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Month Index: October, 2002
From: Robert Blezard <rblezard@???????.com> Date: Thu, 24 Oct 2002 22:49:46 -0600 Subject: Re: 3e Spelljammer Cosmology (part two - the phlogiston)
The Plane of Incandescence (The Phlogiston) Material Plane sages often describe the phlogiston as a rainbow ocean or a multicolored ether sea, which to planar sages is a misnomer. The Plane of Incandescence is infinite in size and visitors can see in every direction, regardless of orientation. However, the plane appears to have an up and down to it despite being three-dimensional and having a variant gravity, which is frightening to a novice traveler. Of all the planes of existence, the phlogiston is the most unlike any other. The phlogiston is best described as a great, endless void of rainbow- colored ether, both above and below with varying levels of thickness to the plane's ether. These thick regions of ether form dense tubes or 'rivers' between the crystal shells and any object of, at least, planetary size. The ether of the flow is thicker below than above when one enters the plane and this is how natives of the Material Plane came to refer to the flow as a multicolored ocean. In reality, the plane's ether is simply not as dense in the upper half of the plane as the lower half. This gives the appearance of a thick, multicolored ether ocean below a thin, multicolored ether sky. The other key features of the Plane of Incandescence are the millions of crystal shells that 'bob' in the ether of the flow. This too, as planar sages put it, is a misnomer. The crystal shells don't so much as bob as they do drift through the ether of the phlogiston. Crystal shells gravitate towards the ether of the plane and are almost always found where the ether is the thickest. This means that the crystal shells tend to drift somewhat parallel to each other through the central part of the plane, near the ether rivers. Of course, there are exceptions such as the sphere of a world called Athas which isn't linked to an ether river and is, therefore, next to impossible to get to, even for those who know where to look. And while this phenomenon isn't common it isn't unique to that sphere. In fact, it isn't even that rare, as there are billions of crystal shells drifting through the ether-filled void of the phlogiston. Thus, crystal shells can be found anywhere on the plane at any time as the drift continuously. Planar sages point to the Infernal Battlefield of Acheron as an example of how the drifting of the crystal shells works within the Plane of Incandescence. On Acheron, colossal, continent-sized iron cubes float through an airy void. The main difference between the two planes is that, on the phlogiston, the ether of the plane keeps the crystal shells from colliding. For when two shells drift together the ether becomes thicker between them providing a natural barrier to prevent disaster. The shells then drift apart each going in the opposite direction of their original heading. It is this random drifting which forces crystal shells into any and every part of the phlogiston. Phlogiston Traits The phlogiston is coterminous to both the crystal shells and wildspace but not to the Material Plane. And neither is it coexistent with the Material Plane. Thus, one has to move from the phlogiston through the crystal shell to wildspace first then to the Material Plane on a spelljammer. However, the phlogiston is coexistent with the ethereal plane. The phlogiston doesn't have an atmosphere of any kind and is a perfect vacuum. The phlogiston has the following planar traits: a.. Objective Directional Gravity b.. Standard and Flowing Time: While engulfed in the 'rivers' of the flow, time passes more quickly (2 hours = 5 hours). Otherwise, time is standard in the flow. c.. Infinite Size d.. Alterable Morphic e.. No Elemental or Energy Traits f.. Mildly Neutral Aligned g.. Enhanced Magic: Any divine or arcane spell with the fire descriptor is considered maximized on this plane. Most knowledgeable travelers know better than to cast such spells in the flow. Phlogiston Links Two main links to other planes exist on the phlogiston - the crystal shells and the ether rivers. The crystal shells link directly to wildspace through the use of arcane or divine spells that allow a character to create a portal, teleport or even phase through the shell. And while it can be said that the ether rivers don't link physically to another plane beyond the phlogiston, it is important to remember that each individual shell is its own demiplane unto itself. Thus, the ether rivers of the phlogiston are like extremely thick conduits through the rainbow void. Because the phlogiston is coexistent with the ethereal, it is possible to shift to that plane through the use of arcane & divine magic or psionics. This means that a spell such as Ethereal Jaunt and Etherealness could allow a character to escape the phlogiston if their air supply becomes tainted. For while there isn't any oxygen on the phlogiston, there isn't any such restriction on the ethereal. Note that a journey from the phlogiston into the ethereal and then on to wildspace would be a very long journey unless the character happens to be near a crystal shell. There aren't any benefits to following the path of an ether river while ethereal (you can see into the phlogiston from the ethereal just as with the Material Plane). Time and movement are normal. -------------------------------------------------------------------------------- The Winds of the Flow: A Variant Look at the Plane of Incandescence What if the phlogiston had an atmosphere? Yes, yes, I know but what if it did? How would that change the nature of the Phlogiston? Well, for one thing it would be easier to travel the spheres and undead monsters such as the ancient mariner would likely exist but could with some modifications. And the creatures that currently exist would have a lot of compitition, as DMs opened up the flow to more creatures than you can shake a stick at. Imagine drifting taverns and community on massive floating elemental earthburgs like in the Astral or maybe even kindori- riding thri-kreen warriors migrating from part of the plane to another. Or maybe aerial castles and cites floating on semi-solid ether clouds filled with blue-skinned elves, gith, tinker gnomes or maybe even those lovable giff warriors. Anything is possible. -------------------------------------------------------------------------------- Phlogiston Inhabitants While the phlogiston isn't the most hospitable place for living things that require oxygen to survive, it isn't a lifeless void. In fact, the phlogiston, like wildspace, is teeming with a vast array of unique lifeforms beyond the frequent travelers simply passing through from one sphere to another. Many beasts, both magical and mundane, have adapted to the vacuum of the flow. Creatures such as flow sharks and stingrays are common; as are flow barnacles (and the rarer infernal barnacles) and the shark-like scavvers. Another large beast that is only found on the phlogiston is the delphinid. These strange fish-shaped creatures are fairly harmless and love to 'swim' through the flow along passing spelljammers. Other, rarer, beasts include such things as puffers, kindori (space whales), the spaceworm and krajen. Adult krajen, or space squids, are the bane of the space lanes. Spelljamming crewmen fear for their lives at the mere thought of an adult krajen being nearby. Many other creatures may be encountered in the flow but usually they aren't native to the plane. The allura, bionoids, graeae, monitors, plasmoids, silatics, star selkies and survivors have all been encountered in the phlogiston. However, there are a few higher order lifeforms living on the Plane of Incandescence. The greatest of these are the radiant dragons and the sarphardin. Of course, these dragons are also encountered in wildspace but many planar sages believe the radiant dragons were originally from the phlogiston. The sarphardin is more often encountered in wildspace but is just as home on the phlogiston as well. Another sentient life form that is native to the plane is the flow ixitxachitl. These relatives of the aquatic ixitxachitl on the Material Plane originally developed on the Plane of Incandescence but can now also be encountered in wildspace as well. It is said that there are vampiric flow ixitxachitl that often can be found leading the lesser flow ixitxachitl. Spacefarer's often refer to ixitxachitl as space streakers. One other lifeform is native to the phlogiston - flowfiends. These malevolent Outsiders are evil, sentient beings that have been transformed by an evil entity called the Great Father. Once transformed, the flowfiend loses all knowledge of its former life and becomes completely genderless. They 'swim' through the flow looking for food or other victims to convert, as this is the only way to add to their numbers. Some sages speculate that the Great Father created the flowfiends to conquer wildspace and Material Plane. Beyond natural life, almost any form of undead could be encountered on the phlogiston from undead beholders to shadows and wraiths. Ghosts are a real menace due to the Ethereal Plane's coexistent nature to the Plane of Incandescence. Worse still are the ghost ships of those unfortunate enough to have died on the plane due to suffocation or starvation. Of course, the flow has its own undead menaces - the ancient mariner and the ephemeral. An ancient mariner is the undead spirit of a member of a long-lost race that once sailed the phlogiston. While, ephemerals are believed to be the spirits of individuals who have died in the phlogiston that look like dusty-gray humanoids. Who or what your characters encounter on the phlogiston is only limited by ones imagination. Below are some Monster Manual II creatures that could easily be adapted to or encountered on the flow. Banshee Fihyr, Great Shadow Spider Breathdrinker Ixitxachitl (native) Sirine (native) Chaos Roc Jahi Spell Weaver Cloud Ray Kopru (native) Teratomorph Dire Hawk Legendary Eagle Thri-Kreen (spelljammer) Elemental, Air Weird Legendary Shark Windghost Ether Scarab Leviathan Yak Folk (spelljammer) Ethereal Doppelganger Megalodon Titanic Template Ethereal Slayer Morkoth (native) Warbeast Template Famine Ghoul Neogi (spelljammer) Fihyr Ragewind Movement and Combat Travel on the phlogiston is usually accomplished by visitors on spelljamming vessels. Rarely, does a visitor ride through the flow on the back of a kindori, for example. However, those creatures and intelligent races native to the plane usually have a means to travel the plane safely. Regardless of the mode of transportation, all travelers on the phlogiston use the ether rivers to travel from place to place. Travelers have discovered, over the ages, that the greater the density of the ether rivers the faster time and spelljammers move. Since the difference in time is minimal in the rivers of the phlogiston, they are the fastest way to travel the spheres. Spelljammers can move though the upper half of the plane just as they can through the lower, denser half. It's simple way too slow for longer journeys without the aid of the ether rivers. Note that natives of the plane never have to worry about an increase in time while within the ether rivers of the flow. As for movement while on a solid object, the planes Objective Directional Gravity means that up and down are relative to that object you are standing on. Therefore, a character can literally walk on either side of a spelljamming vessel, without worrying about failing off. Long- time spelljamming races have perfected the art of creating spelljammers that take advantage of this fact. This gravity effect also means that anything that escapes the gravity well of a spelljammer or other large object will float away from that object into the void of the flow until it comes in contact with another solid object. Remember that the crystal shells exert no gravity upon objects or people. You cannot stand on a crystal shell but you can push off one in order to float away from it. Note that a single character of any size cannot alter the trajectory of a sphere by pushing off it, not even if that character is of colossal size. This goes for Avatars as well. (You know someone's going to ask that one.) Something in the nature of the plane and the crystal shells always forces those entering the plane to appear in the theoretical middle of the phlogiston, as they leave a crystal shell. In other words, if a spelljammer attempts to leave a particular sphere, say, at the top of the shell then it will appear on the other side of the shell at this theoretical middle of the flow, as the center of the plane is evident for that sphere. Confused yet? Why this happens is a mystery indeed. Some planar sages suggest it is part of the universe's design or that the magic needed to pass through the sphere causes this. Of course, there is some deviation to this rule but for the most part a spelljamming vessel will appear within 10d100 miles of this theoretical middle of the plane. Phlogiston Combat: See Leroy Van Camp III's excellent 3e Ship Construction and Combat Rules at Spelljammer: Beyond the Moons for how to run ship-to-ship combat on the phlogiston. I will probably add more details on person-to-person combat while floating in the void, during the second pass of this document. Features of the Plane of Incandescence The Plane of Incandescence isn't known for its sights but there are few places worth mentioning. Some of these locations and phenomenon are considered little more than rumors by skeptics and nay-sayers. Astromundi Cluster: This fabled sphere, also referred to as the Shattered Sphere and Clusterspace, is said not contain any planets but only countless asteroids orbiting endlessly around the sphere's sun. More startling than this is that it is said that it is inhabited. Can you find this lone crystal sphere drifting through the Phlogiston? Can you find it and more importantly, can you live long enough to escape it? Destroyed Crystal Shells: This is something that was never meant to happen. A Crystal Shell that has been shattered, allowing the ether and radiance of the phlogiston to mix with the blackness of wildspace. Such a destroyed sphere would be hard to miss as the countless, relentless undead of the sphere's dead worlds come screaming forth into the flow seeking to undo life wherever they find it. Massive ether tornadoes rip across the inner bowels of the shattered sphere. The sphere's collapsed sun sucking in the ether of the flow, as a radiant black hole - beautiful and deadly. The planets broken and lifeless - massive asteroids and meteors near the sphere's edge, some slipping into the depths of the collapsed sun, while others drift off into the rainbow void as oddities of a disaster not even the gods would dare speak of. These are the legends told by the inhabitants of the phlogiston. Expand your mind and you campaign! The Etherdeep: Spelljamming sailors whisper of a tale told in the ports of call from one end of spheres to the other. They whisper of a place deep beneath the Ether rivers of the flow called the Etherdeep. Is said that if you take your spelljammer deep enough the ether becomes so thick in places that time speeds up so much that you go backwards in time rather than forward. Spelljamming captains with too much bravado have been lost in time in this place or so the story goes. And all manners of strange creatures are said to exist in the etherdeep. Flow morkoth, kopru and worse. It is said that if you travel far enough you come out on the other side of the plane in some bizarre alternate reality where beholders and the neogi rule. Others say that on the other side of etherdeep are the home spheres of the arcane. Finding out could be a death sentence, as the etherdeep is said to be able to strip away years off your life. Ether Shift: Some of the oldest elven captains talk of a place on the plane where everything reverses called Ether Shift. The ether rivers of the lower half twist upward into the ether sky, which quickly becomes clogged with the dense ether rivers while the lower half opens into a thinner ether sky, giving the perspective of being upside down to those use to the natural order of the plane - relative to the known spheres. Of course, most people think these old elven captains might want to consider drinking less elven wine. Flowfalls: Some travelers have reported seeing huge multicolored waterfalls that seem to flow up, relative to the observer, into the upper half of the plane stretching into the distance and out of sight. It is also rumored that a single solitary sphere drifts within the flowfalls near the edge of the falls, balanced precariously on the edge. The Lost Dead God: Some spelljamming captains swear they have seen the massive remains of what is obviously a dead god, floating through the phlogiston. Sages believe that, if it exists, the god was brought to the Phlogiston by its faithful followers in hopes of reviving the dead god. These followers are gone now but the lost dead god remains. Were these captains blinded by the radiance of the flow or does this lost deity exist? And they swear they saw the god stirring. Radiant Triangle: These three spheres are no legend. They are the spheres of Realmspace, Krynnspace, and Greyspace. They form a stable triangle in the chaotic drift of the Phlogiston. Travel is possible in both directions between Realmspace and Greyspace, and between Greyspace and Krynnspace. However, an ether river does not connect Realmspace and Krynnspace, so while a direct trip from one to the other is possible, it is very slow. Sphere of the Spider Moon: The home sphere of Andy Collins' Spelljammer: Shadow of the Spider Moon. Buy the magazine buddy!
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Month Index: October, 2002