Ad Astra Per Magica --


Way back in my last year at The University of Toledo, I ran an AD&D® Spelljammer campaign for my college gaming club. Anybody who was there will gladly tell you what a mess of a campaign it was: unruly players walked all over the campaign's nominal plot with juvenille antics and warped logic, so I graduated and moved on to grad school before they could ever finish their quest. In the end, though, most of them had fun, so I don't regret the campaign that much.

The campaign itself revolved around the Sirrolian Arm, a string of crystal spheres explored several thousand years ago by the elven explorer Sirrol. The spheres trace a route from the three major AD&D; worlds (Krynn, Oerth, and Toril, collectively referred to as The Triangle in my campaign) to the Illithidae Expanse, a group of crystal spheres where Mind Flayers have actually suceeded in their endless quest to extinguish the sun(s). Highlights of the region include Wildstar (an Elven asteroid fortess with a random orbit), Reaver's Rock (an all-pirate colony that serves as a sort of Port Royale in space), and Candlespace, a crystal sphere where all the stars are giant candles. (OK, so maybe that last one isn't as impressive as I first thought.)

As much as I'd like to bombard you with all the detailed information I have on the Sirrolian Arm, I haven't gotten around to digitizing any of the maps. So, what you get instead is random bits of text information that I can convert to HTML without much work. (Like most RPG sites, this is all shovelware.) Hopefully, somebody somewhere will find this worth reading.


Credos & Concepts

Ad astra per magica (amateur Latin for "To the stars through magic") is my personal Spelljammer's Credo. The Credo is meant to emphasize two themes:

First and foremost: This is a fantasy campaign. I not one of those equation-obsessed types who's going to rewrite Spelljammer physics for realism. I like Spelljammer's binary gravity, disc-shaped planets, flying boats, and radioactive golems. Fantasy space is allowed to fantastic, as long as it's a self-consistent fantasy. (Just as a personal aside: Most DMs harping about realism haven't got a good enough grasp of the social sciences to write realistic campaigns, anyway.)

Second: this campaign (like all my AD&D campaigns) is top-heavy with historical details and classical references (if the title of this page didn't clue you in, you may be in the wrong place). You can expect an overabundance of conspiracies, heresies, folklore, medieval/renaissance music, drink recipes, and whatever else I think is necessary to remind players they're not in the 20th century anymore. © 1998-1999