Adventurers – those who fly around and sees what happens, adventurers are wild cards. Their priorities and goals vary not just between individuals, but amongst individuals on a daily basis. Impossible to predict, adventurers have been known to foil well-planned endeavors on a regular basis.
Explorers – there are those who wish to find undiscovered astronomical bodies and chart new spheres. The benefits can range from nothing to a finder’s fee to a king’s ransom, but the rewards are frequently being the first of one’s own kind to step foot in a new realm.
Naval – local militias and cross-sphere organizations that enforce the peace, aid the distressed, and repel threats. They patrol their own territory, spy on other nations, and make war. Trading cities may war with one another over routes, nations war to resolve grievances, and various races wage continual, genocidal wars.
Traders – Those who haul small, precious cargo are typically independent operators taking high risk routes for high pay while haulers of large, cheap cargos are usually part of larger trading consortiums that deal in the slim profit margins one finds in staples and bulk goods.
Pirates – An all too common sight, freebooters are the noble pirates more interested in stealing precious cargo than instilling fear or taking lives, while a marauder and reaver vessel leave a wake of blood after every attack.
Privateers – not much different from a pirate, a privateer is a licensed raider who chooses his targets amongst the enemies of his nation.
Helmsman – the most common form of ship in Wildspace is a Spelljammer, a helm powered by an arcane or divine caster seated at a helm. Most ships have three spellcasters, at any given time one is at the helm, one is on call for combat duty, and one is resting.
Navigation – with celestial objects moving from a hundred thousand kilometers per hour to over a million km/h, traveling about a crystal sphere isn’t necessarily as easy as pointing at an object and heading straight for it. One must have accurate charts to know the course of such astronomical objects so that one can calculate the fastest route to intercept the object, usually a blank piece of space at the time of charting. Without charts, it is possible, but the mathematical calculations and precisely recorded observations is three parts math and one part guess work.
Communications – inter-ship communication is helpful, ship-to-shore communications is necessary. Just about every port has a few Telepaths at its
Earth-Type worlds are the most varied, with vibrant ecologies and typically a multitude of nations. They may have elements of fire (volcanos) or water (oceans) on them, and almost always have a large, self-replenishing quantity of air covering their surface. The surface can range tundra to desert, from jungle to plains, and often have multiple environmental niches. Life forms tend to be varied, swimmers, fliers, groundling and other races can be found.
Fire-Type worlds are commonly called suns, stars or solar spheres. They are inhospitable realms where the atmosphere is constantly burning, and as such most ships never venture too close to them. The heat can be intense, burning wood is the least of it, metal and rock can liquefy. Fire elemental kin are the most common form of life here. The terrain is more varied than one might expect, with molten rivers and seas and a layer of malleable plasma covering hard, rocky slag, resembling top soil and bedrock.
Water-Type worlds are vast oceans with little land to speak of. All fish, whales, and water-breathers are possible life forms to be found. Nations tend to include Mermen, Sahuagin, Sea Elves, and Locathah, only these races are much hardier than found on Earth-Type worlds. The pressure grows as one approaches the center, and most have a solid, earthen ball at its core. Some are hot, others are practically frozen, depending on nearby fire activity and its core. Most earthen bodies floating in the water have been built upon or established as a lair by the inhabitants, and most sentient creatures live within the first mile of the surface. Ships diving beneath the surface will sink towards the center unless appropriate countermeasures are taken before hand.
Air-Type worlds are filled with fliers, winged creatures and Air Elemental kin, only all of these creatures tend to be twice their normal size with improved physiques to match.
Nature of the Universe
The question of who created the universe and why becomes even more complicated when one finds out about a multitude of other inhabited worlds and has been plaguing theologians since time immemorial. The main theories in this regard are as follows:
Law and Chaos, Good and Evil
The gods created the shells and the Flow to divide up the infinite territories into something more manageable. The order of the crystal shells provides the testing ground for good versus evil and law verses chaos, where as the absolute chaos of the Flow is a wild zone.
God of the Gods
The gods have one or more powers above themselves who created the universe and let the titans and gods loose unto it.
The Flow as the Sea of Creation
The gods created the crystal shells.