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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.
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Month Index: October, 2002
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3e Spelljammer Cosmology (part one - terminology and crystal shells) | Robert Blezard | |||
| Re: 3e Spelljammer Cosmology (part one - terminology and crystal shells) | Alfred O'Meagher | |||
| Re: 3e Spelljammer Cosmology (part one - terminology and crystal shells) | Eric Collins |