻击:1-6 +7 或使用武器 +7

特殊攻击:头槌

特殊防御:无

魔法抗力:10%

体型:L(9 英尺高)

士气:精英(14)

经验回报:270

The giff are a race of powerfully muscled, hippopotami mercenaries. They are civilized in that they understand the

basics of spelljamming, though they lack mages among their own race. Instead, they hire on with various groups

throughout the universe as mercenaries, bodyguards, enforcers, and general leg-breakers. They are pretty good at it,

too.

The basic form of the giff is humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. The

chest is broad and supports a neckless head that looks like a hippopotamus's. Giff come in colors ranging from black to

gray to a rich gold, but many have colorful tattoos that leave their bodies a patchwork record of past jobs and victories.

Griffs speak their own language and the common tongue.

基弗人是一个肌肉发达的河马形雇佣兵种族。尽管它们整个种族当中缺乏巫师,但仍因为懂得基本的法驱而开化了。与没有法师

的情况相反的是,它们作为雇佣兵、保镖、执法者与一般的而受到了全宇宙各种团体的雇佣。它们也很擅长干这些。

基弗人的基本形态是类人形,有健壮的、扁平的、圆柱形的腿和人形的躯干、手臂和手指。它们的胸部很宽,支撑着一个看起来

像河马的没有脖子的脑袋。基弗人的肤色从黑色到灰色到深金色不等,但很多人身上都会有彩色的纹身,而这些纹身则是对过去的

工作或胜利的零散记录。它们会说自己的语言和通用语。

Combat: The giff are military-minded, and organize themselves into squads, platoons, companies, corps, and larger

groups. The number of giff in a platoon varies according to the season, situation, and level of danger involved. A giff

"platoon" hired to protect a gambling operation may number two, while a platoon hired to invade an illithid stronghold

may number well over a hundred.

The giff pride themselves on their weapon skills, and any giff will have a number of swords, daggers, maces, and

similar tools on hand to deal with troublemakers. In giff terms, a troublemaker is any non-giff one's boss tells him is a

troublemaker. Giff will collect weapons as well, accumulating pole arms from half a hundred worlds and being able to

tell the origin and purpose of said arms, and what they killed most recently.
But the giff's true love in weaponry is guns. Their love of explosives serves as a good warning to other races. Any giff

will have a 20% chance for an arquebus (or, rarely, a wheel lock) and sufficient smoke powder for 2-8 shots. A misfiring

weapon is of little matter to the giff (occasional fatalities are expected)—the flash, noise, and damage is what most

impresses them.

Even unarmed, the giff are powerful customers, as strong as a hill giant (+ 7 on damage for Strength benefit). They will

wade into a brawl just for the pure fun of it, tossing various combatants on both sides around to prove itself the victor. A

brawler should only pull a weapon on a giff in the most dire circumstances. Once a weapon is bared, the giff consider all

restrictions off—the challenge is to the death.

The unarmed giff also uses a head butt in attacking. The top of the giff's head and snout are plated with thick,

chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. The giff can charge using

the head butt, inflicting 2-12 points of damage on his foe.

The giff prize themselves as mercenaries, and to that end have made elaborate suits of armor that improve their

Armor Class to 2. These include full helms with other monsters on their crests, and inlaid ivory and bone along the large

plates. Armor repair is a major hobby among the giff.

Finally, giff are somewhat magic resistant. They are deeply suspicious of magic and magical devices, and only accept

spelljammer helms with deep misgivings, since they are needed to bring the giff into battle.

战斗:基弗人富有军事头脑,会依照小队、排、公司、军团,还有更大的团体单位来进行自我组织。一个排里基弗人的数量会根据

季节、情况以及危险等级的不同而改变。一个被雇佣来保护一次赌博的基弗“排”可能只有两个人,而被雇佣去入侵一个夺心魔堡

垒的排可能会超过一百个人。

基弗人以自己对武器的造诣而自豪,任何一个基弗人在对付麻烦鬼时身上都会带着一定数量的剑、匕首、钉头锤,还有其他类似

的“工具”。“麻烦鬼”在基弗人的说法中,只要老板说任何一个非基弗人是麻烦鬼,那它就是麻烦鬼。基弗人也会收集武器,它

们能够说出它们从近百个世界当中收集来的长柄武器的起源和用途,以及它们最近用它所行的杀戮。

但基弗人真爱的武器是枪支。它们对爆炸的喜爱很好地警告了其他种族。任何一个基弗人都有 20%的概率拥有一把火绳枪(或者

是一把更加罕见的燧发枪),以及足以来上 2-8 发的发烟火药。武器哑火对基弗人来说无关紧要(偶尔的失败在意料之中)——闪

光、噪音与伤害才是最令它们印象深刻的事情。

即便赤手空拳,基弗人也依然无比强力——它们有着丘陵巨人一样的强壮(因为力量奖励而获得伤害 +7 奖励)。他们会仅仅为了

取乐就卷入一场争吵,把各种战斗人员扔到两边,以证明自己是胜利者。吵架者只应该在最危机的情况下才把武器拿出来对准一个

基弗人。因为一旦用上武器,基弗人就会抛弃掉一切的限制——以死相争。

空手的基弗人还可以在战斗中使用头槌攻击。基弗人的头部和鼻尖都被厚重的几丁质骨板所覆盖,在柔韧得允许基弗人活动的同

时让这种生物拥有了一顶天生的头盔。基弗人可以在冲锋时使用头槌,并对敌人造成 2-12 点伤害。

基弗人非常重视自己作为雇佣兵的价值,因此精心为自己定做了盔甲,让它们的 AC 优化至 2。这一套盔甲包括以其他怪物的羽冠


为饰的头盔,以及镶嵌着象牙和骨骼的大型板甲。盔甲护理是基弗人中的主流爱好。

最后,基弗人有少许魔法抗力。他们对魔法和魔法装置深表怀疑,在只能接受法驱魔舵的同时仍抱持着浓厚的不安,这还是因为

它们必须依靠魔舵才能把基弗人带到战场上。

Habitat/Sodety: The giff are happiest among their own race— they consider larger races such as giants threatening and

complain about the fragility of the smaller races. Unlike the dracons, they suffer no penalties for being apart from their

fellows, but merely prefer the company of their own species. Outside their own platoons, the giff are happiest among

military organizations with a strong chain of command.

Every giff, male, female, and giffling, has a rank within society, which can only be changed by someone of higher rank.

Within this rank are subranks and within those subranks are color markings and badges. The highest-ranking giff gives

the orders, the others obey. It does not matter if the orders are foolish or even suicidal—following them is the purpose

of the giff in the universe. A quasi-mystical faith among the giff mercenaries confirm that all things have their place, and

the giff's is to follow orders. This makes the giff very happy.

Giff platoons can be hired by those looking for their muscle. The arcane do a small business in giff mercenaries, but

usually local contractors perform the task. These contractors review prospective employers according to ability to pay,

then make a recommendation to the giff leaders. The leaders, in turn, consider the danger of the job, and whether

taking it will enhance their giffdom.

Giff jobs are usually paid in smoke powder, though they often will accept other weapons and armor. It is purely a

barter system, but to hire one giff for one standard week requires seven charges of smoke powder (one/day). In areas

where smoke powder is more common, the price will rise.

On board ship, the giff have their own quarters, and will often request to bring on their own large weapons. They favor

greek fire projectors and bombards for ground work, and will happily blaze away at opponents, regardless of the tactical

situation.

The giff require the ships of others because they have no spellcasting abilities among them—they are magically inert

in such a way that even the serial helms of the mind flayers have no effect on them. Lifejammers are considered to be a

"wizard's way to die" (a giff insult). Giff trade their services for transport and for weapons—especially smoke powder.

Giff of both sexes serve in their platoons, and both fight equally well. Giff young are raised tenderly until they are old

enough to survive an exploding arquebus, then are inducted fully into the platoon.

Giff are fierce fighters, despite their somewhat comical appearance and mania for weapons. They will not, however,

willingly fight other giff. If forced into such a situation on a battlefield, both groups will retire for at least a day of

drinking and sorting out ranks. There is a 10% chance that one platoon will join another in this case, but most likely both

will quit their current hirings and look for work elsewhere.
栖息地 / 社会:基弗人在自己的族群当中时是最快乐的——它们将巨人之类更庞大的种族视作威胁,又时常抱怨小种族的脆弱。与

天龙人不同的是,它们不至于因与自己的同伴分开而受到惩罚,顶多只是更喜欢与同族相处而已。除了它们自己的排以外,它们在

身处一个有着强大指挥链的军事组织时是最快乐的。

每一个基弗人——男性、女性还有幼童——都属于某一个社会阶级,而这个阶级只能通过某个更高阶级的人来改变。这些阶级又

细分为亚阶级,亚阶级下面又细分为各种颜色的标志和徽章。阶级最高的基弗人负责下命令,而其他人皆尽服从。即便这些命令是

愚蠢的甚至自杀式的,那都无关紧要——遵循这些命令就是基弗人存在于宇宙当中的目标。在基弗雇佣兵当中有一种近乎神秘的信

仰,它证明着世间一切都有自己的位置,而基弗人的位置就是服从命令。这令基弗人非常高兴。

基弗排可以被那些寻求它们肌肉的家伙雇佣。秘法商族们会与基弗雇佣兵做一些小生意,但通常还是提供任务的当地承包商。这

些承包商会根据支付能力对潜在雇主进行审查,然后向基弗人领导提出建议。而它们的领导也会反过来考虑工作的危险性,以及这

份工作是否适合基弗人去做。

基弗人工作的酬劳通常是发烟火药,但它们通常也会接受其他武器和护甲。这是纯粹的物物交换制,但雇佣一位基弗人一个标准

周需要七发发烟火药(每天一发)。在发烟火药更加常见的地区,价格也会随之上涨。

在船上,基弗人有它们自己的住所,并且通常会要求携带它们自己的大型武器。它们喜欢负责希腊火投射器和射石炮的工作,并

且无论战况如何,它们都乐于向对手开火。

基弗人需要其他种族来驾驶魔法船,因为它们当中没有施法能力——它们对于魔法的惰性连夺心魔的序列魔舵都无法拯救。而命

舵则被它们看作是一种“法师式的死法”(这是一种基弗人式的侮辱)。基弗人会用它们的服务来换取运费和武器——尤其是发烟

火药。

基弗人的两性在它们的排中都会有所存在,而且都一样擅长战斗。基弗幼童会被温柔地养大,直到它们能够从火绳枪的爆炸中幸

存,然后它们才会完全地被排所接纳。

尽管外表有些滑稽,对武器也有些沉迷,但基弗人仍然是凶猛的战士。然而,它们不愿意同族相争。如果在战场上被迫陷入这样

的境地,两边的基弗人都会停战至少一天,用来喝酒和比对阶级。在这种情况下,其中一个排有 10%的几率加入另一个排,但更可

能的是两个排都会退出当前任务,并另寻活计。

Ecology: Like the dracon, the giff are surmised to have evolved from one world, which was not blessed with a wide

variety of intelligent species such as elves, men, dwarves, and beholders. Sages point to the giff as an example of what

happens when only one sentient species is found on a planet.

The giff homeworld is the stuff of legend; as no living giff has seen it. Some tales say that the homeworld was

destroyed by the giff, who were rescued by the arcane. Others say that the giff sold their planet and their lives to the

arcane in exchange for spelljamming helms they could not use. Still others say that the giff homeworld is just beyond

the range of one's ship, in a land where such warrior races are common, and the losers are exiled to the known worlds.

Whatever the truth, the giff describe their homeworld in legendary terms—a thick, verdant jungle, covered with

swamps, mangrove trees, and fruit plants. The few mountains are rich in metals, caches of weapons, and smoke powder.
The giff practice equality among the sexes in battle and in childrearing. They live about 70 years, but do not take aging

gracefully. As a giff grows older and begins to slow down, he is possessed with the idea of proving himself still young

and vital, usually in battle. As a result, there are very, very few old giff.

生态:据猜测,基弗人就像天龙人一样,是从一个没有很多诸如精灵、人类、矮人和眼魔这样的智慧物种的世界上进化而来的。贤

者们指出,基弗人是当一颗星球上只有一个知性种族是会发生何事的例子之一。

基弗人的家乡世界只存在于传说之中;没有基弗人活着见过它。有些故事里说它们的世界被基弗人给摧毁,而基弗人又被秘法商

族所拯救。另一些则说,基弗人将它们的星球和生命都卖给了秘法商族,然后换回了它们无法使用的法驱魔舵。还有一些则说,基

弗人的家乡世界位于魔法船所能及之外,在一片像基弗人这样的战士种族无比常见之地,而那上面的败者就会被流放到已知世界当

中。

不管真相如何,基弗人已经把它们的家乡世界描述成了一个传奇般的地方——那里是一片茂密而青翠的丛林,覆盖着沼泽、红树

林和果树。寥寥的山脉上藏着许多金属、武器,还有发烟火药。

在战斗和抚养孩子的过程中,两个性别的基弗人都负担着同等的责任。它们大约能活 70 年,但往往不会温和地老去。当一个基弗

人开始变老、动作变慢时,它就有了——通常是在战斗中——证明自己仍然年轻且重要的想法。因为这样,老年基弗人非常、非常

的少。
鲸驮骊(太空鲸)【Kindori (Space Whale)】
气候 / 地形:任何太空

出现频率:不常见

组织:荚

活动周期:任何

食性:光

智力:低等(6)

宝藏:无

阵营:守序中立

出现数量:2-8

防御等级:5

移动速度:18

生命骰:20

零级命中值:3

每轮攻击次数:1(尾巴)

伤害/ 攻击:3-30

特殊攻击:致盲

特殊防御:无
魔法抗力:5%

体型:G(80 英尺)

士气:精英(13)

经验回报:11000

Kindori are called space whales, and they are among the largest living creatures found in space. They resemble aquatic

whales in general shape and are mammals as well. However, they lack any noticeable mouth, and the leading edge of

their fishlike bodies is dotted with small eyes.

The kindori young gestate for six months and are born live in space. A herd will be extremely protective during this

time, since the young are prey to scavvers and other attackers.

鲸驮骊也被称为太空鲸,它们是在太空中发现的最大的活物之一。它们的外形总体上和水生鲸鱼相似,并且也是哺乳动物。然而,

它们没有任何明显的嘴,它们那鱼一般身体的前端点缀着细小的眼睛。

鲸驮骊婴儿需要六个月的孕期,并且在太空中出生。在这段时间里,鲸群会异常具有保护性,因为幼婴会成为独眼䲟和其他攻击

者的猎物。

Combat: The kindori tend to be peaceful except when threatened. In normal conditions, this usually means a direct

attack, but during herding periods (see Habitat/Ecology below), any individual approaching the herd is seen as a danger.

The kindori's main physical weapon is its massive tail flukes, which it uses to batter its opponents. While kindori

recognize the presence of humans, beholders, and other small creatures, they direct such attacks first and foremost

against the ships that are almost their size. The kindori work together to batter a single attacker to bits, then go to the

next one, until all assailants are defeated.

With these exceptions, kindori are generally peaceful and have been domesticated by a number of spaceborne

barbarians. Such groups either travel short distances, such as within an asteroid belt, cluster, or ring; or are far-ranging

space nomads making long voyages. The kindori is large enough to maintain its own gravity plane and air envelope, and

has no need for air of its own.

The size of the kindori is such that mosses, molds, and other parasites nest on their large backs, which in turn brings

other predators to clean them off. A kindori might (20% chance) have 3-18 gray or brown scavvers working over the

growing population on their sides.

The leading eyes of the kindori can emit a concentrated blast of light. This light is projected as a cone in the direction

of the kindori's choice, with a 500-yard range and a base of 400 yards. All those within the cone must save vs. breath

weapon or be blinded for 4-16 rounds. The kindori will use this form of attack against individuals they cannot beat,

using the confusion it creates to escape.


战斗:除非受到威胁,否则鲸驮骊往往都是温和的。一般情况下,“威胁”意味着直接攻击,但在繁殖期间(见栖息地/社会部

分),任何接近鲸群的个体都会被视作威胁。

鲸驮骊主要的物理武器是它们用来拍击对手的巨大尾巴。当鲸驮骊察觉到人类、眼魔和其他小生物的存在时,它们首先会对几乎

与它们一样大的船只发起攻击。鲸驮骊在击败一个敌人之后才会转向下一个敌人,直到所有敌人都被击败。

除了这些例外,鲸驮骊一般都是温和的,它们还被许多太空蛮族所驯化。这类鲸群要么就在小行星带、小行星集群或星环当中进

行小范围旅行;要么就会进行长距离太空旅行。鲸驮骊大到足以拥有自身的重力平面和气囊,而它们自己并不需要呼吸空气。

如此巨大的鲸驮骊的背部是苔藓、霉菌和其他寄生虫的栖息地,而这反过来又会引来以这些为食的猎食者。

鲸驮骊前端的眼睛可以发出一道密集的光波。这道光波可以射向鲸驮骊所决定的方向,呈锥形,长 500 码,末尾处宽 400 码。所

有位于光波锥形之内的存在必须通过一次对抗喷吐武器的豁免检定否则目盲 4-16 轮。鲸驮骊会用这种攻击来对付那些它们无法匹敌

的敌人,然后借机逃跑。

Habitat/Society: The kindori travel in small groups, called pods, of 2-8 members. For large (7-8 member) pods, there

will be a bull of maximum hit points present. This bull will be the forward line of defense if the pod is attacked.

Every so often (roughly annually, depending on the sphere), several pods will gather together into a larger herd of 3-

30 members. There will be 3-6 bulls present in such a herd, and during this time, any ships that pass near the herds will

be attacked.

During herding the male kindori are particularly violent, engaging in tail-slapping contests with other young males

(and often with ships that come too close). These tail-slappings create a pecking order within the herd, which in turn

determines the mating rights of the various members. The oldest bulls always have first rights among the females,

followed by the more powerful young.

Some kindori that have been domesticated (see below) later go feral as their masters die or let them loose. These

kindori sometime have the ruins of old buildings (generally called howdahs) on their backs, along with more terrestrial

plant and animal life. Such structures and life survive only on the back and sides of the kindori.

栖息地/社会:鲸驮骊会以由 2-8 个成员组成的、被称为“荚”的小团体为单位旅行。在大型荚(7-8 个成员)当中,会出现一头

拥有最大生命值的头鲸。如果荚受到攻击,头鲸将会处于战斗第一线。

每隔一段时间(大约每年一次,具体按晶壁系不同而不同),数个荚会聚集成 3-30 个成员的一个大型鲸群。这样的鲸群中会有 3-

6 头头鲸,而在这段时间里,任何接近鲸群的船只都会被攻击。雄性鲸驮骊在繁殖期间会变得特别暴躁,并与其它年轻的雄鲸(通常

还包括那些靠的太近的船只)进行尾巴拍打比赛。鲸群会通过这种尾巴拍打决定等级秩序,进而决定各个成员的交配权。最年长的

头鲸总是拥有第一个寻找配偶的权力,紧随其后的是那些强壮的年轻太空鲸。

部分已经被驯化的鲸驮骊(见下文)会随着它们主人的死亡或释放它们而变得凶猛。这种鲸的背上有时会存在一些古代建筑的遗

迹(这些被统称为“象桥【howdahs】*”),还有更多的陆生植物和动物。这样的建筑和生命只存在于鲸驮骊的背部和侧面。

【*原型来自印度。】
Ecology: A kindori does not eat as do most other creatures of space. It instead soaks in the rays of the sun, stars, and

other shining bodies in its area of space. The "belly" of the kindori is dotted with tiny white patches, each of which sends

energy deep within the creature, to be stored within its large mass.

Keeping this belly clean of parasites is a common act of herd behavior, as the great creatures rub each other to flake

off old skin and parasites. They are less concerned with their backs, which is why small islands of life often spring up

there.

An extremely old or sick kindori can be spotted by the overgrowth of vines and vegetation on it. Such creatures are

near death, and often fall prey to the larger scavvers and other creatures.

Even in death kindori are powerful creatures, as their skeletons do not break up when parasites destroy their flesh.

Undead creatures such as liches and vampires often use skeletal kindori as their ships for slow, leisurely invasions of new

lands (the undead have forever). Such dead kindori have 15 hull points, plus whatever modifications (weapons, etc) are

made to them.

There have been stories of hitching a spelljamming helm to a kindori. It is generally agreed that the action of moving

at spelljamming speeds spooks them, and even domesticated kindori will head off for parts unknown, seeking to scrape

the irritating helm from their flesh. Some skeletal kindori have been fitted with such helms by undead marauders and

used as warships.

The kindori have many natural enemies, including the krajen, the radiant dragons, and the various humaniform races.

Beholders and mind flayers, sensitive to the creature's light-emitting eyes, have a particular dislike of them. The former

will avoid kindori whenever possible, while the latter will engage in wholesale slaughter of them, massing armadas to

take out whole pods that lie too close to their outposts.

The flesh of the kindori can be rendered into oil, much like the aquatic whale, and it is this kindori flesh that is the

source of most greek fire for various races. The lizard men, who use greek fire regularly, often put together whaling

parties to hunt kindori, and are working on a mobile base, towed in pieces by multiple waspclass ships, that can render

the flesh of the creature in the field.

生态:鲸驮骊并不会像其他大多数太空生物那样进食。相反,它会令自己吸收太阳、星辰,还有自己所处宙域的其他发光天体所

发出的射线。鲸驮骊的“肚皮”上点缀着许多细小的白色斑点,这些斑点能够将收集来的能量输送到太空鲸的身体深处,并储存在

那庞大的身躯当中。

清洁肚皮上的寄生虫是鲸群当中的常见行为,因而经常能够看见这些巨兽们互相摩擦,以磨去身上的老皮和寄生虫。不过它们对

自己的背部不太关心,因而上面经常会出现一些小型的栖息地。

非常年长或病态的鲸驮骊会被过度生长的藤蔓和植物所缠绕。这样的太空鲸已经濒临死亡,最后一般都会沦为更大的独眼䲟和其

他生物的猎物。
即便是死亡的鲸驮骊,也是一种强大的生物,因为破坏它们肉体的寄生虫并不会一并破坏它们的骨骼。诸如巫妖和吸血鬼这样的

不死生物经常会用鲸驮骊骷髅当作它们的船只去缓慢而悠闲地入侵新的土地(不死生物有的是时间)。这样的鲸驮骊尸体有 15 点的

船体值,加上它们受到的任何调整(武器等)。有一大堆关于把一个法驱魔舵装到一条鲸驮骊身上的故事。人们普遍认为,以法驱

速度进行移动会使鲸驮骊受到惊吓,即便是被驯化的鲸驮骊也会因此四处乱窜,试图将恼人的魔舵从自己的血肉上去除。有些鲸驮

骊骷髅已经被装备上了这样的魔舵,并被亡灵海盗当作战舰使用。

鲸驮骊有很多天敌,包括克拉精海怪、辐射巨龙,还有各种类人种族。眼魔和夺心魔非常厌恶这种生物,因为它们对太空鲸的眼

部光线非常敏感。其中,前者会尽量避开它们,而后者会大规模地屠杀它们,派出大规模的舰队整荚整荚地杀戮与它们的哨站靠得

太近的鲸驮骊。

和水生鲸鱼相似,鲸驮骊的血肉也可以提炼出油,所以鲸驮骊的血肉成为了各个种族的绝大部分希腊火的来源。经常使用希腊火

的蜥蜴人经常会组成捕鲸小队,并且以一个被数艘黄蜂级船只拖拽着的移动基地为大本营,以便当场提炼太空鲸的血肉。

【译注:这段让人不禁想起《海豚湾》。】

被驯化的鲸驮骊

Savage races in space will often use the kindori for short-range travel, usually in the period before they gain enough

savvy and trading goods to deal with the arcane on a regular basis. These "savage races" vary from empires ruled by

philosopher kings, to degenerate standard races, to savage marauders who will attack everything in sight.

The kindori can be domesticated, but the savage races will operate in them in pod or herd groups, and will not split

the kindori family groups. Only old solitary bulls will be found on their own, and then usually on exploration duty.

The savage races (which can be human, dwarf, elf, gnome, or even halfling) do not cut into the flesh of the kindori, but

rather secure buildings, weapon platforms, and the like with short hooks that lightly snag the thick hide of the beast. The

savage races will often maintain farms and herd terrestrial beasts on the backs of such creatures, since the kindori have

no need of the atmosphere around them.

A typical kindori/savage race group will number some 2-8 kindori, each with a crew of 10-20 warriors. Dress and

weapons vary from place to place, from bone spears to bronze armor and short swords. There will be at most one light

catapult per kindori, save for the bulls, which can carry heavy catapults. The crew arrangements will be an extension of

the savage's native group, with a captain or shaman or chieftain leading the herd.

The savages will trade with spaceborne races (if they are peaceful), but do not like or trust spelljammer helms, which

make their mounts mad.

在能够获得足够的知识和货物来与秘法商族进行定期贸易之前,太空中的蛮族通常会利用鲸驮骊来进行短程旅行——所谓的“蛮

族”包括被哲人王所统治的帝国、堕落的标准种族,还有攻击一切的野蛮海盗等。

鲸驮骊可以被驯化,但蛮族们通常会整荚或整群地驯化,并不会分裂它们的家族。一般只有在探索过程中才会发现独行的年迈头

鲸。
蛮族(蛮族可以是人类、矮人、精灵、侏儒,甚至半身人)不会切下鲸驮骊的肉,反而会在上面修建建筑、武器平台,还有能够

轻易地钩在这种野兽的厚皮上的短钩。因为鲸驮骊自身并不需要呼吸自己身边的大气层,所以蛮族通常会在它们的背上建立农场及

驯养兽群。

一个典型的鲸驮骊+蛮族团体通常会有 2-8 头鲸驮骊,每头鲸驮骊上有 10-20 名战士。从骨矛到铜甲再到短剑,【这些战士】的

衣装和武器都会因地而异。每头太空鲸最多能够负担一门轻型弩炮,而头鲸能够负担一门重型弩炮。“鲸船”上的船员安排也按照

蛮族原有的阶级秩序,并由一位船长或萨满或酋长负责引导鲸群。

蛮族会与太空种族进行贸易(如果它们态度和平的话),但它们并不信任会让它们的坐骑受惊的法驱魔舵。
克拉精海怪(Krajen)
幼年 成年

气候 / 地形: 任何 任何

出现频率: 常见 非常罕见

组织: 菌落 独行

活动周期: 随时 随时

食性: 食腐 杂食

智力: 无(0) 智力不全(2)

宝藏: 无 G

阵营: 中立 中立

出现数量: 10-100 1

防御等级: 9 3

移动速度: 3 18

生命骰: 1/2 12

零级命中值: 20 9

每轮攻击次数: 1 1+12

伤害/ 攻击: 1-3 3-18 和 1-3

特殊攻击: 麻痹 麻痹,碾压
特殊防御: 无 无

魔法抗力: 无 30%

体型: S(1 英尺高) G(40 英尺高)

士气: 不坚定(5-7) 精英(13)

经验回报: 35 8000

The krajen develops in three stages: small spaceborne sporcs, a barnaclelike immature stage, and the huge, adult

krajen that is the bane of the shipways. In its adult stage, the krajen can grow longer than most ships, and resembles a

gargantuan aquatic squid. Its tubelike body is dominated at one end by a thick central tentacle, the base of which is

surrounded by a cluster of smaller tentacles.

克拉精的成长分为三个阶段:小太空孢子期,藤壶状的幼年期,以及堪称太空航路之灾的巨大成年期。在成年期,克拉精可以长

得像一只比大多数魔法船都要大的水生乌贼。它那管状身体的一头是一根粗厚的中央触手,其根部还有一大堆较小的触手。

Combat: Adult krajens are holy terrors, attacking anything that comes within comfortable distance of them with a

huge central tentacle and a cluster of twelve lesser tentacles. The krajen's central tentacle can crush objects of more than

huge size, inflicting either 3-30 hit points or 1-3 hull points of damage, depending on the target. On a hit of 18 or better,

the central tentacle has looped around the target and can crush each round thereafter automatically. Even when not

crushing the life out of a victim, the central tentacle can inflict up to 3-18 points of damage in combat.

The smaller tentacles that ring the large central tentacle are called sentries, and act to protect the main shaft. They are

thin, snakelike members, tipped with a paralysis poison that causes those hit to save vs. poison or be paralyzed for 3-30

rounds. The adult krajen can use all its tentacles at one time, though no more than two tentacles will engage a man-

sized target.

A common krajen tactic is to snare a ship and crush it with the central tentacle, while the smaller sentries deal with the

crew and other creatures trying to attack it. Only after all the attackers are paralyzed or slain will the krajen feed,

crushing the paralyzed survivors. The krajen will feed over several days, fall into slumber for a few months, then move off

for new conquests.

战斗:成年克拉精海怪极其令人讨厌,它们会攻击任何进入了其粗大的中央触手和其他较小触手的“舒适距离”之内的事物。它们

的中央触手可以碾压体型比 H 级还要巨大的目标,根据目标的不同,造成 3-30 点生命值伤害或 1-3 点船体值伤害。如果命中检定结

果为 18 或更好,中央触手将缠绕目标,并在之后的每轮中自动碾压一次。即便没有造成碾压,中央触手也能在战斗中造成 3-18 点

伤害。

环绕着较大的中央触手的诸多小触手被称作“哨兵”,它们用于保护主体。它们呈瘦长的蛇形,被击中者除非通过对抗毒素的豁

免检定,否则就会被麻痹 3-30 轮。成年克拉精海怪可以同时用上它所有的触手,但一个中型目标最多只能同时被不超过两条触手攻


击。

它们常见的一种战术是用中央触手缠住并碾压一艘船,同时用小触手去对付船员和其他试图攻击自己的生物。它们只有在所有攻

击者都被麻痹或杀死之后才会碾死被麻痹的幸存者并进食。它们会花上好几天来进食,然后睡上几个月,然后再次开始新的征服。

Habitat/Society: The krajen has no real social organization. The monstrous adult krajens are solitary creatures, and

should one encounter another, it will treat it as any other creature and probably attack. The krajens are immune to their

own paralysis poison and that of their young, and will destroy ships that are carrying their young and consume them as

readily as not.

栖息地/社会:克拉精海怪没有真正的社会组织。巨大的成年克拉精是一种独行性生物,如果遇到另一个同类,它就会像其他生物一

样对待它,很可能会攻击它。它们对它们自己以及自己子嗣的麻痹毒素免疫,并且会摧毁掉那些携带它们子嗣的船只,并毫无顾忌

地吃掉它们。

Ecology: In the krajen's youngest form, its sporcs are harmless, and can be slain by such simple spells as cure disease.

They drift like windborne seeds in the void, waiting for the approach of a ship or other solid body. They are so small that

a spelljamming ship can pass through a cloud of them without stopping and without its crew noticing. It is only when

the sporcs take root in the hull of the ship that they are noticeable.

Krajen spores can take root in any solid object, including asteroids, ship hulls, and large living creatures. Once planted,

the base of the spore widens and digs into the surface, while the outer surface hardens into a shell similar to a

barnacle's. The central tentacle is nested in an opening at the top of this shell. In case of normal attacks on the immature

krajen, the tentacle can whip out to attack enemies in the area, lashing out at random. When dormant, the tentacle is

tucked inside the top of the shell.

Immature krajens can survive without air, and in fact prefer the stale air of bad air envelopes over the healthy air of

areas replenished by green plants. They do need a solid surface to draw nutrients from, though each one can also

absorb nutrients from dead bodies that it and the rest of the colony have destroyed.

When the immature krajens have pulled the equivalent of 2 hull points of material from a surface (i.e. in about two

months), they disengage and float into space. At this point the gripping base closes and the sentry tentacles appear.

Feeding on the stored, concentrated energy, the krajen attains its adult size and goes hunting. Large groups of

immature krajens often hunt other krajens, until only one member of the group survives and reaches full size.

Adult krajens grow throughout their entire lives, such that legends of particularly huge individuals surface from time to

time. Krajens feed on ships almost accidentally, as their main prey are kindori, radiant dragons, and other large

creatures.

One rumor that has appeared in a number of spheres is of a lesser race of human barbarians who have tamed the

krajens through use of alchemic mixtures. They have traded these mixtures to the arcane in exchange for lifejammers,
which they have hooked up to the relatively mindless krajen. Using the lifejammer-driven krajen, this lesser race is

suddenly appearing as a major menace to shipping, often preying on other pirates and marauders.

生态:作为克拉精海怪最幼小的阶段,克拉精孢子是无害的,可以被诸如治疗疾病这样简单的法术杀死。它们就像依靠风来传播的

种子一样在太空中漂流,等待船只或者其他固体的接近。它们小到一艘正在以法驱速度航行的船只会毫不停顿地穿过由它们组成的

云团,而且其上的船员也不会察觉到任何异样。只有当孢子在船体上扎根时,它们才会被注意到。

克拉精孢子可以在包括类星体、船体,以及大型活物在内的任何固体上扎根。一旦开始生长,孢子的底部就会扩大并深入表面,

而外部则硬化成一层类似藤壶的壳。中央触手就嵌套在这个外壳的顶部的一个开口中。如果对幼年克拉精进行普通攻击,这条触手

就会伸出来随机抽打附近的敌人。当它们休眠时,触手就缩在壳的顶部。

幼年克拉精可以在没有空气的情况下生存——事实上,比起有绿色植物补充氧气的健康空气,它们更喜欢污浊腐败的空气。它们

需要一个固体表面来吸收营养物质,不过它们也可以从被自己和自己所处的菌落所破坏的死尸表面吸收营养。

当幼年克拉精从某个表面吸收相当于 2 点船体值的物质时(需要大约两个月),它们就会脱落并漂回太空当中。这时,用于扎根

的底部会收合,并长出小触手。在通过以前储存的能量长到成年体型之后,克拉精海怪就会开始狩猎。大群地聚集的幼年克拉精会

互相捕食,直到最后一位幸存者完全成长为止。

成年的克拉精海怪可以不断地长大,因而在宇宙的漫长历史当中一直流传着关于巨大海怪的传奇。只有过于不幸的船只才会被克

拉精海怪吃掉,所以它们主要的猎物是鲸驮骊、辐射巨龙,以及其他大型生物。

在许多晶壁系当中出现了一条这样的流言:一支人类蛮族已经通过一种炼金术混合物驯服了克拉精海怪。它们还用这种混合物从

秘法商族手中换来了命舵,并将之安置在了相对不那么愚笨的克拉精海怪身上。利用有着命舵动力的克拉精海怪,这个小蛮族突然

成为了太空航运的主要威胁之一,同时它们还经常掠夺其他海盗与劫匪。

幼年克拉精(Immature Krajen)

Immature krajens are a bane of shipping, as their continued growth destroys the surface they are moored to. This is

particularly dangerous if the surface is a ship hull. Resembling a giant barnacle, a single krajen can inflict about 1 point

of hull damage in a month of growth. Immature krajens come in large colonies, however, and with each krajen inflicting

similar damage, a krajen colony can break up a ship in short order. Wood and stone are subject to this type of damage,

but living material (such as the kindori) and the ceramic hulls of the elven butterfly ships take no significant damage.

As a result of the destructive activities of immature krajen, ship crews must often scrape the undersides of their ship

hulls, where the krajen tend to nest. This is made more difficult by the fact that the krajens main tentacle is tipped with a

paralyzing poison that causes an individual hit to be paralyzed for 2-8 rounds. During this time the krajen will either

continue to strike the attacker with its tentacles (if riled or if some of the colony have been slain) or, more likely, shuffle

off to a new piece of the ship.

When part of the colony is threatened or attacked, the damaged/dying member releases chemicals that aggravate the

other members of colony, so that attacking one immature krajen affects all other krajens in that same air envelope.
Carefully done, freeing a hull of immature krajen is an unpleasant and time-consuming task. Crews will wipe out krajen

colonies even on asteroids and other areas, if for no other reason than to prevent them from becoming full-fledged

krajens.

Immature krajens have no intelligence, and their colonies grow together by chance rather than as a result of any

cogent thought. They grow together because they take root together.

幼年克拉精是航运的灾难,因为它们的生长会破坏它们寄生的表面。当这些表面是船体时显得尤为危险。仅仅一只外表像是巨大

藤壶的克拉精生长一个月就可以造成 1 点船体值伤害。而如果一艘船上同时来了一个大型菌落的克拉精的话,它们每只都能造成相

同的伤害,一个克拉精菌落很快就能摧毁一艘船。木头和岩石都会受到这样的破坏,但活体材料(诸如鲸驮骊)和精灵蝴蝶舰的陶

瓷船体就不会受到严重的伤害。

由于幼年克拉精的破坏性活动,船员们必须经常去刮擦克拉精经常出现的船底。这件事因为克拉精主触手上附带的能让人麻痹 2-8

轮的毒素而变得更加困难了。在麻痹成功之后,克拉精要么会(在被激怒或菌落的其他成员被杀时)用触手继续攻击,要么就会

(这个可能性更大)挪到船上的另一个位置。

当菌落的一部分受到威胁或攻击时,受伤/死亡的成员就会释放使菌落其他成员更加恼怒的化学物质,因此即便只攻击一个幼年克

拉精也会惹恼同一个气囊当中的其他所有克拉精。

仔细地去掉船体上的一个幼年克拉精是一件痛苦而耗时的工作。并且如果没有其他比制止它们成为成年期克拉精更重要的事情的

话,即便是在类星体和其他区域的克拉精菌落也会被船员们完全消灭掉。

幼年克拉精没有智力,它们之所以会聚集成菌落完全是出于偶然,而不是出于任何理由。它们之所以一起成长也是因为它们都在

同一个地方扎根。
纽吉怪(Neogi)
纽吉怪 大长老

气候 / 地形: 任何太空 任何太空

出现频率: 罕见 非常罕见

组织: 部落/船只 独行

活动周期: 随时 随时

食性: 肉食 肉食

智力: 高等(13-14) 低等(5-7)

宝藏: Q(每只) 无

阵营: 守序邪恶 守序邪恶

出现数量: 1-8 1

防御等级: 3 5

移动速度: 6 3

生命骰数: 5 20

零级命中值: 15 无

每轮攻击次数: 3 0

伤害/ 攻击: 1-3/1-3/1-6 特殊

特殊攻击: 迟缓毒素 幼虫

特殊防御: 见下 见下

魔法抗力: 无 10%

体型: S(3 英尺高) H(20 英尺高)

士气: 坚定(12) 不坚定(6)

经验回报: 270 500

The neogi appear as a cross between a wolf spider and a moray eel. The short, furry, eight-limbed body is topped by a

lithe, bare, fleshy neck with a serpentine head, its mouth filled with needlesharp teeth. The ends of its limbs are tipped

with small claws. The fur of the neogi is a light tan, but dyed a variety of colors to signify power, rank, accomplishments,

and warnings to other neogi. The older a neogi is, the more colorful its hide becomes. A neogi with a bare pelt has no

status.

The neogi are hated throughout the Known Spheres, and their spiderships are often attacked without giving them the
chance for provocation. The reason is that neogi are ruthless slayers and plunderers to the last being, and think nothing

of eating their enemies, servants, or fallen comrades. In all the variety of the universe, one truth remains: the Neogi are a

hateful, xenophobic race that has no friends.

The neogi can communicate in their own language and in common as well—this is the language that they use to

command their umber hulks and other slaves. Many speak 1-4 other languages to help facilitate their slaves taking

orders correctly. A slave that does not understand its orders is good for nothing except the next meal.

纽吉怪的外形就像是狼蛛和海鳝的混合体。它们短小的、毛茸茸的、长有八条肢体的躯干顶端是一条柔软、光秃、多肉的颈部,

再上面则是一颗蛇状的头。其嘴中布满了钢针般锋利的牙齿。在它们肢体的末端,长有微小的利爪。纽吉怪的毛皮呈浅黄褐色,但

经常会被染成其它颜色,以向其它纽吉怪标明自己的权力、位阶、成就、以及警示。一个纽吉怪年龄越大,身上的色彩也就越丰富。

一个皮毛光光的纽吉怪是没有地位的。

纽吉怪在所有已知晶壁系当中都受到普遍的憎恨,它们的蜘蛛舰在有机会进行交流之前就会受到攻击。究其原因,是因为纽吉怪

是骨子里的冷酷杀手和劫匪,在吃掉其敌人、仆役或倒下的同伴时不会有任何顾虑。在不同的宇宙中都有这样一条通行的真理:它

们是一支充满敌意的、极为排外的、没有盟友的种族。

纽吉怪可以用自己的语言和通用语——这是它们用来指挥它们的土巨怪和其他奴隶的语言——进行交流。其中许多还能说另外 1-

4 门语言,以便其奴隶可以更准确地履行其命令。一个不懂命令的奴隶就只是一个饭桶而已。

Combat: With the universe against them, the neogi have a number of defenses. The first, and most obvious, is their

enslavement of umber hulks (see Monstrous Compendium 1 for umber hulk stats). Each neogi has a personal umber

hulk slave that he rates over all other slaves, who is a combination bodyguard, manservant, and useful set of hands. A

neogi without an umber hulk does not survive long, and the profusion of umber hulks on many worlds is ascribed in part

to their spreading at the hands of the neogi.

Second, the bite of the neogi is a slowing poison. Those bitten and failing their saving throw vs. poison will be affected

as by a slow spell. This lasts for 1 -8 rounds, and multiple bites will extend this period by an additional 1-8 rounds per

bite.

Third, 1 in 10 neogi has some magical ability, equal to human spell use of levels 1-8. This ability is used by the neogi to

gain an advantage in combat against opponents.

战斗:与全宇宙为敌的纽吉怪有很多种防御方式。首先,也是最显而易见的,是它们所奴役的土巨怪(它们的数据详见《怪物纲要

Ⅰ》)。每个纽吉怪都会拥有一只地位比它的其他奴隶都要高的私家土巨怪奴隶,同时作为保镖、仆役、以及有用的帮手。一个身

边没有土巨怪的纽吉怪是活不长的。而土巨怪在许多世界当中的大量存在,也部分地被归因于纽吉怪对于土巨怪的广泛传播。

其次,纽吉怪的啮咬具有毒性,被咬到、且未能通过一次对抗毒素的豁免检定的受害者会受到 迟缓术法术的影响,持续 1d8 轮;

多次啮咬可以延长此状态的持续时间,每次额外增加 1d8 轮。

最后,每 10 只纽吉怪中还会有一只拥有一些魔法能力,相当于 1-8 级的人类施法者。这一能力被纽吉怪用于在战斗在取得优势。


Habitat/Society: The neogi are apparently a spaceborne race: No viable colonies of them have been found on any

planet larger than slaves.

The neogi have hairy, ugly bodies that they dye with colorful pigments. These cause them to look at times like

exploded rainbows. The colors signify rank, achievement, and power within the neogi organization. The most colorful

neogis are usually (but not always) captains and/or overmasters of neogi ships.

The neogi also tattoo their slaves with symbols of ownership, usually on the left shoulder in the front and back. These

tattoos identify the individual as property, and should a slave survive to have more than one master, an additional tattoo

will be placed below the first. Any tattooed creature is considered property of the neogi. If found wandering alone, it will

be claimed and its immediate return to the owner demanded.

The neogi are a slaving race with an inborn sense of property: everything is either owned or owner, slave or neogi.

Even neogis are slaves to other neogis, but these slave-neogis may have their own slaves and eventually establish

themselves as full masters in their own right.

The most important slaves (from the aspect of the neogi) are the umber hulks. These creatures are trained from birth

to follow their "small lords," caring for their every need. They provide the strength, the combat ability, and even the raw

muscle power and dexterity that the neogi lack. Each neogi has at least one personal lordservant, though any neogi can

command another umber hulk (the effect of this command is akin to those of the charm monster spell).

A neogi who loses his only umber hulk slave(s) is considered an outcast, and must regain such slaves or be in danger

of losing all status and becoming a full slave himself. A captain or overmaster losing his personal slave can still call upon

the slaves of his neogi followers, choosing a replacement from these numbers. For this reason, the neogi on a ship are

inclined to see that the captain's umber hulk is kept in relative safety, since its loss would likely lead to the loss of one of

their own slaves.

All other slaves are just so much dross, fodder for battle, extra sets of muscles for heavy tasks, and, ultimately, food.

Their lives are brutally short in the hands of the neogi, but as a result, the "small lords" are constantly seeking to

replenish their stocks.

The neogi worldview of "own or be owned" has resulted in a paranoid outlook that borders on xenophobia, and their

relentless attacks on any ships result in their being hated throughout the crystal spheres. Neogi ships are attacked on

sight when possible, and evaded otherwise. Even the arcane, who will deal with the most scum-ridden space nations in

the universe, will only deal with the neogi through intermediaries. The only "normal" race with extensive ties is the mind

flayers, who make a fat profit on the neogi slave trade.

The neogi have no nation per se, though ships of the race will cooperate under certain circumstances. This

cooperation is hindered by the fact that in any neogi gathering, there can only be one overmaster, to whom all others
are slaves. Determining the overmaster for a limited objective can be done through negotiation, but is most often the

result of a trial by combat held in the cargo pits of the ship. The contending neogi, each with his personal umber hulk

slave, battle for domination. The losers are eaten. In a similar fashion, if the overmaster of a ship dies, those neogi

interested will fight to determine who is the new overmaster.

The most common ship is the neogi deathspider, a huge hulking craft powered by a major helm. The ship contains

blessed few neogi for something of that size. In space the deathspiders will attack smaller ships using their 抓握 rams,

and the umber hulk servants will scramble across, ripping holes in the opponent's ship and carrying off slaves and the

bodies of any they slay.

A new ship making its appearance is the mindspider, and indicates a new approach to ownership, in that a fleet's

overmaster does not have to be physically on board any of the deathspiders he controls, but instead works from a

central command post. The mindspider has only appeared in the last 50 years, but is becoming more common in neogi

space. The mindspider operates from minor helms and lifejammers supposedly acquired from the arcane. The arcane

themselves are at a loss to explain this new development.

栖息地/社会:纽吉怪很显然是一个太空种族。在任何星球上面都没有发现过【比它们的奴隶的社会更大的殖民地】。

纽吉怪会用各种颜色的颜料来装扮自己那多毛而发灰的身体。这让它们有时看起来像爆炸的彩虹。这些颜色代表了纽吉怪团体内

部的等级、成就与权力。最鲜艳的纽吉怪往往是(但并不一定是)纽吉怪船只的船长和 /或主人。纽吉怪通常还会在它们的奴隶的左

肩前面或后面纹上代表所有权的标志。这些纹身表明了某个个体是某个纽吉怪的财产,同时如果某个奴隶能够活到更换主人的时候,

那么新主人的纹身就会被纹在前一个纹身的下面。任何有着这样的纹身的生物都会被认为是纽吉怪的财产。如果这样的生物在独自

游荡时被发现,它将会被认领,并立即归还给原主人。

纽吉怪是奴隶制的种族,并且有一种天生的所有权意识:世间一切生物都被划分成了被拥有者或拥有者,要不然就是奴隶或纽吉

怪。一些纽吉怪甚至会役使其它同族为奴隶,但身为奴隶的纽吉怪自己也可能会拥有奴隶,甚至有朝一日彻底翻身做主。

(对纽吉怪来说)最为重要的奴隶就是土巨怪了。土巨怪会从出生时就开始接受驯养、以服从其“小主人”,满足后者的所有需

要。它们会为主人献上纽吉怪所缺乏的力量、战斗技巧,甚至是狂野的肌肉和敏捷。每一位纽吉怪都至少拥有一位土巨怪奴隶,不

过所有纽吉怪都拥有命令任何其它的土巨怪的能力(此命令的效果类似于魅惑怪物法术)。

一个连土巨怪奴隶都失去了的纽吉怪会被看作是流浪汉,它必须重获自己的土巨怪奴隶,否则就有失去原有的一切地位,彻底成

为它人奴隶的风险。一位失去了自己的私人奴隶的奴隶主或船长仍然可以从它的纽吉怪追随者中选召一位新的奴隶。因此,船上的

纽吉怪倾向于认为船长的土巨怪是相对安全的,因为它如果损失土巨怪的话往往会意味着损失一位自己的奴隶。

至于【除了土巨怪之外的】所有其他奴隶,则都只是渣滓、炮灰、用来应付繁重任务的额外劳力,以及——归根结底——食物。

在纽吉怪手中,它们的生命短暂而残酷,也因此,它们的“小地主”们也在不断地寻找着新的奴隶来作为补充。

纽吉怪“不是拥有就是被拥有”的世界观使得它们形成了一种近乎仇外的偏执观念,以及它们对任何船只的无情攻击,最终导致

它们受到了遍布各个晶壁系的仇视。【其他的种族】在面对纽吉怪船只时会尽可能地立刻发起攻击,否则就会立刻逃离。即便是生
意遍宇宙的秘法商族,也只能通过中间人来与纽吉怪进行贸易。唯一“正常”的、可以与纽吉怪进行广泛合作的种族是夺心魔,后

者常常依靠与纽吉怪进行奴隶贸易而得利。

纽吉怪没有自己的国家,但这个种族的船只会在某些情况下进行合作。但这种合作受到了这样一个事实的阻碍:任何一群聚集起

来的纽吉怪都只能有一个主人,其余的则都是奴隶。虽然可以通过谈判来决定某个有限目标的主导者,但纽吉怪们往往会在船舱中

发起一场战斗来决定这一点。任何一个不愿为奴的纽吉怪与它的每一个私人土巨怪奴隶都会为统治权而战。失败者都会被吃掉。同

样的,如果一艘船的主人死去,任何对主人的地位感兴趣的纽吉怪都会为之而战。

最常见的纽吉怪船只是纽吉死亡蛛,这是一种由大型魔舵所驱动的巨型船只。为驱动这种大小的船只,这艘船上搭载了少数蒙受

了神恩的纽吉怪【 The ship contains blessed few neogi for something of that size.应指为驱动法驱魔舵而带上了好几位祭

司。】。在太空中,死亡蛛将会用她的抓握撞角去攻击较小的船只,同时土巨怪奴隶们会四处劫掠,在敌船上开出洞来,并带走奴

隶以及它们杀死的尸体。

纽吉怪的一种新型船只是脑蛛,它代表了一种新的掌控方式,即,舰队的主人不再需要亲自置身于它控制的任何一艘死亡蛛上面,

只需在一艘中央指挥舰上发号施令就可以了。脑蛛的诞生不过 50 年的时间,但它在纽吉怪当中却越来越常见。这种利用小型魔舵和

命舵来驱动的脑蛛据说是从秘法商族的手中获得的。但秘法商族自己也对这种新型船只迷惑不已。

Ecology: The neogi live according to an ugly life cycle that is characteristic of their race. As a neogi grows older and his

mind fades, his orders become confused and his slaves

become disobedient. His fellow neogi may then choose for him to become a Great Old Master. The "small lords" then

poison the older one at once. The different poisons moving through its body overload the old neogi's system, and

begins its change into a Great Old Master.

The neogi making the transformation swells to a 20-foot height and a similar girth. Its legs and arms become useless,

and the last of its intelligence fades: It lives now only to eat.

During this time the other neogi begin to hunt exclusively for the new Great Old Master. Slaves, captives, anything that

comes across their path and can be captured is fed to the master. Live flesh is preferred, but dead will sustain it. A Great

Old Master will inflict ldl2 hit points of damage per round to any creature fed to it.

After 2 months of such activity, the skin of the Great Old Master bursts and a new crop of mature neogi spill forth.

These are unmarked and barely sentient upon their birth, and for the next week the brood area resounds with combat as

the young neogi kill each other for food. Of the 20-40 neogi that eat their way out of the master, only about 3-6 survive.

These are considered slaves of the entire ship, to be killed or risked in combat, until such a time as they claim and

command an umber hulk as their personal slave. At this point they are officially part of the neogi community.

If a Great Old Master is attacked and its flesh pierced, it will release 2-8 neogi to defend itself. These are taken from

the future brood, and if slain, will not be replaced. Blunt weapons will not pierce the skin and therefore will not bring the

young forth. Edged or Piercing weapons, or magical spells that pierce or burn, will produce this defensive reaction.
The remains of the Great Old Master are consumed by the surviving young. Most neogi consider this fate to be the

equivalent of a human dying of old age.

生态:作为这个种族的特征之一,纽吉怪遵循着一种丑恶的生命循环。纽吉怪的心智会随着年龄的增长而逐渐消失,它的命令也会

随之混乱,进而让奴隶也变得逆反。它手下的纽吉怪此时可能会选择让它变成一位“大长老”。然后,“小主人”们就会立刻对老

者下毒。各种不同的毒素会遍布它的身体,使老纽吉怪的身体系统过载,并开始变成一个大长老。

这种纽吉怪会变得有 20 英尺高,腰围也将近 20 英尺。其腿部和胳膊将退化,智力也会枯竭;从此它们将只懂得进食。

在这段时间内,其他的纽吉怪会开始为这位新的大长老猎食。奴隶、俘虏,以及任何能够被捕获的食物都会被送去喂养大长老。

大长老更喜欢吃活物,但尸体也能吃。大长老可对被喂给它们的生物造成每轮 1d12 点的伤害。

大吃两个月后,大长老的皮肤会胀破并爆裂,向前方喷出一批新的成熟纽吉怪。这些新生儿刚出生时是没有标志且感官迟钝的,

下一周,其孵化场就会充满幼年纽吉怪杀死其它兄弟以获取食物的声音。每有 20-40 只纽吉怪出生,其中只能活下大约 3-6 只。这

些幸存者会被社区视为奴隶,直到它们能够将一只土巨怪当做自己的私人奴隶时为止。直到这时,它们将会正式成为纽吉怪社区的

一份子。

如果大长老受到攻击、致使其皮肉被刺破,它就会释放出 2d4 只纽吉怪来保护自己。这些纽吉怪会从未来要孵化的幼童数量中减

去,而不会有补充。钝击武器无法穿透大长老的皮肤,因此不会导致幼童喷出。有刃的或穿刺类武器,或是能够导致穿刺或燃烧的

魔法,都会触发这种防御机制。

大长老的遗体将会被幸存下来的幼童吃掉。大多数纽吉怪都将这种命运视同人类的老死。

劫掠者(Reaver)

这种纽吉怪是指那些反叛并试图逃离其他纽吉怪以及它们那会将自己变成大长老的毒素的流浪纽吉怪。这些流浪纽吉怪不比它们

的同胞要好多少,更加绝望的是,因为受到其曾经的同胞的追击,它们都开始渴望经历产下更多纽吉怪的过程。
独眼䲟(Scavver)
独眼灰䲟 独眼棕䲟 独眼夜䲟 独眼虚空䲟

气候 / 地形: 任何太空 任何太空 任何太空 任何太空

出现频率: 常见 不常见 不常见 罕见

组织: 团体 团体 团体 独行

活动周期: 随时 随时 随时 随时

食性: 食腐 食腐 杂食 食肉

智力: 动物(1) 动物(1) 动物(1) 智力不全(4)

宝藏: 无 无 无 无

阵营: 中立 中立 中立 中立

出现数量: 3-30 2-20 1-10 1

防御等级: 7 5 3 1

移动速度: 12 12 18 18

生命骰: 3 4 6 10

零级命中值: 17 17 15 11

每轮攻击次数: 1 1 1 1

伤害/ 攻击: 1-3 1-4 1-10 2-20

特殊攻击: 无 吞噬 吞噬 吞噬

特殊防御: 无 毒气 无 无

魔法抗力: 无 无 无 无
体型: M(6 英尺长) L(10 英尺长) H(15 英尺) H(20 英尺)

士气: 不可靠(5) 不可靠(7) 平均(9) 精英(13)

经验回报: 65 420 975 3000

Scavvers are long, fishlike creatures of space, dominated by a single huge, humanlike eye at the leading edge of the

head, and a wide, sweeping mouth. General body details such as number of fins vary depending on the origin of the

creature, but their behavior and general coloring divide them into four basic groups: gray, brown, black and void

scavvers.

Scavvers trail ships, asteroids, and larger creatures for droppings and refuse. They drift inside the air envelopes of

these large bodies, so that as they move (often at high speeds) the scavvers move with them. The lesser scavvers are

nuisances, their worst traits being that they suck up needed air. The larger scavvers are more deadly, in that they will

often not wait for their meals to come to them. The eyes of the scavvers glow when they are awake.

独眼䲟是一种长长的、像鱼一样的太空生物,其头部的前端有一颗巨大的、人类般的眼睛,还有一张巨大的阔嘴。它们身体上诸

如鱼鳍数量这样的细节取决于它们的来源,但一般可以根据行为和体色将它们分为四种:灰鲨、棕鲨、夜鲨和虚空鲨。

独眼䲟会追踪船只、类星体以及大型生物,以获得排泄物和垃圾。它们在那些比自己更大的物体的气囊中浮动,以便在它们(通

常是以高速)移动时跟随它们。较小的独眼䲟只是一些小麻烦,它们最多只会吸走宝贵的空气。而较大的独眼䲟则更加致命,因为

它们通常不会坐等食物落入自己口中。它们的眼睛在醒着的时候会发出光芒。

Combat: The scavvers are built along the lines of minimum effort—they are little more than gullets with enough brains

to point themselves in the right direction. Combat details are given for each type.

战斗:独眼䲟是依照不劳而获为原则来进行演化的——它们脑中的沟壑仅仅只能够为它们指示出正确的方向而已。具体的战斗细节

请见各类独眼䲟的描述。

Habitat/Society: Most are lazy by nature, such that they will be found at the trailing edge of a small celestial body or

ship, along the plane of gravity. Most scavvers travel in packs, drifting between the planets waiting for a free meal.

Unless repelled, they will follow a ship until a better or larger target presents itself. Many large cities, like the 布拉之岩,

have a permanent scavver crew whose job it is to kill scavvers that come onto the Rock from arriving ships. The scavver

crew is usually made up of ship captains and crews guilty of bringing these creatures in.

栖息地/社会:大多数独眼䲟都生性懒惰,它们往往能在一个小型类星体或船只后端的重力平面上找到。大多数独眼䲟都会成群结队

地旅行,在行星间漂流,等待一顿免费的大餐。除非被击退,否则他们将跟随一艘船,直到一个更好或更大的目标出现。许多像是

布拉之岩这样的大城市都有一组专门的永久职位:“独眼䲟小队”,它们负责杀掉所有跟随停泊的船只而来的独眼䲟。独眼䲟小队

通常由将那些独眼䲟带进城市里的船长和船员组成。

Ecology: In deep space, all scavvers can shut down their basic body functions, so that they require no air or food for
long periods of time. In this fashion they drift until their paths collide with a passing ship or solar body.

The scavvers tend to avoid large planets, since flying against gravity is too much work. They are found in every known

sphere and in the phlogiston as well.

生态:任何一种独眼䲟都可以在深空当中停止自身的基本功能,从而长时间不需要补充空气和食物。在这种情况下,它们会一直保

持漂流,直到撞上路过的船只或天体为止。

因为要摆脱重力太过麻烦,所以独眼䲟通常会避开大型的星球。它们存在于每一个已知晶壁系以及燃素海当中。

独眼灰䲟(Gray Scavver)

The gray scavvers are the smallest and the least dangerous of the lot, though they travel in large packs. The

appearance of grays in a ship's air envelope is usually dangerous only because the grays will be using (and fouling) the

air at a rate equivalent to an additional man per scavver. Usually they can be driven off by an armed party. The meat of

gray scavvers is drab, but nutritious for those on long voyages.

尽管它们成群结队地旅行,但它们也是最小巧无害的。独眼灰䲟出现在船只的气囊当中时通常只会带来一个危险:每一条独眼䲟

都会相当于一个额外的人类一样消耗掉气囊里的空气。一般一个有武装的小队就可以将它们赶走。独眼灰䲟的肉单调乏味,但对长

途旅行的人来说是有营养的。

独眼棕䲟(Brown Scavver)

The brown scavvers, which range from a sun-dappled gold to a dark rusty umber, are larger and only marginally

brighter than the grays. The browns are pure scavengers, and will flee a particular bit of trash if challenged, only to

return later. They have two abilities that make them less desirable than their smaller cousins. The first is that they can

swallow a creature up to man-sized whole on an attack roll of 19 or 20. The gullet can hold a single man-sized creature

(or two smaller than man-sized creatures).

独眼棕䲟的体色从日斑金到深锈赭不等,比起灰䲟更大,也稍微要鲜艳一些。棕䲟是纯粹的食腐动物,如果受到攻击,它们会逃

离遭受攻击时所处的那片垃圾,等到稍后再回来。它们有两种使它们比自己稍小的近亲更不受欢迎的能力。其一是在攻击检定出现

天然 19 或 20 时可以把一个中型生物整个吞噬。它们的食道可以容纳一个中型生物(或两个小于中型的生物)。

Once a victim is swallowed, the poisons in the gullet cause the victim to save vs. poison or die in three rounds, A victim

who survives can attack from within the scavver, provided a short (less than 3') edged weapon is used. The scavver will

take 1-6 points of such damage before returning its attacker to the outside world. Unfortunately, the scavver does not

learn from experience, and will try to swallow the same reluctant piece of food several times before giving up or dying.

One weaponless mage who was swallowed by a scavver returned to the living world by using a potion of growth,

splitting the creature's gullet.

一旦受害者被吞噬,食道里的毒素就迫使它通过一次对抗毒素的豁免检定否则在三轮内死亡。活下来的受害者可以从独眼䲟的内

部发起攻击,但这首先需要一把短的(不长于 3 英尺)带刃武器。在因此受到 1-6 点伤害之后独眼䲟就会将受害者送回外界。不幸


的是,独眼䲟不会从经验中吸取教训,在放弃或死亡之前,会试着多次吞下同一个不情愿的食物。有一位手无寸铁的巫师在被独眼

䲟吞下之后,利用成长药剂撕裂了独眼䲟的食道,从而回到了外界。

The other ability of the brown scavver is a small cloud of poison gas evacuated from the gullet against an attacker.

Outside the gullet, the droplets of poison are less potent (+ 3 on saving throws), but no less deadly (save or die within

three rounds). The brown scavver can do this once per day to a single target in front of it. Brown scawers cannot be

affected by their own poison, though the poison of other species of scawers can affect them.

棕䲟的另一种能力是从食道中喷出一小团毒气云攻击敌人。其毒素在食道外面没有那么强力(受害者的豁免检定获得+3 奖励),

但同样致命(败掉豁免则在三轮内死亡)。棕䲟每天可以对一个目标喷吐一次这种毒云。它不会被自己的毒素所影响,但其他种类

的独眼䲟的毒素仍能影响它。

The flesh of the brown scavver is laced with its gullet poison; as a result, it is not eaten, but saved and used as

poisoned bait for other scawers. Most other space life will avoid dead browns, but gray scawers will eat and die

whenever the flesh is offered. A company of Shou dragonships has declared the brown to be perfectly palatable if

prepared properly, and one captain swears to have served the scavver to the Emperor himself. Cynics believe that the

Emperor had priests with detect, slow, and remove poison spells on hand, and that the captain was run back out into

space as a result.

棕䲟的血肉当中也存在着其食道毒素;所以它们的肉不会被吃掉,而是被保存下来,用作对付其他种类的独眼䲟的毒饵。大多数

太空生灵都会避开棕䲟的尸体,但灰䲟一看到它们的肉就会吃下然后死去。有一个龙授的龙船公会曾宣称如果对棕䲟肉做恰当的处

理,那么将会非常美味可口,还有一位船长发誓自己曾亲自为皇帝本人献上了棕䲟肉。持怀疑观点的人认为,皇帝的祭司有侦测、

减缓和移除毒素的法术,因此,那位船长是被驱逐到太空当中的。

独眼夜䲟(Night Scavver)

The night scawers are generally black with spots of white along their length. With its dark flesh and white spangles,

the night scavver fades in with the background of the void. This omnivorous version of the common scavver has the

distressing habit of not waiting for food to come to it. It will sneak onto the deck of a ship and cruise about looking for

loose food and other items. As a result, the belly of the night scavver is often littered with small but valuable debris,

ranging from a few gold Coins to perhaps a magical ring. The DM can determine the belly hoard of the scavver by using

a randomly determined treasure type from J to U (roll ldl2), with a 1% chance of a magical item.

独眼夜䲟一般通体黑色,并缀以白色斑点。这样黑白相间的体色让它很容易消失在太空的背景当中。这种杂食性的独眼䲟有一种

令人痛苦的习惯:那就是会主动出击寻找食物。它们会潜入一艘船的甲板,并偷偷寻找散装食物和其他东西。也因此,夜䲟的腹中

常藏着细小但有价值的小玩意,从几枚金币到一枚魔法戒指不等。DM 可以从宝藏表格 J 到 U 上随机决定夜䲟腹中的收获(骰

1d12),同时还有 1%的几率存在一件魔法物品。

The night scavver is relentless in its quest for food, once committed, and while one will not attack an obviously
crowded ship, it will slip on during the night watches and refuse to budge from its new location, even if threatened with

superior physical force.

The night scavver can swallow creatures of up to man-sized in the same fashion as the brown scavver (an attack roll of

19 or 20). However, it lacks the gullet poison of the brown that pacifies that type's prey. The night scavver makes up for

this lack by its unusual reaction to efforts by swallowed creatures to carve themselves out of its belly. It brings the victim

forward to its mouth, chews on it a while (one attack at + 4), then sends it back down again. The interior wall of the

night scavver is AC 7, and the night scavver will use this "cudchewing" instinct whenever it takes any internal damage.

Night scawers are considered delicious, and crews will often use open fires on the deck to roast them in celebration of

planetfall or a good voyage. As a result, they are considered a good omen at the end of a trip.

夜䲟在寻找食物时非常执着,它们不会攻击一艘看上去明显满载乘客的船只,但一旦选定目标,它们就会在夜间潜入,并不再离

开——即便受到强大的物理力量的威胁。

夜䲟可以像棕䲟一样吞噬最多一个中型生物(在攻击检定出现天然 19 或 20 时)。然而,它没有棕䲟那种食道毒素。取而代之的

是,夜䲟可以对受害者从腹中脱身的努力作出非同寻常的反应。它可以把受害者送到嘴中咀嚼一段时间(相当于一次拥有+4 奖励的

攻击),然后再次送回食道。夜䲟的食道内壁的 AC 为 7,它每次受到内部伤害时都会使用这种“咀嚼”本能。

夜䲟肉被人们视作美味,船员们常会以在甲板上用明火烧烤夜䲟肉的方式来庆祝一次成功的降落或是旅行。因此,它们的出现在

旅行即将结束时会被视作是一个好兆头。

独眼虚空䲟(Void Scavver)

Void scawers are jet black except for their single eye. They are the most dangerous of the breed, as they are man-

eaters. While the other scawers will be content with digesting a few kitchen scraps, the void scawers will go after the

cook. These creatures are solitary and have a fine, animal cunning for preying on their targets. They will find a lair hidden

from most of the guards on a ship and use that as their base, treating the rest of the ship as their own personal icebox.

独眼虚空䲟除眼睛外通体都是深黑色的。因为吃人,它们成为了最为危险的一种独眼䲟。当其他䲟都只需一些厨余垃圾即可满足

时,它们会直接去吃厨师。这种生物是独行性的,并且会以一种优秀的、动物般的狡诈来捕获猎物。它们会在船上找到一个可以瞒

过绝大多数守卫的地方来作为巢穴,并将船上的其余生物都视作自己的食物储备。

The void scavver can swallow up to large-sized creatures, and will do so on an attack roll of 18, 19, or 20. It has gullet

poison similar to the brown scavver, but lacks the ability to expel it into the air. Its interior is AC 5, and it is possible for a

victim to cut his way out with small hand-held weapons.

虚空䲟不仅可以吞噬大型生物,并且只要出现天然 18、19 或 20 时就可以这样做。它拥有类似于棕䲟的食道毒素,但缺乏将之喷

出体外的能力。其内部 AC 为 5,受害者可以用小型手持武器来从内部攻击。

The void scavver is relentless, and will strip a ship clean if it can get away with it. It will batter down doors and hatches

to reach its prey. Its sight, touch, and smell are superb, such that invisible creatures can be detected and attacked by the
scavver without penalty. Legends tell of rare gargantuan void scawers attacking full ships, ripping the hulls apart in

search of food.

虚空䲟在进食时也非常执着,如果可能就一定会把整艘船都搜刮干净。它会为了找到猎物而击破门板和舱门。它的视觉、触觉和

嗅觉都是一流的,所以即便是隐形的生物也可以被它毫无惩罚地攻击。传说中,罕见的巨型虚空䲟在寻找食物的过程中会攻击满载

的船只,将船体整个撕开。

The void scavver is a solitary hunter, and will drive off other scawers that threaten its prey. The void scavver will attack

any of the other scavver types, and it will kill but not eat the brown scavver.

作为独行猎手的虚空䲟会赶走其他威胁其猎物的独眼䲟。它们也会攻击其他任何一种独眼䲟,但不会吃它们杀死的棕䲟。
第四章:已知晶壁系
在已知晶壁系当中来一场简短观光 A Brief Tour of the Known Spheres

The following is a very brief description of the Known Spheres of the SPELLJAMMER™ universe, which are the homes

of the AD&D® campaigns of TSR: Krynnspace, the home of the DRAGONLANCE® epics; Realmspace, the system

containing Toril and the FORGOTTEN REALMS™ campaign; and Greyspace, the home of Oerth and the WORLD OF

GREYHAWK® campaign. These descriptions are included as a primer for DMs using these systems, and as an example to

DMs creating their own space campaigns.

The asteroid settlement known as the 布 拉 之 岩 (see the Concordance, appendix 4) can be set around any of the

planets in these spheres.

以下是一系列对于魔法船™宇宙当中的已知晶壁系的极简描述,这些已知晶壁系都是 TSR 的 AD&D®战役的故乡:克莱恩天宇,

龙枪传奇®的故乡;国度天宇,孕育了托瑞尔和被遗忘的国度™战役的星系;灰鹰天宇,奥斯以及灰鹰世界®战役的故乡。我们之所

以要放上这些描述,是为想要使用这些星系的 DM 提供入门读物,以及为想要创造自己的太空战役的 DM 提供范例。

被称作“布拉之岩”的类星体聚居地(详见《百科》附录 4)可以被放在这些晶壁系当中的任意一个星球周围。

克莱恩天宇 Krynnspace
Krynnspace is the most primal and untouched of the spheres in that the influence of the Powers That Be is much

stronger here than in most spheres. The gods are fewer than in many other spheres, and tend to regularly use natives as

their pawns in missions against each other. The main inhabited planet, Krynn, has long been a hotbed of this contention,

which has in recent memory resulted in the destruction of most of their civilization in what was thought to be a god-

related meteor strike.

克莱恩天宇是最为原始、最不受影响的晶壁系,在这里,神力存在们的影响力比其他大多数晶壁系中的要大得多。这里的神祗数

量比其他许多晶壁系都要少,而且往往会经常使用土著作为它们之间互相攻伐的卒子。至于存在生命的行星当中的主体——克莱恩 ,

则已经在很久以前就成为了这些争斗的温床,而最近有关这些争斗的消息是:克莱恩上面的大多数文明都已被一颗(据说出自神之

手)的陨石给毁灭殆尽了。

Despite the fact that Krynnish clerics had been deprived of their spells for a long time following this strike, religion

remains a deep part of the Krynnish sphere. The constellations represent many of the major gods, and their actions

cause these constellations to rearrange themselves, disappear, or often appear in new patterns. Similarly, the planets

that orbit the sun with Krynn are named after the gods venerated by the people, and they reflect the attitudes and

attributes of these deities.


尽管克莱恩的祭司们在这次星坠之后的很长一段时间里失去了它们的魔法,但宗教仍然在克莱恩晶壁系占据着很重要的地位。星

系中的星座代表着诸多的主神,而它们的行动会导致这些星座重新排列、消失,又或者经常以新的图案出现。同样的,与克莱恩一

同围绕着太阳运转的其他行星也以人们所崇拜的神明来命名,而这些行星同时也反映了这些神的态度与属性。

Krynnish space is cooler than typical space, and clouds of freezing vapor can be encountered. If an individual falls

into such a cloud, he must save vs. breath weapon or be frozen solid, taking 5-50 points of cold damage. Such ice clouds

are often found in orbit around Krynn and the outer planets of the solar system. Traveling at spelljamming speeds,

however, protects the passengers aboard a ship against these extreme temperatures. Only characters adrift are affected.

克莱恩天宇比一般的宙域更冷,甚至可以遇到结冰的蒸汽云。如果个体掉进这样的云团中,它就必须通过一次对抗喷吐武器的豁

免检定,否则就会被冻成冰块,并受到 5-50 点寒冷伤害。这种冰云经常出现在围绕着克莱恩和太阳系外层行星的轨道上。然而,以

法驱速度航行可以保护乘客免受这些冰云的影响——只有漂流者会因此受伤。

Primary: Sun

Type H Fire Body

For all the mysticism that surrounds the rest of the system, the sun is taken for granted, treated as a mountain range

or other natural feature would be, and not invested with any magical, mystical, or godly abilities. There are sun-

worshiping cults among the various peoples, but the sun is not considered a god or the home of a god.

主星: 太阳

H级 火型

相对于所有围绕着星系其余部分的神秘主义而言,太阳被认为是理所当然的,并被当作和山脉一样的自然特征来对待,而并不认

为它具有任何魔法、神圣或神祗般的能力。在许多民族中都有崇拜太阳的教派,但太阳不被认为是神祗或神祗的家。

Sirion

Type D Fire Body, Inert

Sirion is an inert fire body, its central flames cool enough to let a thick earthen crust form on the surface. This crust is

large chunks of basalt floating on the molten sea beneath. The continents are like giant rocky icebergs, continually

colliding with each other, sinking beneath the surface, and reforming in the cooler regions around the poles.

The only “permanent” land is at these poles, which provide a home for a wide diversity of azer, efreet, salamanders,

and other flame-using and flame-loving creatures. Sirion himself is said to dwell at the center of the orb.
希瑞安

D级 火型,惰性

希瑞安是一颗惰性的火型天体,它的地心火焰足够冷,可以在表面形成厚的土层。其地壳是大块的玄武岩,漂浮在下方的岩浆海

上。大陆就像巨大的岩石冰山,不断地相互碰撞,沉到地表之下,并在极地附近的寒冷地区重新成形。

上面唯一的“永久”土地就是这些极地,这为 azer、火神怪、火蜥蜴和其他使用火焰和喜好火焰的生物提供了一个广阔的家园。

据说希瑞安(Sirion)本人就住在这颗星球的中心。

Reorx

Type D Earth Body, 1 Moon

Reorx is almost completely covered with sheer mountains and deep chasms. The few large bodies of water are thin,

narrow seas of incalculable depth. The polar areas are covered in continual icecaps, but in the temperate latitudes there

are huge forests of pines clinging to the lower reaches of the mountains. The equatorial regions have a few high mesas,

which are barren, rocky deserts.

The mountains and mesas are incredibly tunneled and mined by the native population, which is dwarves and (non-

Krynn) gnomes. There are no elves on Reorx, and only a smattering of humans, who have been reduced to barbaric

states similar to the orcs and goblinoids of other planets. The dwarves of Reorx have regular traffic with spacefaring

dwarves that happen by, and are aware of the crystal shells and the phlogiston which lies beyond their solar system.

Dragons survive here, in particular red dragons, as well as other mountain-dwelling beasts.

There are colonies of both mind flayers and Krynnish gnomes on the planet. The mind flayers operate slaving

operations in the depths and are continually hunted by the dwarven kingdoms, while the Krynnish gnomes are engaged

in an evangelical effort to awaken their grounddwelling brethren to the wonders of space and invention, and as such are

politely tolerated. Finally, far beneath the surface is rumored to be the Halls of the Golden King, the lair of Reorx himself,

where the dead dwarven kings craft and revel at a continual banquet.

Reorx has a single moon, called Ora or The Hammer, which is capable of supporting life but is uninhabited. Voyagers

through the Krynn system in need of air, water, and other supplies stop here, as there is less danger of attacks by

monsters and humanoid races. The interior of the moon-has not been explored.

洛克斯

D级 土型,1 颗卫星

洛克斯几乎完全被陡峭的山脉和深邃的峡谷所覆盖。为数不多的几大水体都是深厚而狭窄的海洋,其深度无法计算。极地地区覆
盖着连续的冰盖,但在温带地区的山脉脚下有着广袤的松树林。赤道地区那贫瘠的岩石沙漠上几处平顶山。

这些山脉和平顶山是由土著居民所挖掘出来的,它们是矮人和(非克莱恩)侏儒。在洛克斯上没有精灵,只有少量的人类,它们的

数量已经少到被打回了类似于兽人和其他行星的地精族般的野蛮状态。洛克斯的矮人们经常与路过的太空矮人往来,并且知道在它

们的太阳系之外有着晶壁和燃素海。龙——特别是红龙——以及其他的山居动物在此都有出没。

夺心魔和克莱恩侏儒都在这个星球上有着殖民地。夺心魔们在深海中进行着各种各样的活动,并一直被矮人王国所追捕,而克莱

恩侏儒们正从事着一种传播福音般的努力,来唤醒它们在地表上的亲戚们,让它们认识到太空和发明创造的奇迹,并且这样的行为

被【地表土著们】礼貌地默许了。最后,在地表之下,有传言称是黄金之王的大厅( Halls of the Golden King),也就是洛克斯

(Reorx)本人的巢穴,在那里,已死的矮人国王在永不停止的宴会上狂欢。

洛克斯有一颗卫星,其名为奥拉(Ora)或战锤(Hammer),它能够支持生命,但无人居住。宇航家们在穿越克莱恩星系的过

程中需要空气、水和其他补给时会在这里停靠,因为这里不太容易受到怪物和类人种族攻击。这颗卫星的内部仍未被探索过。
Krynn

Type D Earth Body, 3 Moons

The most populous planet in the system, Krynn is the center of much of the human activity and godly interference in

its shell. At one time the planet sustained a highly advanced, mystically endowed, but morally decadent civilization. This

civilization was eliminated by the intervention of the Krynnish deities, in the presumed form of a meteor strike on the

city of Istar in the continent of Ansalon. The word "presumed” is used since records of the event are very sketchy and
conflicting— legends also mention a solar flare at the time, and the intervention of Sirion of the Flowing Flame.

The strike against Istar destroyed most of Krynnish civilization, both in Ansalon and in the other parts of the planet.

Combined with the refusal of the gods to answer their people, the loss of life was enormous, and the nations sank into a

warring savagery that they are only recovering from today. The reappearance of dragons in Ansalon, long thought

extinct, made matters even worse. After a protracted war between good and evil forces on Ansalon, a balance has been

struck, and the world is beginning to recover fully with the return of its deities.

Krynn is primarily a human world, with a large number of elves and dwarves. There are no halflings on Krynn; in their

place are the childlike kender. Most importantly for a space traveler, Krynn is the home of the Krynnish gnome, also

called the tinker gnome, an inventive race that long ago escaped to space and found it to their liking. Tinker gnomes are

now found throughout the Known Spheres. Suggestions that Krynn should suffer another meteor strike to deal with

these creatures have been made, but this is closing the barn door after the horses have escaped.

Krynn has three moons: Nuitari, Lunitari, and Solitari. All are thought to be uninhabited, and some have been reached

by early Krynnish space explorers (primarily gnomes) using a variety of means.

As the Krynn system's sun is not the home of any deity, neither are there gods' abodes on the planet's surface.

However, all the major deities have followers and churches in the world. Paladine and Takhisis have both fought in the

Dragonlance Wars in Ansalon.

克莱恩

D级 土型,3 颗卫星

作为该星系当中人口最多的行星,克莱恩是人类活动的中心,也是【对其晶壁的神圣干涉的中心】。这个星球上曾经有着一个

高度发达且亲和魔法,但道德堕落的文明。这一文明被克莱恩诸神的干涉——以被假定为对安塞隆大陆的伊斯塔( istar)诸城降下

一场流星袭击的形式——所消灭。之所以用“假定”这个词,是因为关于这个事件的记录是非常粗略和相互冲突的——传说中还同

时提到了太阳耀斑,以及在燃素之潮中对希瑞安的干涉。

对伊斯塔的打击摧毁了大部分的克莱恩文明——无论是在安塞隆,还是在该星球的其他地方。再加上诸神拒绝回答他们的人民

以及大量的死亡,使得这些国家陷入了一种敌对的野蛮状态,直至今日才开始恢复。而长久以来被认为是灭绝的龙在安塞隆的再现

则使事情变得更糟。在安塞隆上的善良和邪恶势力之间旷日持久的战争之后,一种平衡被打破了,世界也开始随着神的回归而完全

恢复。

克莱恩主要是一个人类世界,同时有着大量的精灵和矮人。在克莱恩没有半身人 ;取而代之的是是孩童般的坎德人。对于一个太

空旅行者来说最重要的是,克莱恩是克莱恩侏儒(也被称为修匠侏儒)的故乡。这是一种很有创意的种族,它们在很久以前就逃到
太空中,并发现这里很适合自己。现在在已知晶壁系的各处都有修匠侏儒出现。有人认为克莱恩应该再遭受一次流星袭击,以解决

这些生物,但木已成舟。

克莱恩有三颗卫星:努伊塔里(Nuitari), 露妮塔里(Lunitari)和索利塔里(Solitari)。所有卫星都被认为是无人居住的,而

早期的克莱恩太空探险者们(主要是侏儒)则通过各种手段到达了那里。

克莱恩星系的太阳不是任何神的家,在星球表面也没有神的存在。然而,这个世界中所有的主流神祗都有追随者和教会。帕拉

丁和塔克希丝都曾在安塞隆的龙枪战争中战斗过。

Chislev

Type E Earth Body

Chislev is referred to in some spelljamming texts as a liveworld, and Shou Lung explorers consider it to be an example

of this planetary type that conforms with their "Five Elements" theory of the universe. Other star voyagers list Chislev as

an earthtype body.

Chislev is covered with a thick, stormy atmosphere, such that there are never any clear days on the planet; ignore any

planetary weather conditions better than Favorable on the weather tables. Gales, storms, and heavy rains are common.

Chislev is a huge jungle from pole to pole, with few open patches of water. What water does exist is choked with

vegetation.

Plants grow all over Chislev, including on other plants. There is a yearly cycle from swamp to jungle tangle to rain

forest and climax growth, which is swept by firestorms during the summer, reducing the land to a swamp, which starts

the full cycle over again.

Humanoid and animal life on Chislev is rare but large, with giants succeeding as a dominant species with the

rudiments of civilization. The rest of the humanoids are little better than barbarians, with wild versions of dwarves, elves,

humans, and kender found in tiny pockets throughout the sphere. Dragons do well, in particular green dragons, who are

continually warring with the various giant factions.

Chislev the Feathered Cleric is reputed to make his abode on the planet of the same name, though no legends

surrounding him exist on that world among its scattered peoples.

奇思洛夫

E级 土型
奇思洛夫在一些法驱文本中被认为是一个生机世界,而龙授探索者认为它是这个行星类型的一个例子,符合他们的“五行”宇

宙理论。其他的星际旅行者则把奇思洛夫列为土型天体。

奇思洛夫布有浓厚且多风暴的大气层,以至于该星球上从来没有任何晴朗的日子 ;忽略行星的气候条件表上任何比“良好”更好

的条件。大风、暴风雨和大雨都很常见。

奇思洛夫上从南极到北极都是巨大丛林,几乎没有开放的水域。水的存在被植物堵塞了。

植物生长在整个奇思洛夫——包括奇思洛夫的其它植物——上。这里有一个以年记的周期,从沼泽到丛林,再疯狂生长为热带

雨林并达到繁茂的顶点,然后在夏天当中被火灾席卷,令陆地变回了沼泽,然后再次开始整个循环。

在奇思洛夫上,类人动物和动物是罕见但巨大的,巨人占据了主要的地位,并且建立了文明的雏形。其余的类人种族都只比野

蛮人好一点,矮人、精灵、人类和坎德人的野生版本遍布整个星球。龙非常兴盛,特别是绿龙,它们不断地与各种各样的巨人派系

斗争。

“披羽牧师”奇思洛夫被认为居住在这个与其同名的星球上,不过它周围的世界里没有关于它的传说。

Zivilyn

Type F Air Body, 12 Moons

Zivilyn is Krynnspace’s solitary airworld, and as such is the least populated world of the system, despite the fact that

it is the largest planet in the Krynn system. A few continent-sized boulders spin through its atmosphere, but the vast

majority of the planet is open space.

Life is not abundant on Zivilyn, and that which is there tends along avian lines. Mo native sentient creatures live on

Zivilyn, though there are a number of lost colonies on the various islands from previous spelljamming explorers. There

are no current colonies on the planet, and the world has the reputation of being cursed. Whether this is because of the

influence of the god for which the planet is named or some natural occurrence in the world is unknown.

There are no dragons on Zivilyn, surprisingly, for the terrain is ideal for them. It is possible that the lack of other food

to support their great bulk accounts for their scarcity.

In old logbooks found in the area, there are notes of using magical powers to control the gods themselves. If this was

attempted, it may account for the lack of sentient life on the planet, and show that the gods of Krynnspace have learned

restraint in later dealings with Ansalon in its cataclysm.

Zivilyn's moons are all earth-type bodies of size A. Some have been settled by star voyagers seeking to open trade

with the various inner planets, but such movements have been slow in light of the recent Wars of the Lance and the
involvement of the gods.

兹弗林

F级 气型,12 颗卫星

兹弗林是克莱恩天宇的独立气类世界,尽管它是克莱恩星系中最大的行星,但它是这个星系中人口最少的世界。一些大陆大小

的巨石在其大气中旋转,但这颗星球的绝大部分都暴露在太空当中。

兹弗林上的生命并不繁盛,而在那里的生命则是沿着鸟类的路线演化的。在兹弗林上没有任何原生的知性生物,不过在不同的

岛屿上有许多被先前的法驱探险者所遗弃的殖民地。这个世界现在没有仍在使用的殖民地,而且还有被诅咒的传言。这究竟是由于

神祗出于这颗星球的名字而降下的惩罚,还是因为这个世界上某些自然发生的事情,仍然未知。

令人惊讶的是,在兹弗林上没有龙——尽管这里的地形对它们来说是理想的。这有可能是因为缺少其他食物来支撑他们的庞大

的食物需求。

在该地区发现的古老的航海日志中,有一些关于使用魔法力量来控制神祗的记录。如果这被尝试了,它可能解释了这个星球上

缺少有知性生命的原因,并且表明了克莱恩天宇的神在之后的安塞隆大灾变中学会了克制。

兹弗林的卫星都是 A 级的地类天体。其中有些已经被寻求与各种各样的内部行星开展贸易的星际航行者们占领,但由于最近的

龙枪战争和神的参与,这些行动的进展缓慢。

灰鹰天宇 Greyspace
The wildspace of the Oerth system has the widest variety of planetary shapes and types. In addition to the common

spherical planets, there are elongated, irregular, and flat worlds, as well as belts and cluster formations. The Oerth

system is geocentric, its primary being Oerth itself, all other bodies moving around it.

The gods of Greyspace are many and diverse, with different gods holding sway and fealty over differing sections of

the individual planets. As such, the interference of these gods on a system-wide scale is less than that in Krynn and the

Realms. Large regional effects do occur, such as the Great Devastation in the southwest of the Flanaess, but these tend

to be man- or magic-made as opposed to deity-created.

奥斯星系的荒宇具有最多样的行星形状和类型。除了普通的球形行星外,还有细长的、不规则的、扁平的、还有环状和簇形的世

界。奥斯星系是以地球为中心的,它的主星就是奥斯本身,所有其他的天体都在它周围移动。
灰鹰天宇的神是多种多样的,不同的神在不同的行星上占有不同的位置。因此,在整个星系的范围内,这些神的干涉和克莱恩和

国 度 的 神 相 比 要 小 得 多 。 不 过 它 们 的 确 造 成 了 巨 大 的 区 域 影 响 , 比 如 在 法 兰 尼 斯 西 南 部 发 生 的 “ 大 毁 灭 ( the Great

Devastation)”,但这些影响往往是由人类或魔法造成的,而不是被神祗创造出来的。

Primary: Oerth

TypeE Earth Body

The center of the Greyhawk system, Oerth is the most diversely and heavily populated planet in the system, with every

sentient race in the shell being represented to one degree or another. Native mapmakers of the Free City of Greyhawk

place their land literally at the center of the universe, with all of the Flanaess and Oerth rotating about them, and the

planets and sun passing across the sky that surrounds them.

The centralized location of Oerth accounts for the superior attitude of its people, but there is another factor. Oerth is a

very competitive world with very powerful mortal entities, at times contending with the gods themselves and besting

them. A long string of such incidents increases the self-confidence (and ego) of the natives of Oerth, in particular those

in the "adventuring" areas—wizards, warriors, priests, and rogues. This self-centered nature tends to make Oerth

groundlings insular.

The natives of Oerth have a passing interest in spelljamming and spelljamming technology, though they put it in the

same general area as extradimensional travel. It matters little if a traveler is from the next world or another plane; he is

an outsider and is treated as such.

Trade is erratic and best confined to singular items that individuals find useful—artifacts, specialized magical items,

and relics. Oerth itself, with its ancient civilizations, has a bumper crop of such items, and often is all too willing to export

such dangerous items elsewhere.

Smoke powder does not function on Oerth, though it does in wildspace and on other planets in the system. Whether

this is due to the chemical makeup of the Oerth atmosphere or some interference by gods who already fear the growing

power of mortals is unknown.

主星:奥斯

E级 土型

灰鹰星系的中心——奥斯是该星系中最具多样性和密度最大的行星,在该晶壁系中每一个知性种族都或多或少地在这里存在。

《灰鹰的自由城市(Free City of Greyhawk)》的原住民地图制作者把他们的土地完全置于宇宙的中心,法兰尼斯和奥斯的一切都围

绕着它们旋转,行星和太阳也穿过围绕着它们的天空。
奥斯特的中央位置说明了其人民的优越态度,但这里还有另外一个因素。奥斯是一个竞争非常激烈的世界,有非常强大的凡人 ,

有时甚至它们会与诸神斗争,并打败他们。一连串这样的事件增加了奥斯原住民,特别是那些冒险者——法师、勇士、祭司和游荡

者——的自信(和自傲)。这种以自我为中心的天性于使得奥斯的地表土著产生了排外的思潮。

奥斯的原住民对法驱和法驱技术有一定的兴趣,不过他们仅仅把这些视作和跨位面旅行差不多的东西。无论一个旅行者来自另

一个世界还是另一个位面,都无关紧要;无论如何他都是一个外来人员,并会因此受到相对应的对待。

这里的贸易是不稳定的,但这里也是最能找到奇异之物——神器、特制的魔法物品,还有圣物——的地方。奥斯本身有着古老

的文明,也就有大量的此类物品,而且当地人往往都非常乐意把这些危险物品出口到其他地方。

发烟火药在奥斯上不起作用——虽然说它在荒宇和该星系中的其他行星上能起作用。这究竟是由于大气中的化学成分,还是由

于已经对人类不断增长的力量产生了恐惧的神的干扰?仍然未知。

Kule

Type B Earth Body

Kule (also known as Celene) is the smaller of Greyhawk’s two moons. Technically, everything that spins about Oerth

is a “moon," but only Kule and its sister planet, Raenei, are close enough for an observer to discern planetary features.

As they lie within the orbit of the Greyspace sun, Liga, they are the only planets to cause eclipses and for these reasons

are referred to as the only moons of Oerth.

Kule is a voidworld, lacking even the vestige of an atmosphere on its surface. Advanced ruins, towers, and minarets

indicate that there was once civilization on the surface long ago of some bipedal type, but it has vanished with the air.

Some magical agent, as opposed to the work of gods, is presumed.

Kule is tidally locked, showing only one face to Oerth. The side facing Oerth is littered with debris of ruined cities,

while the opposite face has mostly intact towers and citadels exposed to the open space. The entire surface of the planet

is scored by extensive undergound passages and cities. These are occupied by humans and other savage races, but as on

Oerth, the dominant underground races are mind flayers, drow, kuo-toa, and similar evil creatures. There is some

speculation that dimensional links exist between the ruins of Kule and the Oerthian underdark.

Kule is rarely visited by star voyagers, except for those adventurers who are looking to loot the wonders of the past

from this place.

秋耳

B级 土型
秋耳(也叫塞莱涅)是灰鹰的两个卫星中较小的一个。从技术上讲,所有绕着奥斯旋转的东西都是一个“月亮”,但只有库勒和它

的姐妹行星罗尼(Raenei)近得足够让一个观测者来辨别出行星的特征。当它们横亘在灰鹰天宇的太阳利加(Liga)的轨道上时,它们

是仅有的能引起日食的行星;由于这些原因,它们被视为奥斯仅有的卫星。

秋耳是一个虚无的世界,它的表面甚至没有大气层的痕迹。先进的废墟、高塔和尖塔表明,在很久以前,这里曾经有过一种两

足类的文明,但它已经随着空气消失了。【这里的高等文明的毁灭】并没有被认为是神的手笔,反而被怀疑是某些魔法代理人

【magical agent】所为。

秋耳被潮汐作用锁住,只会对奥斯露出其中一面。它面对奥斯的那面布满了被毁的城市的残骸,而另一面的则是暴露在太空当

中的几乎完好的塔和城堡。整个星球表面都是由大量的地下通道和城市组成的。而这些都被人类和其他野蛮的种族所占据,但就像

在奥斯上一样,统治地下的种族是夺心魔,卓尔,寇涛鱼人,以及类似的邪恶生物。有一些推测认为,秋耳的遗址与奥斯提安

【Oerthian】的地下暗区之间存在着跨位面的联系。

秋耳很少被星际旅行者所拜访——那些想从这个地方掠夺过去的奇观的冒险家们除外。

Raenei

Type D Earth Body

Raenei (also known as Luna) is the larger of Oerth's two moons, and the farthest away. It is half the size of its primary,

but still large enough to spawn a wide variety of terrestrial habitats and niches: mountains, forests, plains, open seas,

and the like. The difference between Raenei and Oerth is that there is no native sentient life on Raenei. Whatever

brought the rise of men, elves, orcs, and dwarves and half a hundred other races on its primary has passed this world by.

There are no social creatures here, nor any with intelligence above Average.

There are many “monsters”— purple worms, carrion crawlers, ankhegs, and even some large and stupid dragons,

but nothing that would build a city or even a fortress for its own protection.

Visitors from Oerth have arrived on Raenei, and some have settled. These are those that prefer solitude and hermitage

over cities and trade. Many spelljammers pass by the planet entirely for better pickings on Oerth itself.

罗尼

D级 土型

罗尼(又名露娜)是奥斯的两个卫星中较大的一个,也是最远的一个。它的大小为其主星的一半,但仍然大到足以产生各种陆地环

境和栖息地:山岭、森林、平原、外海等。罗尼和奥斯之间的区别在于,在罗尼上没有天然的知性生命。无论如何,人类、精灵、兽

人、矮人和其他 50 个从主星上崛起的种族,都已经探索到了这个世界之外。这里没有社会生物,也没有任何智力高于“平均”的生
物。

这里有许多“怪物”——紫虫、食腐虫、掘地虫,甚至还有一些又大又笨的龙,但没有任何东西能建造一座城市,甚至是一座

堡垒,来保护自己。

来自奥斯的拜访者已经抵达了罗尼,其中一些甚至已经定居了下来。对这些人来说,比起城市和贸易,它们更喜欢独处和隐居 。

许多魔法船之所以路过罗尼完全是为了更好地在奥斯上载货。

Liga (the sun)

Type G Fire Body

Liga is a good-sized body orbiting around Oerth, taking 365 days to make its passage. The fire body burns with a

deep golden glow, but its surface is dotted with pinpricks of blue. These blue areas are cooler, and are thought to be

“lakes” of elemental water maintained in Liga to keep it from burning too hot. Investigation of these sun-lakes has

been hampered by the extreme heat of the surrounding territories.

Ancient legends from before time mention two fire bodies in this orbit. This may or may not be true, though the

location of the missing sun is unknown.

利加(太阳)

G级 火型

利加是一颗围绕奥斯旋转的大型天体,它公转一圈需要 365 天的时间。这颗火焰天体在燃烧时发出深沉的金色光芒,但它的表

面布满了蓝色的“针孔”。这些蓝色的区域都比较凉爽,被认为是水元素为避免利加过热而在它上面维持的“湖泊”。对这些太阳

湖的调查一直被周围地区的酷热所阻碍。

古代传说在其轨道上提及了两个火焰天体。虽然我们仍未知道失踪的那颗太阳的位置,但这个传说本身也未必是真实的。

The Grinder

Type B Earth Bodies

The Grinder is a very dense asteroid belt found within the first orbit beyond Liga. The Grinder may be a planet that

never formed, or the wreckage of a god-invoked war from long ago. It forms a secondary shell around Oerth itself,

slowing ships down and making them vulnerable to attack. Rocks from the Grinder are arrayed in a sphere surrounding
Oerth—it is not possible to avoid them on the way to the primary.

The Grinder has a wide variety of space civilizations (the 布拉之岩 may be found here if the DM so chooses). Much of

the business with the outer planets and other spheres occurs here, with merchants traveling to and from Oerth for their

supplies.

Parts of the Grinder support spelljamming civilizations, while others are reported to be dominated by monsters, and

still others haunted. A recurring theme in Grinder concerns are clusters of stone golems that take on the appearance of

small asteroids, drift close to and then attack humanoid ships.

磨床

B级 土型

磨床是一条密度非常大的小行星带,它位于利加之外的第一条轨道上。磨床可能是一个从未形成的星球,也可能是很久以前

由神祗引发的战争的残骸。它在奥斯周围形成了一层第二“晶壁”,减慢了船只的速度,使它们容易受到攻击。来自磨床的岩石形

成了一个包裹着奥斯的球形——也就意味着前往奥斯的路上必定会遭遇它们。

磨床当中有着各种各样的外星文明(如果 DM 愿意的话可以把布拉之岩放在这里)。许多与外层星球和其他晶壁系进行的交

易都在这里发生,出入奥斯的商船也会在这里进行补给。

磨床的一部分属于法驱文明,另一部分据说则是怪物的领地,还有一部分则仍然空荡。磨床居民们所担忧的一个问题反复出

现:一群石魔像会从小型类星体中突然出现,漂向类人族的船只然后发起攻击。
Edill

TypeG Air Body

Edill is a "typical" air world, with a large number of other elemental bodies spinning through its clear atmosphere—

fireballs, earth islands, and clusters of water droplets all rise and fall through its area. Edill provides a wide variety of life,

both avian and reptilian, with dragons very prominently represented. Dragons will often gather into large hatcheries on
the floating islands to keep their eggs safe, and behave in a more social fashion than is known in other part of

Greyspace.

伊迪尔

G级 气型

伊迪尔是一个“典型”的气类世界,大量的其他元素体在其清澈的大气层中旋转,包括火球、陆地岛屿和成群的水滴,它们都

在其区域内上升和下降。伊迪尔供养了各种各样的生命,包括鸟类和爬虫类,龙就是其中非常突出的代表。龙通常会在漂浮的岛屿

上的大型孵化场聚集,以保证它们的卵的安全,并以一种比灰鹰天宇中所知其他的龙的更为社会化的方式行事。

Gnibile

TypeG Air Body

Edill's sister planet in general size and consistency only, this gas giant is dark red in color as seen from space, and is

wracked by hellish storms and strong winds. Its earth islands tend to be semi-molten in nature, and its water clusters

shards of ice. Gnibile is a planet of undead creatures, with strong ties to the negative material plane. Those who have

survived the experience state that there are disc-like creatures within that provide immediate (and often fatal) passage

to the negative quasielemental planes for those passing through them.

朱尼堡

G级 气型

这颗伊迪尔的姐妹行星只在大小和密度上与其一致,而这颗气态巨星在太空中看时呈现出一种深沉的红色,并且被地狱般的风

暴和强风所肆虐着。它上面的陆地岛屿都是半熔融状态的,而水体都是由冰的碎片所组成。朱尼堡是一颗属于不死生物的星球,并

且与负物质位面有着非常紧密的联系。据那些从朱尼堡上幸存的人说,那里有着一种圆盘状的生物,可以为穿过它们的人制造直接

通往负准元素位面【negative quasielemental plane】的(通常也是致命的)通道。

Conatha

TypeC Water Body

Conatha is a small elliptical water world with two large earth bodies at its center. These are separated by a few

thousand miles, which accounts for the planet's elliptical appearance. Conatha spins end-over-end around Oerth, and
the heat of Liga creates strong currents running from the sunward surface to the cool side and back again.

Conatha has a strong aquarian environment, with fish, whales, mermen, and other aquatic creatures. The dominant

life form on the planet is sahuagin, whose savagery dominates the other creatures, and whose continual undersea wars

between kingdoms reduce much of the planet to a war zone. There are reports of the arcane seen among these

sahuagin, though the wise believe that even they will not deal with these creatures who make the neogi look good.

There are no islands or other land surfaces on the Conathan surface, so that only ships with water-landing abilities

may land there.

康纳塔

C级 水型

康纳塔是一个小型的椭圆水世界,其中心有两个巨大的岩石核心。它们之间相隔数千英里,这是也就是这颗星球呈现椭圆形外

观的原因。

康纳塔围绕着奥斯旋转,而利加的热量在其上产生了强劲的洋流,这股洋流从面向太阳的一面流向背阴的一面,然后又流回向

阳面,如此循环往复。

康纳塔有着非常稳固的水生环境,鱼类、鲸类、人鱼和其他水生生物都在这里生存。这里主要的生命形态是鲨华鱼人,它们野

蛮地统治着其他生物,而它们的国家之间发起的连绵战争波及大半个星球。有报道称这些鲨华鱼人当中出现了秘法商族的身影,但

贤者们相信,即便是秘法商族也不会和这些连纽吉怪和它们一比都显得慈眉善目的生物打交道。

康纳塔上没有岛屿或陆地,所以只有具有水上着陆能力的船只才能在那里降落。

Ginsel

TypeC Earth Body

Ginsel is a crescent-shaped planet. It looks like a crescent moon, or a spherical planet with a huge bite taken out of it.

It retains its atmosphere and gravity along the line of the crescent, so there are civilizations along the inside of the

crescent and on the outer surface.

Ginsel has a low number of "typical" monsters of the rampaging type, but has a large number of advanced kingdoms,

similar to Europe during the late Middle Ages. The leaders of these kingdoms are aware of the spacefaring technology

around them, and often ally with outside forces to further their own ends (usually destroying the neighboring

kingdoms). Politics are fluid in Ginsel, and treachery very, very common. Aside from Oerth, Ginsel is the most
“civilized” world in the system.

金赛尔

C级 土型

金赛尔是一个新月形的行星。它看起来就像一个新月,或者是一个被咬了一口的球形行星。它的大气层和重力都沿着新月的形

状分布,所以在“新月”的内部和外部的地表上都有着文明。

金赛尔上“典型的”狂野怪物较少,而开化的王国很多,类似于中世纪晚期的欧洲。这些王国的领导者们都知道他们周围的太

空技术的存在,并且经常与外界力量结盟以实现他们自己的目的(通常是摧毁邻近的王国)。在金赛尔,政权犹如潮汐一般起落不休,

唯有背叛永恒。【或者说:流水的政权,铁打的背叛。】除了奥斯以外,金赛尔就是整个星系当中最“文明”的世界了。

Borka

Type A Earth Body

Borka is a cluster of several thousand rocks linked together by a common atmosphere. It was once a single small

planet, but was destroyed by extradimensional magic by the elves in the Unhuman War. The planet was a stronghold of

orcs, goblins, and other evil humanoids, which the elves wiped out with the assistance of their gods. The method is

unknown, since soon afterward the elven armada in Greyspace was eradicated through a systematic series of accidents

and attacks. This was the only planet wiped out by elven attacks, and the event has not been repeated.

Many of the orcs and other humanoids fled Borka on its destruction, fleeing to Oerth and into the deeper regions of

space. Some remained, and these are rebuilding their cultures along planetary and racial lines. Most of the new

construction is within the clustered asteroids themselves, not leaving outside clues to the elves that they are attempting

to mass their forces.

This secrecy, well-reasoned though it is, verges on the paranoid, and ore and goblin ships will attack strangers in

order to preserve their secrecy. The orcs can also move their rocky homes slowly among the others, so that if an attack

force does come, it will likely not be able to find the same rock as before.

博尔卡

A级 土型

博尔卡是一个由数千块被同一个大气层连接在一起的岩石所构成的集合。它曾经是一个完整的小行星,但在非人战争当中被精

灵的跨位面魔法所摧毁。这个星球曾经是兽人、地精,以及其他邪恶类人种族的大本营,而精灵在它们的神祗的帮助下消灭了它。
毁灭的方法仍然未知,但不久之后,位于灰鹰天宇当中的精灵舰队就被一系列有组织的事故和攻击给彻底消灭了。这颗星球从此成

了唯一一颗被精灵碎星的星球,之后再也没出现过类似的事件。

许多兽人和其他类人种族从博尔卡的毁灭中逃生,流落到了奥斯,乃至更深处的太空当中。但它们中仍然有部分留了下来,依

靠行星和种族重建它们的文明。为了不让精灵得到它们正在大规模集结兵力的线索,它们重建的大多数新建筑都位于类星体集群的

内部而不是外部。

兽人和地精的船只会攻击任何外来者以保护这个秘密——这虽然合理,但也很偏执。兽人们可以让它们的岩石家园在碎石当中

缓慢地移动,所以即便真的出现攻击的军队,它们也很可能找不到之前发现的地方。
Greela

Type E Earth Body

Another cluster-world linked by a common (though thin) atmosphere, the Greela Cluster is much larger than Borka

and much, much older. Most of the cluster planets are a few hundred miles across, and rounded into elliptical shapes.

The primary vegetation in the Greela system is grass, though there are planets closer to the core that have rich forests.

It is in these forests that colonies of men and elves live, and the elves of Greyspace fashion their living ships. The less-

civilized races move from one part of the cluster to another on the wind, in great, ornate balloon colonies.

Though larger than Oerth, Greela has half the mass and a quarter of the total sentient population of the Greyspace

primary.

格瑞拉

E级 土型

作为另一个被同一个(尽管相对稀薄)大气层所联系起来的碎石集群世界,格瑞拉比博尔卡要大得多,也老得多。它大多数的

碎石都有数百英里宽,并且呈椭圆形。

格瑞拉的主要植物是草,不过在较为靠近核心的碎石上也有着茂盛的森林。而人类与精灵的殖民地也正位于这些森林当中,灰

鹰天宇中的精灵们还会在这里制造它们的活体船只。而这里不那么文明的种族则居住在一个巨大而华丽的气球殖民地上,随着风在

碎石之间迁徙。

虽然比奥斯要大,但格瑞拉只拥有灰鹰天宇中一半的质量以及四分之一的知性人口。

The Spectre

Type B Earth Body

The Spectre is also called the Wink, because it seems to twinkle and disappear from the sky in a regular fashion. In

reality, the Spectre is a flat, circular disk that spins along the line of its orbit, so that the faces turn toward Oerth in a

regular fashion. The “winking" is the illusion created by observers from outside seeing the planet edge on, then full

face, then edge on again.

The Spectre has an atmosphere but no life. It is the closest planetary body to the shell, and this makes it an ideal way

station for the various star voyagers that visit Greyspace.


The lands of the Spectre include seas, mountains, and prairies. The mountains are highest toward the center of the

disk, and are icecapped on both sides. At the feet of these mountains are the large, shallow seas of the planet, and

finally the plains themselves form a rim around the disk, forcing water back into the center. The disk itself is about 200

miles thick at the edge.

The various spelljamming races have outposts on the Spectre. Human trading groups, the elven armada, a dwarven

nation, and even a gnomish outpost are found on one side; a mind flayer station, three competing beholder lairs, and a

neogi settlement lie on the other. All such settlements are widely spaced, as the various races do not trust each other.

Raiding and sabotage is common among the natives of the Spectre.

幽鬼

B级 土型

幽鬼星也被称为“眨眼星”,因为它似乎会定期地在天空中闪烁并消失。实际上,幽鬼星呈偏平的圆盘状,这样它在围绕轨道

旋转的过程中其平面就会以一定的规律朝向奥斯。而“眨眼”现象是外部的观察者先看到幽鬼的边缘,然后看到它的整个平面,最

后又因为转动再次只能看见边缘所发生的。

幽鬼上有大气层,但没有生命。它是该晶壁系当中最靠近晶壁的天体,因而它成为了拜访灰鹰天宇的各种宇航家们理想的中转

站。

幽鬼的表面上有海洋、山脉和平原。其山脉在圆盘的中心位置达到最高,两边覆有冰雪。在这些山脉的脚下是这个星球上的巨

大的浅海,最后平原在圆盘周围形成了一条边界,迫使水回流到中心位置。圆盘的边缘大约有 200 英里厚。

各个法驱种族都在幽鬼上设有前哨站。其中一边有人类贸易集团、精灵舰队、一个矮人国家,甚至还有一个侏儒的哨站;而另

一边有一个夺心魔哨站、三个互相对立的眼魔巢穴,以及一个纽吉怪聚居地。由于各种族之间的不信任,所有这些聚居地都相隔甚

远。掠夺与破坏在幽鬼的居民之间时常发生。

国度天宇 Realmspace
Realmspace is the crystal shell that contains Toril and its sister planets. Like Krynn, the Realmspace system is

solarcentric—everything orbits about a central point. Like in Greyhawk, there are a wide variety of gods and revered

powers operating in the Realms, who are often more concerned with each other than in the actions of spacefarers. This,

plus the tolerance of travelers and new ideas, makes Realmspace a common stop for traders and a base for adventurers.

Realmspace is slightly warmer than Greyspace, such that travelers can often voyage in light garments and summer
outfits without fear of catching cold.

Recent events on Toril may change that, as the gods have been forced by circumstance to be more involved with their

followers. This may result in a Krynnish tendency to meddle and punish, or the Powers That Be may leave the contention

over truth and worship to their mortal followers alone. This has yet to be seen. However, if the gods become as active in

daily affairs in Realmspace as they have become in Krynnspace, there will be a marked decrease in starfaring visitors to

the region.

国度天宇是包含托瑞尔和其姐妹行星在内的晶壁系。和克莱恩一样,国度天宇星系是以太阳为中心的——里面的一切都围绕着一

个中心点旋转。同时它也像灰鹰一样,有着各种各样的神和受到崇拜的神力存在,而这些存在往往更关心彼此,而不是宇航家们的

行动。这一点,加上旅者们的宽容和新想法,使得国度天宇成为了商人和冒险者的大本营。

国度天宇的温度略高于灰鹰天宇,从而旅者们身着便服和夏装通常就足以旅行,而不必担心感冒。

但最近发生在托瑞尔的事件可能会改变这一切,因为诸神最近被形势所迫,不得不与其追随者们产生更多的接触。【应指动荡之

年。】这可能会导致像克莱恩那样的干涉和惩罚,又或者是“那些神力存在”会将争论的焦点从真理和崇拜转到信仰它们的凡人身

上。这一点还有待观察。然而,如果国度天宇中的神祗像克莱恩天宇中的那么活跃,那么该地区中的宇航家将显著减少。

Primary: The Sun

Type H Fire Body

Sun, Sol, and variant definitions of a fire-body primary are common through half a hundred known spheres. This is an

indicator that the dominant human civilizations may come from a common root. The surface of the Realmspace's sun is

dotted with entries into the plane of elemental fire, and there are a large number of fire-using and elemental fire

creatures living among its flames.

主星:太阳

H级 火型

“太阳”、“太阳神”,以及其他对于一颗火类天体主星的各种定义在超过半百的已知晶壁系当中都是很常见的。这表明,占

主导地位的人类文明可能来自一个共同的根源。国度天宇的太阳上到处都散布着通往火元素位面的通道,而它的火焰当中还生活着

大量的使用火焰生物和火焰元素生物。

Anadia
Type B Earth Body

Anadia is a barren wasteland, a twisted collection of badlands and dry washes, except at its poles. There the land

flattens out into rolling, fertile hills dotted with trees and pastoral fields. Anadia is dominated at both poles by halflings.

Those of the north pole are organized into a humanlike nation, with an emperor, various subject kings, princes, and local

lords. Nonhalflings are kept on special reservations and in patrolled sections of the cities for their own protection—

everyone knows that simple humans on their own would be easy prey for industrious halflings. The halfling civilization at

the south pole is more chaotic, with no local power structure and a tendency to recognize everyone from outside its

home city, halfling or no, as a target.

The wastes that make up the bulk of the planet are inhabited by monstrous creatures—including a large percentage

of umber hulks. These are the result of attempts by the neogi to set up a “slaving colony" preying on the halflings. The

umber hulks are free but communal, and bands tend to raid outlying farms in the polar reaches.

阿纳迪亚

B级 土型

阿纳迪亚是一片贫瘠的不毛之地,是劣地与干河床的一个扭曲结合,只有其两极除外。在那里,土地平整,绵延起伏,肥沃的

山丘上点缀着树木和田园。阿纳迪亚的两极都被半身人所统治。北极的那些半身人组织成了一个像人类一样的国家,有一位皇帝,

各种各样的国王,亲王,和当地领主。非半身人则都被局限在城市里的特殊保留区和巡逻区域——为了保护它们的人身安全。【每

一个人都知道,单纯的人类很容易就成为勤奋的半身人的猎物。】而南极的半身人文明更加混乱,没有地方性的权力结构,每一个

外来人——无论是不是半身人——也都没有建立一个家乡城市的倾向。

占据了这个星球一大半的废土上居住着巨型生物——包括大量的土巨怪。这些都是纽吉怪尝试建立一个狩猎半身人的“奴隶殖

民地”的结果。土巨怪是自由但集体行动的,并且常常成群袭击极地地区的偏远农场。

Coliar

Type G Air Body

Coliar is a large gas giant with a large number of earth and water islands orbiting through its turbulent winds.

Mammalian sentient races— men, elves, orcs, etc.—are missing from these islands. Instead, the dominant races are lizard

men, aaracokra, and dragons.

The lizard men benefit from the relative closeness to the sun and the warmth of the area, and have a semiadvanced

civilization, capable of organized thought and collective agreement. The former shamans have become priests of various

lizard gods, and the former war leaders are now kings of small empires. Like the human races, the lizard men vary in
their wisdom and their abilities, such that there are evil, good, smart, and foolish lizard men operating in the world. The

lizard men of Coliar have an organized militia in most cases, and can move on the winds by use of large gliders.

The lizard men are in competition with the aaracokra, more numerous here than on Toril, and organized into tribal

bands. Wars similar to those between dwarves and orcs have erupted in numerous areas. The planet is so large,

however, that no one side gains an advantage.

The dragons play on both sides, the aaracokra seeing them as fellow fliers and the lizard men as similar reptiles. They

will ally themselves as they see fit.

Numerous spacefaring races have been trading with the lizard men, and some have opened similar trade with the

aaracokra. The lizard men are interested in ships to take their eggs closer to the sun, guaranteeing the superior

attributes of their race.

柯里尔

G级 气型

柯里尔是一颗大型气态巨星,大量的陆地和浮岛在其狂暴的风中旋转。这些岛屿上缺少哺乳动物,包括人类、精灵、兽人等。

相反,这里的统治性种族是蜥蜴人,aaracokra 和龙。蜥蜴人从相对接近太阳和温暖的地区受益,并具有一个半开化的文明,能够有

条理地思考和集体地达成协议。以前的萨满现在成为各种蜥蜴神的牧师,以前的战争领袖们现在是各个小帝国的国王。就像人类的

种族一样,蜥蜴人的智慧和能力各不相同,使得这个世界上有邪恶、善良、聪明和愚蠢的蜥蜴人。在大多数情况下,柯里尔的蜥蜴

人都有有组织的民兵,可以通过使用大型滑翔器在风中移动。

蜥蜴人与 aaracokra——在这里它们比托瑞尔人数更多,而且组成了部落——竞争。类似于矮人和兽人之战的战争在许多地区

爆发。然而,这颗行星如此之大,以至于没有一方能获得优势。

龙族则左右逢源,aaracokra 将它们视为同类,而蜥蜴则将它们视为与之类似的爬行动物。他们将以他们认为合适的方式结盟。

许多太空种族都与蜥蜴人进行了交易,一些人也开始与 aaracokra 进行类似的交易。蜥蜴人非常关注利用船只使他们的蛋离太

阳更近,以便保证他们种族的优良品质。

Toril

Type E Earth Body, 1 Moon

Toril is the most populous planet in the Realmspace system, and the home of some of the most powerful individuals

in this system. It has regular and prosperous ties with the various nations and factions of wildspace, and has sent out a

number of adventuring parties, forays, and survey groups into the wild. The number of spelljamming helms found in the

area indicate that more ancient civilizations had a higher degree of contact with space, and this is reinforced by the

existence of longstanding civilizations in the cluster that orbits the planet.


Like on Oerth, Torilian leaders and natives recognize the existence of extraplanetary natives much the same way as

they recognize extra-planar creatures. The difference is that the Realms tend to be more tolerant to newcomers, and as

such, unless the newly arrived individual makes trouble, he will be accepted. The slow trickle of smoke powder and

arquebuses into the Realms is a result of that toleration, though those who have tried massive imports have failed

spectacularly.

Toril has a wide variety of habitats and a large number of terrestrial, aquatic, and avian life forms, with new species

and localized variants being discovered continually. Some of these are space-related, some are native, and some are the

product of other dimensions and planes. Collectors of interesting and unique life forms find Toril an excellent setting for

discovery, as well as magical creation.

Toril has a single large moon, Selune, which is inhabited by paleskinned humanoids. Unlike on the Krynnish planets,

there is no legend or record that Selune the Goddess lives on Selune the moon, though there may be gateways there

from her extradimensional home.

Toril's spacial civilizations tend to congregate in a cluster of asteroids which follow Selune in their orbit. This cluster,

called the Tears of Selune, has a number of settlements for human nations, beholder factions, elven outposts, and other

races. The 布拉之岩 can be fit easily in one of these areas.

托瑞尔

E级 土型,一颗卫星

托瑞尔是国度天宇星系中人口最多的行星,也是这个星系中一些最有权力的个体的家。它与荒宇中的各个国家和派系有着定期

和繁荣的联系,并派出了许多冒险队伍、侵略和调查小组进入荒宇。在该地区发现的法驱魔舵的数量表明,更多的古代文明与太空

有更高程度的接触,而且这一现象在环绕托瑞尔的星团中长期存在的文明中得到了加强。

就像在奥斯上一样,托瑞尔的领袖和土著居民也以与认识跨位面生物相似的方式认识到了外星球土著的存在。不同之处是,国

度对新来者更宽容,因此,除非新来者制造麻烦,否则他就能被接受。尽管那些大规模进口的尝试失败了,但发烟火药和火绳枪正

缓慢地流入国度就是这种宽容的结果。

托瑞尔有各种各样的栖息地和大量的陆生、水生和鸟类生命,新的物种和局部的变异不断得被发现。其中一些是与太空有关的 ,

有些是原生的,有些则是其他维度和位面的产物。收集有趣而独特的生命形式的收藏家发现托瑞尔是一个极好的发现环境,而这对

魔法造物的收藏家来说也是一样。

托瑞尔有一颗大卫星,苏伦,这是一个由皮肤苍白的类人种族所居住的星球。与克莱恩的行星上不同,没有任何传说或记录说

明苏伦女神在月球苏伦上生活,不过那上面可能有通往它的异位面家园的通道。

托瑞尔的太空文明倾向于聚集在一群跟随苏伦的轨道运转的小行星上。这个被称为“苏伦之泪”的星群,为人类国家、眼魔派
系、精灵前哨站和其他种族提供了大量的定居点。布拉之岩可以很容易地放入这些地区当中。

Karpri

Type D Water Body

Karpri is a fair-sized water world with icecaps at its northern reaches and vegetation-choked equatorial waters. This

divides the world into five bands—two polar regions, two “clear sailing" regions, and the equatorial seaweed jungle.

The polar reaches are similar to those on other planets, and inhabited by cold-using and cold-loving creatures. Most

tend to be predators, since nothing grows on the ice.

The clear sailing regions have no islands on the surface, but are populated below by a number of civilizations who use

the seaweed and other water plants from farther south to weave huge nets and colonies for their people. They have yet

to discover the nature of spelljamming.

The equatorial sargasso is a huge bed of floating kelp and seaweed dense enough to support other life. Large spiders

and insects make their homes here, preying on fish and other creatures they may catch. Some of the water plants have

leaves wide enough to support the weight of a ship, so that damselfly and dragonfly class ships can land there.

卡皮

D级 水型

卡皮是一个中等大小的水世界,它的北部边缘和被植被覆盖的赤道水域都有冰盖存在。这将世界划分为五个带——两个极地区

域,两个“航行无阻”区域,以及赤道的海藻丛林。

极地的气候与其他星球相似,同时居住着使用寒冷和喜爱寒冷的生物。其中大部分都是食肉动物,因为冰面上什么都没有生长。

“航行无阻”区域的水面上没有岛屿,但却有许多文明的居民,他们使用来自更远的南方的海藻和其他水生植物为他们的人民

编织巨大的渔网和殖民地。他们还没有发现法驱的本质。

赤道的海藻丛林是一大片漂浮的海带和海藻,足以支撑其他生物的生存。大型蜘蛛和昆虫在这里安家,捕食鱼类和其他生物。

一些水生植物的叶片宽度足以支撑一艘船的重量,因此,宙蛉和宙蜓级船只可以在那里降落。

Chandos

Type F Water Body

Chandos, like Karpri, is a watertype world, but Chandros has the greatest number of earth bodies floating in it of any
known water-type body. It has been compared to a box

of marbles filled with water—the water is the bulk of the box, but the marbles, resting on each other, occupy a great

deal of the space.

Irregular chunks of rock, resting on each other, form a crust for the upper 100 miles of Chandos’s surface. Explorers

beneath that level report a stygian liquid darkness where everything operates from its own bioluminescence.

The northern reaches of Chandos are covered with snow and riddled with narrow passages between the rocks. Those

farther south support low aquatic plants that are immersed in the salty waters of the ocean. In the equatorial areas,

forests of fastgrowing, low trees survive.

The rocky islands of Chandos are on no firm base, and as such shift in the regular storms that sweep the continent. As

a result, most native life is nomadic, since both ground and undersea housing can be easily destroyed by the grind of

the rocks. Similarly, caverns and tunnels can be flooded or inverted in the course of a single storm. Humans, dwarves,

and orcs are found on Chandos.

山度士

F级 水型

与卡皮一样,山度士也是一个水型世界,但是在它上面漂浮的土地是已知的水型天体当中最多的。它被比作一盒装满水的玻璃

球,水是盒子的大部分,但是这些玻璃球相互重叠,占据了很大的空间。

不规则的岩石块互相重叠,形成了一层地壳,其上 100 英里部分就是山度士的地表。在这个深度以下的探险者发现了阴森的黑

暗水域,那里的一切都是通过自身的生物发光来运作的。

山度士的北部地区覆盖着积雪,岩石间狭窄的通道遍布其间。再往南的那些水生植物就会被浸泡在海洋的咸水中。在赤道地区 ,

生长迅速的森林和低矮的树木存活了下来。

布满岩石的山度士群岛没有坚实的地基,也因此在定期席卷大陆的风暴当中随之漂移。因此,这里大多数原住民的生活都是游

牧的,因为地面和海底的房屋都很容易被岩石的研磨所破坏。同样,在一场风暴中,洞穴和隧道可能被淹没或倒转。这里发现了人

类、矮人和兽人的踪迹。

Glyth

Type E Earth Body

The atmosphere of Glyth is foul but not poisonous. Visitors are reminded of a charnel house or a dead forest after a
fire. The land itself is swept by regular fires, and what forests survive are under the control of the masters of the planet.

Glyth is ruled by underground colonies of mind flayers, and is a fitting example of what may happen if other worlds

are dominated by them. All races are servants of the illithids, as are any who violate the territorial rights of the rulers.

“Land on Glyth and become property” is the rule of thumb.

Mind flayer cities dot the underground, with work-numbed slaves sent out to gather those aboveground resources

still available or to war with other mind flayer cities. The mind flayers of Glyth have engaged in an enthusiastic building

campaign, and are always looking for more spelljamming helms to pilot them.

The mind flayers do have a central meeting ground above the surface of Glyth (outside of anyone's territorial space).

This hollow asteroid, called Haven, is a neutral ground for warring factions, and for those foolish or brave enough to deal

with Glyth.

As with any tyranny, there are rebels, lurking in the shadowy subtunnels and seeking to overthrow the majority rule.

They are portrayed in the same light here as orcs and kobolds are on Toril—destructive vermin who deserve only a quick

and sudden death.

格吕斯

E级 土型

格吕斯的大气层是污秽的,但没有毒性。在火灾之后,游客们会想起一间被埋葬的房子或一片死森林。这片土地本身就被定期

的大火所席卷,森林的存亡也完全取决于这颗星球的主人。

格吕斯是被夺心魔所统治的,这是一个说明如果其他世界被他们控制,会发生什么的很好例子。所有的种族都是夺心魔的仆人 ,

任何违反统治者的领土权利的人也是如此。“落在格吕斯的就属于格吕斯。”是这里的潜规则。

夺心魔的城市散布在地下,被工作所麻木的奴隶被派出去收集那些仍然可用的地面资源,或者与其他夺心魔的城市作战。格吕斯

的夺心魔们正在进行一场热情的建设活动,他们总是在寻找更多的法驱魔舵来引导他们。

夺心魔在格吕斯表面上有一个中央会议场地(在任何人的领土范围之外)。这颗名为“天堂”的空心小行星,是交战各派的中立地带,

对于那些愚蠢或勇敢的人来说,这也是一种对付夺心魔的方法。

与任何的暴政一样,这里也有潜伏在阴暗的地下隧道中的叛乱分子,试图推翻夺心魔的统治。他们在这里被描绘得与托瑞尔上的

兽人和狗头人一样无足轻重——他们是破坏性的害虫,快速而突然的死亡是它们唯一的下场。
Garden

Type A Earth Body

Garden is a cluster of small asteroids linked together by a common atmsopheric envelope and by the roots of a single

huge plant. The northmen call the plant Yggdrasil’s Child, while the Shou Lung note in their books that Garden is a
liveworld, not a cluster of earth bodies.

Garden is used by a number of races as a place to restock food, water, and air. It is also a pirate haven, as the

mazework of passages foils many large pursuing ships.

花园

A级 土型

花园星是由一群被同一个大气层和同一颗巨大植物的根部所联系在一起的小行星所组成的集群。北方民族将它称为”世界树之

子“,同时龙授也将它记载为一个生机世界,而不是一系列陆地的集合。

花园被许多种族用作储存食物、水和空气的地方。它也是海盗的天堂,因为许多大型的追捕船只都会被这里的通道迷宫所迷惑。

H’Catha

TypeC Water Body

H'Catha is a disk of water floating in space, with a single large mountain (called the Spindle) sticking out at its hub.

The water disk tapers at the edge to form a rim. The Spindle is 200 miles across at its thickest.

H'Catha is the home of no less than five different subspecies of beholders, who maintain bases in the watery reaches

of H'Catha and war over control of the Spindle. The edges of the spindle stick out of the air envelope surrounding

H'Catha, making it an excellent "stepping off" point for spelljamming craft.

Various factions have controlled parts of the Spindle, but no one has achieved control of the mountain. There are no

other native sentients, though there are refugees from the various mercenaries hired over the eons for the wars.

There are some native aquatic life forms on H’Catha, but with the exception of the eye of the deep, most have fallen

prey to the warfare between the various beholder races.

哈·卡塔

C级 水型

哈·卡塔是一个漂浮在太空之中的水型圆盘世界,它的中心是一座巨大的山峰(被称作“主轴”)。这个“水盘”的边缘越来越

细,最终形成了一个环。主轴的最厚处有 200 英里长。

哈·卡塔是至少 5 个不同的眼魔亚种的家,它们在哈·卡塔的水体边缘和争夺主轴的战争当中都有专门的基地。主轴的边缘部分刺

穿了环绕着哈·卡塔的大气层,从而使那里成为了法驱船只进行“脱离”的绝佳地点。
TSR, Inc.

PRODUCTS OF YOUR IMAGINATION™

1049XXX1901

ADVANCED DUNGEONS & DRAGONS, AD&D, SPELLJAMMER, PRODUCTS OF YOUR IMAGirHATIOM.

and the TSR logo are trademarks owned by TSR, Inc.

^1989 TSR, Inc. All Rights Reserved. Printed in the (J.S.A.

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