Spelljammer is a D&D campaign setting that mixes fantasy elements (elves, dwarves, ships, catapults, magic, and the like) in a space setting. Officially cancelled in 1993, some material for 3rd Edition was created at the Spelljammer web page.

Geography Edit

Main article: Realmspace

The Forgotten Realms world of Abeir-Toril is but one of several other worlds[1] in the Realmspace crystal sphere. To the natives of Faerûn, the wildspace above their heads is known as the Sea of Night[2]. The two closest worlds to the sun in the middle of Realmspace are known as the Dawn Heralds, and they are barely visible only at sunset or sunrise. Beyond Abeir-Toril further out in the crystal sphere are the Five Wanderers, five worlds which flow through star-rivers in an uneven course through wildspace. Some of these worlds are inhabited by humans, dwarves, and orcs, but also more sinister races such as illithids and beholders[3].

History Edit

It is said that in the beginning Ao created a crystal sphere called the Sea of Night, which he created from the raw material of the Phlogiston (the material between crystal spheres).[4] Within this realm drifted several lifeless worlds, and it was from the remains of this creation process that two twin beings formed, one of dark (Shar) and one of light (Selûne). These two beings set in motion a series of events that resulted in life on these barren worlds.


Monarch spelljammer ship

Exactly when the natives of Abeir-Toril themselves began to traverse wildspace is unknown, though it dates back to at least the era of Cormanthyr. The elves have always been known to have a strong presence in wildspace.[citation needed]Miirphys Irithyl (reign −1338 to −791 DR), an early coronal of the elven nation of Cormanthyr, was a supporter of the elven high mages desire to launch more spelljammer ships[5]. The High Magic elaorman ritual was often used in the construction of the elven crystalline spelljammer ships, and was a requirement in the construction of the Monarch spelljammer ships[6].

The reason that the elven high mages were so keen on creating more spelljammer ships was in order to counter the Netherese expansion into wildspace. The Netherese had been dabbling and exploring Realmspace for a while. The elves suspect that the Netherese discovered the magic of spelljamming as early as −1114 DR,[7] though in truth it was much earlier since the epic spell Proctiv's breach crystal sphere was created in 1808 NY (−2051).

The Netheril mage Oberon (2839–2905 NY) is said to be the founder of Netheril's spelljammer industry, the "Father of Realmspace"[8] (or so his followers claimed at least). Oberon was born into the shipbuilding industry, his father having been a shipbuilder before him, and he dutifully followed in his father's footsteps. Unlike him though he imbued his vessels with magic, and it is claimed that he led the other mages of Netheril into building spelljamming vessels.

It really wasn't until 2795 NY (−1064 DR) that the Netherese officially launched themselves into wildspace with serious intent.[9] They found it to be an abundant source of wealth. The city of Yeoman's Loft became the center of Netheril's Realmspace activities.[10]

However, the Netherese also found the expense of maintaining the docking stations and spelljammer ships too high and the danger too great, and they stopped all spelljamming activity in 2895 NY.[9] The Elven Imperial Navy (a conglomeration of elven interests in space, much bigger in scope than just Cormanthyr's spacefaring) is said to have constantly harried the Netherese as well.[7]


Man-O-War, by Steven James

During the Weeping War in 714 DR, a series of short battles are known as the "Three Greenwing Wars" by the elves—named as such for their ally an elven man-o-war ship.[11] The Elven Imperial Fleet of Realmspace sent the Monarch Mordent, a green-winged man-o-war spelljammer vessel captained by Oncith Ilbenalu. The Monarch Mordent provided heavy artillery and a crack crew of archers, bards, and wizards, which aided to briefly turn the tide of war in the northern forest. The ship fell in the last battle into the tree canopy below it. Its crystalline and photosynethetic wings continued to grow however, and a large web of thin crystal grew to wrap around that part of the forest in what is now called the Monarchs Fall glade.[citation needed]

Spelljammer Powers Edit

Pre-Spellplague Edit

In the time shortly before the Spellplague hit, the elves of Evermeet are said to have a half-dozen spelljammer ships hidden in the Sumbrar fortress[12]. The Starwing (Ruathimaer) ships that Evermeet employs are similar to the traditional elven Man-o-War spelljammer vessels.


Shou Lung Dragon ship

However, the real spelljammer powers on Toril are in Kara-Tur. Both the nation of Shou Lung and Wa are active in spelljamming[3], and is thus the area most visited by spelljamming traders. These nations are also known for creating very unique (and in some cases incredibly large and powerful) spelljamming ships.

Post-Spellplague Edit

Around the time of 1479 DR, it is unclear which nations still possess Spelljammer vessels.

Post-Second SunderingEdit

After the Second Sundering, a few rare mind flayer colonies still had their spelljamming vessels (the nautiloids), but had lost the secrets of manufacturing them. They kept their existence hidden and only used their ships in case of emergency, in fear of being detected by gith hunting parties.[13]


Further ReadingEdit

2nd Edition D&D

Web Material, 2nd Edition D&D


  1. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 231. ISBN 0-7869-1836-5.
  2. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 230. ISBN 0-7869-1836-5.
  3. 3.0 3.1 Dale "slade" Henson, Gary L. Thomas ed. and Karen S. Boomgarden ed. (April 1991). Realmspace. (TSR, Inc). ISBN 1-56076-052-4.
  4. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. (Wizards of the Coast), pp. 41–42. ISBN 978-0-7869-4924-3.
  5. Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), p. 46. ISBN 0-7069-0761-4.
  6. Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), pp. 136–137. ISBN 0-7069-0761-4.
  7. 7.0 7.1 Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), p. 35. ISBN 0-7069-0761-4.
  8. slade (1996). How the Mighty Are Fallen. (TSR, Inc), p. 12. ISBN 0-7869-0537-9.
  9. 9.0 9.1 slade, James Butler (November 1996). Netheril: Empire of Magic (The Winds of Netheril). (TSR, Inc.), p. 93. ISBN 0-7869-0437-2.
  10. slade (1996). How the Mighty Are Fallen. (TSR, Inc), p. 3. ISBN 0-7869-0537-9.
  11. Steven E. Schend (1998). The Fall of Myth Drannor. (TSR, Inc), p. 29. ISBN 0-7869-1235-9.
  12. Anne Gray McCready et al. (March 1994). Elves of Evermeet. (TSR, Inc), p. 87. ISBN 1-5607-6829-0.
  13. Wizards RPG Team (2016). Volo's Guide to Monsters. (Wizards of the Coast), p. 78. ISBN 978-0786966011.