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Month Index: October, 2002
From: Robert Blezard <rblezard@???????.com> Date: Sat, 26 Oct 2002 21:31:21 -0600 Subject: Re: 3e Spelljammer Cosmology (part three - wildspace)
Ok, here's my cosmology for Wildspace. Next up, The Plane of Farspace. And no I don't mean the TV show, although that would be cool too. Cheers! KF72 -------------------------------------------------------------------------------- The Infinite Planes of the Starry Void (Wildspace)The Infinite Planes of the Starry Void. Wildspace. The Dark Airless Void. All these names refer to the plane with billions of possibilities. For every crystal shell there is a wildspace. The dark void which separates the worlds of the Material Plane within a sphere. Wildspace is often referred to as Arcane Space, which isn't exactly right. For while wildspace is a part of Arcane Space it isn't the only part. Arcane Space is the crystal shells and the phlogiston, as well as wildspace. However, most sages believe that wildspace is the key part of Arcane Space, as it is where one has access to the countless Material Plane worlds. Note that wildspace isn't exactly one plane but a multitude of planes that are linked together by their common features and functionality. This is how planar sages have come to call wildspace the Infinite Planes of the Starry Void. For each crystal shell has its own wildspace, which is separate from every other wildspace across the interstellar cosmos. The 'wildspaces' of the universe drift through the vastness of the phlogiston protected by their crystal shells. It is a mind-blowing concept that all these individual wildspaces are connected when they never physically touch. But they are because they all share the same planar traits (for the most part). All of the celestial bodies within a crystal shell float in the airless void that is wildspace. Of course, planar sages again point out that using the word 'float' doesn't really describe how these bodies move. A planar sage uses the words cycle or orbit to describe the movement of the celestial bodies. Of course, each wildspace, while similar, is unique. Note that not all celestial bodies move in this cyclic fashion although most of them do. Wildspace Traits Wildspace is considered coterminous with the Material Plane, the Crystal Shells and the Phlogiston. Wildspace is also coexistent with the Ethereal Plane and the Plane of Shadow. Why wildspace touches the Plane of Shadow, while the phlogiston doesn't is a mystery to planar sages. Perhaps wildspaces' closer nature to the Material Plane caused it to naturally become coexistent with the Plane of Shadow. No one knows. Wildspace doesn't have an atmosphere of any kind and is a perfect vacuum. The typical wildspace of a single sphere has the following planar traits: a.. Objective Directional Gravity b.. Standard Time c.. Finite/Infinite Size: While each wildspace is finite within the boundary of its crystal shell, wildspace as a whole is infinite. Some sages disagree but no one has ever found an end to how many wildspaces exist throughout the interstellar cosmos. d.. Alterable Morphic: Note that not every wildspace is the same and some break this tendency (i.e. Krynnspace should be considered Divinely Morphic). e.. No Elemental or Energy Traits f.. Mildly Neutral Aligned g.. Impeded Magic: While, for the most part, magic works normally in wildspace there are some limits. Magical fire doesn't need air to work properly but if the end result a spellcaster wants requires an atmosphere (i.e. oxygen) then that end result cannot occur. For example, a Fireball spell will work but it hasn't any chance of lighting an object or person on fire. Also, many divine spells such as Call Lightning don't work in the depths of wildspace because of the spell's link to the natural world. It is the choice of each DM to decide which spells he or she wishes to restrict in the cold vacuum of wildspace. Note that the spell Imprisonment doesn't have any effect in wildspace, although it functions normally on any celestial body (planet, asteroid, etc.). -------------------------------------------------------------------------------- Spelljammer Gone Wild: A Variant Look at the Infinite Plane(s) of the Starry Void I introduced the concept of the phlogiston having an atmosphere and being coexistent with wildspace in my previous section on Spelljammer Gone Wild. Thus, it should come as no surprise that I intend to do the same thing with wildspace. Of course, that's not the only change. In Spelljammer Gone Wild, there won't be any crystal shells. Yes, the inhabitants of Arcane Space still refer to their systems as spheres but that came about more from the idea of sphere of influence. This change means that wildspace is a much larger place with space between the worlds of spelljammer. And yes, you still travel through the flow to go from world to world. It's just that wildspace is more expansive and crowded. It is possible to live on the edge of a sphere outside the law or even build a city on a manmade (or dwarven-made if you prefer) asteroid and take it anywhere through Arcane Space. In fact, in Spelljammer Gone Wild many ports of call travel through space from sphere to sphere using Combustibles or steam engines. Now, the phlogiston is known for its dislike for fire and while this isn't as 'enhanced' in Spelljammer Gone Wild, it is still not recommended to take a combustible into the flow (unless you have a really good combustion engineer. The Rock of Bral is famous for its ability to travel from sphere to sphere in half the time it might take other asteroid cities. Also imagine, if you will, being able to fly a hot-air balloon into space or even a Combustible airship. Or maybe, you'll just fly into wildspace with magic or psionics. But remember that anything you can do your enemies can do just as well or maybe even better. Imagine opening the winds of wildspace to birds, aerial construct and even dragons of the Material Plane. Migrating could mean a whole different thing in Spelljammer Gone Wild. -------------------------------------------------------------------------------- Wildspace Links Wildspace links to millions of Material Plane worlds, as well as the crystal shells. And while the phlogiston is coterminous with wildspace, in order to travel from wildspace to the flow one must cross either the barrier of the crystal shells or take a trip through the ethereal. In other words, one could say that the crystal shell is the link between wildspace and the phlogiston. This is the simplest explanation and most travelers don't wrack their brain trying to under stand how it all fits together - it simply is. Links to other planes are possible in wildspace. Many spheres have links to the one of the elemental planes or the Inner Planes. Most often these links are actually on a Material Plane world. However, sometimes a direct link from wildspace to one of the elemental planes forms causing elemental material to spill out into the depths of wildspace. Such an elemental portal is rare. Even a portal to the Positive or Negative Energy Planes could form but are very rare. Spheres with energy portals are either teeming with life across the entire sphere or are dark, haunted places filled with the undead. The Inner Planes aren't the only planes that can be linked with wildspace. One of the deities of the Outer Plane might have a particular interest in a sphere and create a portal from its home plane to wildspace. However, a deity rarely creates such a portal permanently. The Ethereal Plane and the Plane of Shadow are both coexistent with wildspace but rarely does a permanent portal form between these planes and wildspace. Ethereal Jaunt and Shadow Walk are good ways to temporarily escape a bad situation such as a fouled atmosphere or deadly monster (as long as that monster can't follow you). Wildspace Inhabitants Many of the animals, beasts and magical beasts that exist in the phlogiston also live in wildspace. Scavvers, puffers, kindori, spaceworms, and krajen are just as home in the Infinite Planes of the Starry Void as they are on the phlogiston. However, the infinite nature of wildspace has spawned numerous creature not normally found on the phlogiston - buzzjewels, comet steeds, firebirds, giant space hamsters, lhee, q'nidar, skullbirds, space owls, space swine, zards and zurchins. And those are just a few of them. Wildspace inhabitants can range from colossal sun & moon dragons to the minute feesu. And new life forms are being discovered every day by xeno- biologists. Beware the deadly astereater, a large beholder-like aberration that looks like a small asteroid. It is said to be good luck amongst spacers to spot the beautiful and peaceful al'haq'ah galloping silently across the starry void. No spacer is ever happy when the dark blue sluk, or wildspace seaweed, gets caught in ones rigging or worse yet, tries to engulf you in order to devour your precious magic. Yes, anything may be out there in the Infinite Planes of the Starry Void. (Make sure you visit Shattered Fractine's Monster's of the Void for dozens of Spelljammer creatures just ready to give your characters fits. Also make sure you visit Spelljammer: Beyond the Moons' Monsters of Wildspace for the latest official Spelljammer conversions for 3rd Edition, as well as some 2nd Edition monsters not found anywhere else.) Movement and Combat A conventional interplanetary journey around a particular sphere's solar system takes place through wildspace. It is the first obstacle that must be dealt with by anyone wanting to travel through space. In most cases, this journey takes place on a spelljamming vessel of some sort. However, there are other options including the extended use of magical spells or psionics. However, such alternate journeys are long and hard on a person physically and mentally. It is for this reason that spelljammers were designed. As for movement while on a solid object, read the Movement and Combat section for the Plane of Incandescence (see above). I'm not into repeating myself. Wildspace Combat: Ditto. Features of the Infinite Planes of the Starry Void Since each wildspace is different there really aren't a set of defining features for wildspace, as a whole other than it's a black, star-filled void. And that's not really a good choice of words as there aren't any real stars in wildspace beyond the system's own star (also called a fire body or fire world). So why do you see stars from the Material Plane or from the deck of a Spelljammer coming up out into space? That is a good question. Some believe that what we perceive as stars, are really the billions of other crystal shells' stars. But how can you see those shells' stars though the shells and the phlogiston? Another good question. The answer that planar sages have come up with is that a system's crystal shell isn't visible from such a distance or, in other words, that the shell is invisible when not viewed up close. Startling thought, isn't it? Of course, some crystal shells when view up close, reveal different options. Some shells have constellations actually etched into them, which glow bright enough to see from anywhere in wildspace. Others have round holes that allow the radiance of the phlogiston to spill into wildspace, which gives the appearance of stars. Of course, this doesn't explain how one sees stars in those systems without such distinguishing characteristic. Elemental/Energy Traits: It is possible that a particular sphere's wildspace might not only have portals to one of the Inner Planes but could also have an elemental or energy trait associated with it. Such a trait might affect the type of worlds the sphere has or wildspace could simply be saturated with the element or energy making the sphere strange indeed. Imagine a sphere with its wildspace saturated with abnormally large amounts of water or fire. Or where thousands of elemental earth asteroids dominate wildspace. An energy dominant sphere would be a strange place indeed and possibly lethal as well. Elementals and genies or stranger creatures, for the energy traits, would dominate such spheres. Plus, changing wildspace's traits in such a manner might also mean that the planes magic traits would be altered as well. The skies the limit, be inventive. Ports of Call: Something that is the same across the known spheres are those places where spacers call home and mingle. The Rock of Bral is definitely the most famous port of call. Of course, everyone believes that the Rock of Bral is in their home sphere or in a sphere nearby. And maybe they're right. Could Bral exist in many spheres at once? No one knows and the residents of Bral scoff at such questions. Maybe your character can learn the truth. Regardless, Bral isn't the only port of call in the known spheres. When traveling through the sphere known as Hyrkulspace one should look for an asteroid city called Hestia. This port of call exists within the sphere's asteroid belt and is known for its unique services and entertainment. Other interesting locations to visit include Kame'ban, an isolated village built on the back of a gammaroid; Ander - the Hollow Garden, a settlement in a hollow asteroid; Jumble, a strange city that has multiple gravity planes across its asteroids surface; Miraburg, a forest covered asteroid in the dense asteroid belt known as the Grinder in Greyspace; Leasanar, an abandoned dwarven citadel. Caution is advised in setting down in just any community, however. Some of these communities might not be seeking visitors. You have been warned. (All of this paragraph's locations have a write-up on Spelljammer: Beyond the Moon.)
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Month Index: October, 2002