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==Wildspace== ===Stellar wind=== Aka, how you get anywhere in wildspace. Usually blows outward in all directions from the central body of a system, where it joins up with the astral currents and eddies that make up the Planar Rivers. The primary rivers are the Oceanus, Astral, and the Styx, and they tend to link similar planets, with the Oceanus linking the prime planets to the upper planets, the Styx linking the prime planets with the lower planets, and the astral winding its way around the whole mess. Of course, there are plenty of lesser currents, but if you can't find your way from one major river to the other, you're pretty much useless as an astrogator, and people will make fun of you. ===Navigation=== Of course, the higher planets are, in theory, actually UPWARD from the Prime planets, which exist more or less on a single plane. The lower planets are lower than then Prime planets, and lower still is the cold, broken space of the Abyss, where few sane pilots steer their ships. ===Air Quality onboard Ship=== For the first month after putting out from an atmosphered port, your ship's air quality is perfect, as long as the correct number of crew are on hand. If the number varies by 25% above or below, it increases or decreases the amount by one week. After this period, all living creatures subject to it are fatigued as the amount of carbon dioxide increases. After one week of fatigue, living beings are nauseated at all times, and after that, living beings begin to take 1d2 points of CON damage each day. There are a number of spells and effects that can remedy this, the simplest of which is to bring some plants along. The Jormungandr, being a reasonably small barge type ship, doesn't have any major plants sufficient to correct breathity goodness. The Jormungandr does run a normal amount of crew. ===Falling Off Your Ship=== If you fall off, you rapidly descend away from the plane of gravity of your ship, which is for many vessels is the "water line" that a normal ship would possess. With luck, another ship's plane of gravity pulls you toward it. If you are unlucky, you begin to free float through wildspace. Gravity exists for you to make really cool jumps, and me to make you fall if you fail a jump check. If a ship is coming in at some god awful angle, it's so I can make neat things dive bomb you and you are able to use those boots of striding and springing you didn't buy to leap up Errol Flynn style and land on their crow's nest to the delight of your allies and rage of your enemies. Also, of course, if for example you are fired out of a bombard toward the sun, you need to know what happens. Outside of the envelope of a ship, wildspace is usually intolerably cold, and the powerful wind is full of tiny particles of grit and unseen force that tear and pull away at the poor sod who's been cast adrift. Wildspace outside of an air envelope subjects a cutter to frostbite, hypothermia, and cold conditions of anywhere between severe and unearthly, depending on how far from a fire body one is. Of course, if one is too close to a fire body, one is subjected to the rules for extreme heat. The moral of the story is to stay in the magic bubble. ===Ship to Ship Combat...=== Is basically pointless. That is, broadsides and attacking the ship itself. A destroyed hull won't stop the chunks that are still stuck together from moving, and it will only have a decrease in maneuverability. The vast majority of naval actions in wildspace are boarding actions by ships with rams and a large amount of surly marine-types with crossbows and boarding axes, whose main priority is to fight their way to the helmsman, murder he or she, smash the helm, and fight their way back to their vessel. Some navies and races (the hobgoblins and several nations of humans) do prefer to cripple a ship thoroughly with bombards and scorpions, but they are in the minority. The majority of onboard weaponry is designed to kill enemy crew- grapeshot catapults, fireball swivel guns, and the like.
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