Spelljamming Helm
A spelljamming helm is a magical device utilized by all spacefaring races that venture beyond the realm of their own crystal sphere. Spelljamming helms work by converting energy, be it magical, psionic, or the life force of a living creature, into motive force, which can propell a vessel, known as a spelljammer, through wildspace or the Phlogiston.
While they vary by race, spelljamming helms generally resemble ornate chairs and require an individual, known as a spelljammer, coxswain, or helmsman, to sit in them, acting as a living engine. Spelljamming helms are also capable of forming holes in crystal spheres, which allow spelljamming vessels to pass through them unharmed.
While spelljamming helms are by far the most common and easiest way to navigate wildspace and the astral sea, they aren't the only method. The great dwarven Citadels are powered by the massive heart of their own forges. Beholders raise a mutated version of their own species, called an orbus, to act as both spelljamming helm and engine. Illithids, with their natural psionic abilities, use specially designed helms and instruments to power their ships. Despite these differences, nearly all astral propulstion systems are referred to as spelljamming helms, even if they are not a true helm.
Operating a Helm
A traditionally spelljamming helm can be operated by any creature capable of casting spells, as they have enough connection to the greater Weave to act as a power conduit. Once seated within a spelljammer, the operator finds their consciousness expanding to operate on two levels at once. The first is their own body, which they remain fully aware of and are able to converse normally. The second is the ship itself, which the helmsman experiences as an extension of their own body. Many helmsmen have described the experience as being both submerged in water and yet personally flying among the stars. The helmsman's awareness of the spelljammer also grants them unique abilities while connected. They can infuse the spelljammer with one of their spell slots to temporarily increase tactical speed or harden the vessel's air envelope, making it harder to hit. They can target the mind of an individual on board the ship, forcing them to potentially take psychic damage. Finally, their awareness of the entire vessel means they are able to cast spells that require visual but not line of sight anywhere on board. Moving through wildspace or the Flow is as simple as visualising the distance and direction the ship needs to move in and willing the vessel forward. When concentrating on movement, the helmsman is indirectly aware of the other crew members presence but not their specific actions unless they are directly focused on. Spelljammers have two types of speed, referred to as spelljamming speed and tactical speed. In the former, the spelljammer can move forward in a straight line at much greater speed than normal, exceeding 4 million miles per hour, but is unable to manuever or turn. The tactical speed of a vessel is determined by each individual spelljammer and its helm, but it allows for finer, albeit slower movement, typically hovering aroun 4 miles per hour.Types of Helms
Due to the varying needs of different spacefaring races and the long history of spelljamming in general, there are a myriad of helms that can be found across the Astral Sea. Below are a collection of some of the most common or well-known. Major and Minor Helms are the most abundant spelljamming helms and are typically what people think of when they imagine one. These helms are powered by the helmsman's own magical connection. The difference between the two types is tonnage. A Minor Helm is capable of moving up to 50 tons, while a Major Helm can move up to 100. A Beacon Helm is a Major Helm that has been modified through its pairing with one or more beacon rings. When worn, beacon rings alert the wearer when its paired helm is being used and roughly how far and in what direction the helm is. The pairing between helm and ring can only be broken by shattering the blue carbuncle gemstone embedded in the ring. More expensive than Major Helms, Beacon Helms are generally used by owners that value security and is commonly seen on military craft. Series Helms are spelljamming helms that have been modified by illithids. They are so named for being a linking of multiple, generally three to five, spelljamming helms that allow for them to be used by non-magical creatures. Most appear to only be able to transport between 5 and 50 tons, even if one of the linked helms is a Major Helm. A Pool Helm is another helm designed by the mercane for illithid use. Far rarer and more expensive than Series Helms, Pool Helms are designed for Elder Brains to operate with submerged illithid tadpoles providing the power source for the vessel. Gnomish Helms are not a standard model, but instead the generally terminology for any spelljamming helm a population of gnomes has taken apart and rebuilt for "efficiency." Crass and ugly devices of moving parts, bells and whistles, and other seemingly uncessary pieces, the very fact that they appear to work at all seems to defy the laws of nature. Bardic Helms are rare helms designed primarily for the bardic Iambus. Rather than a chair, the Iambus is an instrument or a collection of instruments, and its music can be heard throughout the spelljammer its located on. The songs from an iambus can serve to motivate the crew but just as much lull them into a state of calm. For security reasons, most Iambus either are or incorporate an exotic instrument into their mix so that others cannot play it. Ki-helms are spelljamming helms designed to work with ki-empowered individuals. While most spelljamming helms use the helmsmen as a conduit for power, ki is an internal force, and thus most ki-helms require multiple ki-wielders to use. Lifejammers are the preferred helms of the neogi and other groups of slavers. These helms function by feeding off the life force of an individual placed within the helm. Lifejammers care not if their helmsman is willing and will slowly waste away any creature placed inside. Due to the coerced use of so many lifejammers, many vessels with these helms either have secondary ways of steering the spelljammer or utilize even more extreme forms of torture to ensure the individual placed inside of the lifejammer acts according to the crew's wishes. Death Helms are an even more extreme version of a Lifejammer with a crucial difference: the individual placed inside the helm is charmed. These causes the helmsman to both enjoy the act of spelljamming and to resist all attempts to remove them from the helm, even as the helm is killing them. Death Helms are not a creation of the mercane but instead a modification of their other designs. Most attribute their origins to the neogi. A Pump Helm was a favored helm of the goblinoid fleets prior to the First Unhuman War and has been adopted by many Scro vessels during and after the Second Unhuman War. Instead of magic, a pump helm works similar to a furnace in that it completely consumes any nonmagical material thrown inside. Unlike traditional furnaces, Pump Helms perform more effectively when fed god, gems, precious metals, and jewels over wood and cloth.Procuring a Helm
Getting a spelljamming helm usually requires finding or taking it from an existing spelljammer or purchasing a new one from the mercane, the only race that has access to either create the helms or find new ones. Dealing with the mercane is often difficult, as they are fully aware of the value of their product. However, the mercane are willing to deal with anyone, so long as they pay properly for their services. Additionally, extorting or threatening a mercane is near impossible, as the entire race shares some way of communicating with one another, so the offending party will quickly findthemselves blacklisted from any future dealings unless restittution is paid.Manufacturing process
The process by which someone can make a spelljammer remains one of the universe's great mysteries. Debates even rage as to whether the mercane even know themselves or if they have another source they keep hidden from the other spacefaring races.
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