A pinisi solar sailor. Pinisis are medium sized ships popular with merchants. They are powered only by solar sail. This is an official piece of art for the game done by myself.
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A pinisi solar sailor. Pinisis are medium sized ships popular with merchants. They are powered only by solar sail. This is an official piece of art for the game done by myself.
Galleons (/ˈgæl-jəns/ ) are large ships designed for extended time away from dock. They are popular ships for long voyages and exploring expeditions. Galleons have 3 to 6 masts, and a number of sails that range between 3 and 10.
As with the other ships, this stat block is not entirely finished yet, but I wanted to show the progress that is being made.
I have adjusted some of how ships work, so that larger ships are, on average, slower than smaller ones. Details on how to design and spec ships will be available after the game's release, once those rules are set in stone. Heliosail will be free to play when it releases, but support helps a lot. You can pledge on on patreon to help the game's development. All pledges are currently being invested into artwork.
The Forced Adaptation Encoder (F.A.E.) is a special device used by Bioscientists to administer medicine or genetic enhancements to allies and to fire capsules into the environment that jumpstart terraforming. Art is official game art done by myself.
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Public Poll: April "Monster Monday" Theme
Looks like the winner will either be space dwellers, or desert critters! If you want to break the tie, now is your chance!
Whichever theme wins, I will be producing a stat block each monday for Heliosail that is on theme. These creature posts are available for Solar Sailor level patrons and above. They include art, creature lore, and stat blocks. As time allows, I try to make a lore/introduction video for each creature, as well as original artwork, but sometimes the art is public domain.
All posts also include a version of the stat block for D&D 5/5.5e.
My hope is that DMs can use these creatures in their D&D or Spelljammer games as a way to "try out" some of Heliosail without having to switch game systems right away. Give them a try!
Archetype spotlight: Astromancer
Astromancers are people who had a near death experience with some part of the Nether. They survived and came away with the ability to manipulate physics using dark energy. Astromancy abilities draw heavy inspiration from the Mass Effect franchise.
An astromancer has a pool of dice they roll to draw power in the form of Dark Energy points. Once a die has been rolled, it is "spent" and cannot be used again that day. You can choose how many dice to roll in order to draw power for larger, more dramatic abilities.
There are 4 "schools" of abilities focused on different things. Vibration abilities manipulate temperature and sound, Matter abilities deal with the states of matter and anti-matter, Unreality abilities deal with time and manipulate the "fabric" of space, and Gateway abilities handle portals. Each school has a capstone ability that include things like slowing down time and summoning a huge rift monster.
Unlike your classic D&D wizard, Astromancers are tanks, and have access to a lot of abilities around absorbing blows and being hard to kill. I really wanted to go against the "squishy wizard" trope.
So how about it? Is your next character going to be an Astromancer?