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Month Index: October, 2002


From:     Robert Blezard <rblezard@???????.com>
Date:     Wed, 23 Oct 2002 23:08:50 -0600
Subject:  Re: 3e Spelljammer Cosmology (part one - terminology and crystal shells)
SPELLJAMMER-L Digest - 21 Oct 2002 to 22 Oct 2002 (#2002-279)Hi again,

Ok, I lied.  The following is my first Spelljammer 3E Project, which is
going to be incorporated into my World of Kulan cosmology, as sort of a
sub-spelljamming cosmology.  However, my goal is to keep it generic
enough that it can be used in any spelljamming campaign.

Comments are encouraged and welcome.

Cheers!

Robert

--------------------------------------------------------------------------------


3e Spelljammer Cosmology
This document is my first attempt at creating a new, more realistic
version of the Universe Building section from Concordance of Arcane
Space (pages 74 to 77). These rules and charts are what I will be using
in conjunction with my World of Kulan Campaign Setting and the rules
provided in Spelljammer: Shadow of the Spider Moon.

This document will be influenced heavily by both the Dragonstar Guide to
the Galaxy and the Alternity Gamemaster Guide but only in ceslestial
design, not in technology.

Celestial Mechanics

The main difference between Spelljammer and Spelljammer: Shadows of the
Spider Moon is scope. Spider Moon is one sphere, isolated from the rest
of the Spelljammer universe. The mini-game did not have the space to go
into celestial mechanics and travel from sphere to sphere. So in order
to make this document complete, I had to find a way to update the idea
of crystal shells and the phlogiston (or the flow). The best resource
for updating Spelljammer celestial mechanic is the D&D Manual of the
Planes.

Celestial Terminology

Now, before I go any further, here are some basic definitions of key
Spelljammer and planar terminology when it comes to celestial mechanics.
(Of course, most o you will know this stuff but it is included for
completeness.)

Crystal Shell - A sphere's system is bound by a crystal shell or crystal
sphere. The inside of the crystal shell is the vacuum of wildspace,
while outside the shell is the phlogiston. A crystal shell is composed
of an unbreakable, dark, unidentifiable material of unknown origin. Each
crystal shell may encompass several worlds, which are each, their own
Material Plane. The surface of a crystal shell is neither part of
wildspace or the phlogiston. And while crystal shells can be thought of
as being Transitive Planes, to the phlogiston, for the sake of reason
each individual crystal shell should be defined as a Demiplane unto
itself.

Demiplanes - A catchall category that covers all extradimensional spaces
that function like planes but have measurable size and limited access.
Crystal shells can be thought of as demiplanes.

Material Plane, the - The Material Plane is defined as being a
traditional fantasy world where the basic laws of physics work like the
players expect them to. Thus, each planet is said to be a material plane
unto itself. Those living on a material plane world often use the term
Prime Material Plane when referring to the concept of the Material
Plane. A material plane can be different for each world, thus allowing
for different planar cosmologies. A typical Material Plane has the
planar traits listed on page 41 of the D&D Manual of the Planes.

Phlogiston, the - The phlogiston or the flow is often referred to as a
rainbow ocean of flammable ether. It is also commonly referred to as a
multicolored sea, upon which 'float' the various systems within their
crystal shells. It has varying thickness in space and forms dense rivers
between the spheres and any planet-sized objects. The term phlogiston is
applied equally to both the multicolored medium and to the entire region
surrounding the crystal spheres. The phlogiston is its own plane, which
I will sometimes refer to as the Plane of Incandescence. The phlogiston
is a Transitive Plane.

Sphere - Sphere is the common term used when referring to crystal shells
and the celestial bodies within (i.e. Kulan's sphere). Many famous
crystal shells have alternate names, which are easier to use (i.e.
Realmspace, Greyspace, and Krynnspace). And while the inhabitants of
Kulan often refer to their sphere as Kulanspace, very few beyond that
world call it that. In fact, if you asked someone from Realmspace where
Kulanspace was they wouldn't know (i.e. "What sphere is that?").

Transitive Planes - A mixed bag of planes that are grouped together by a
common use: getting from one place to another. The phlogiston and
wildspace are both transitive planes.

Wildspace - Wildspace is an airless void that exists within each crystal
sphere. Interplanetary journeys around a solar system take place within
wildspace. For the most part, wildspace is like normal real life space.
Wildspace has many names such as space, arcane space and the airless
void. Students of planar cosmology often refer to wildspace as the
Infinite Plane of the Starry Void. And while there are as many
'wildspaces' as there are crystal shells they are all strangely
connected and are thought of as one plane with billions of unique sub-
planes. The best way to look at it is that wildspace is similar to a
Myriad Planes Cosmology within the bounds of the D&D Cosmology.
Wildspace is a Transitive Plane.

Crystal Shell Demiplanes

Every spelljammer system is enclosed by what is known as a crystal shell
- a hollow, spherical demiplane made out of the very building blocks of
the universe. Most believe this material is some sort of indestructible
ceramic compound, which has defied all testing by many alchemists who
insist on knowing instead of just accepting.

A crystal shell defies the logic of physics, as it is known on the
Material Plane. The shells are a mystery that could takes millions of
years to unravel. Priests often speak of the will of the gods when they
debate the issue of crystal shells and how they could possibly exist.

What is known is that each crystal shell is unique and has a measurable
size. A sphere's crystal shell is usually at least twice the size, in
radius, than the orbital radius of the outermost celestial body in the
sphere. Of course, there are exceptions to this rule but only the most
skilled sage would know which shells vary from the norm.

For more on Crystal Shells read the corresponding section on page 9 of Concordance of Arcane Space.

A typical crystal shell has the following planar traits:

  a.. No Gravity
  b.. Normal Time
  c.. Finite Size
  d.. Static: While the spells listed below allow characters to bypass a
crystal shell into he phlogiston, nothing known can actually harm or
destroy a crystal shell.
  e.. No Elemental or Energy Traits
  f.. Mildly Neutral Aligned
  g.. Impeded Magic: Only a few known spells allow a character to bypass
a crystal shell physically - Dimension Door, Create Portal, Locate
Portal, Phase Door and Teleport. Destructive spells, such as Fireball
cannot affect crystal shells.
Alternate Shapes: Crystal shells are round 99% of the time but there are
a few shells that defy this pattern and appear as cubes, cylinders or
even stranger irregular shapes. These strange crystal shells are
disturbing to even the strongest willed stellar sailors.

Natives: Crystal shells almost never have any form of native life. If a
crystal shell has life it most likely will be sentient. A crystal shell
could, instead of having planets within it, have a civilization on the
inside of the shell with the sphere's star in the center of the shell.
Such systems are very rare in the universe.

Links to Other Planes: While crystal shells are affected by certain
spells to allow passage to and from the phlogiston, they almost never
have portals to other planes. You could allow a crystal shell to have
one or two permanent magical gates to the Inner or Outer Planes but it
will depend on each Dungeon Master's campaign model. If they exist, such
gates should be rare and hard to activate. A unique crystal shell with a
civilization on the inside of the shell would be a good choice for links
to other planes.

Surviving on a Crystal Shell

A standard crystal shell has no means to allow life to survive upon it.
There isn't any gravity or atmosphere. Characters will need a magical
way to survive and move on a crystal shell (i.e. Otiluke's Telekinetic
Sphere). Unique or variant shells might have an atmosphere clinging to
the inside of the shell or have elemental pockets embedded in them.

Crystal Shell Encounters

Most encounters near or on a crystal shell will be with other
adventurers trying to pass through the shell into the phlogiston.
However, there are very few places where characters won't encounter
something. Thus, characters could easily encounter vacuum-based
creatures on a crystal shell.

Other common encounters near or on crystal shells are the ruined hulks
of spelljammers whose captains misjudged the distance to the edge of the
shell. These ruined hulks are often haunted by the now undead crew,
which could be made up of ghouls, zombies, wraiths, and/or ghosts.

Outsiders and Elementals on a Crystal Shell

Another rare encounter on crystal shells is with Outsiders and/or
Elementals. These beings are never native to a shell but could be
encountered there if they were somehow summoned and trapped there.
Elementals don't need air to live and are the most encountered planar
creature on or near crystal shells.

In some cosmologies there is the Plane of Vacuum, which, for the most
part, is exactly like wildspace. Any creature native to such a plane
could easily be adapted to living on a crystal shell and characters
might be surprised to encounter entire nations of such creatures on a
crystal shell's surface.


Previous Message: Re: FFGs Seafarer's Hanbook ships in Spelljammer
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Month Index: October, 2002

SubjectFromDate (UTC)
3e Spelljammer Cosmology (part one - terminology and crystal shells)    Robert Blezard    24 Oct 2002 05:08:50
Re: 3e Spelljammer Cosmology (part one - terminology and crystal shells)    Alfred O'Meagher    24 Oct 2002 05:32:10
Re: 3e Spelljammer Cosmology (part one - terminology and crystal shells)    Eric Collins    29 Oct 2002 05:16:25

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