D&D 4E From the 4e MM preview: Astraljamming?!

Shroomy said:
Hmmm, I'm picturing epic level PCs leading a Normandy-like Astral invasion of an evil god's Astral Domininion....

With a bombardment by a fleet of Astral Vessels prior to the invasion. It be great to visualize chunks of a Dominion spiralling off into the Astral Sea or scattering below and burning up in the Elemental Chaos.

I wonder though how easily it would be to land on a Dominion (especially with the madness inducing Astral Sea atmosphere idea). Would they simply land on its surface and be able to get off, would they need to exit the Astral Vessel in Astral Suits and land on the surface that way, etc.

Also need to figure out what kind of weaponry Astral Vessel vs. Astral Vessel/Dominion be. Rods and Wands firing various spells? Ordinary gunpowder cannons?
 

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Err... Fallen Seraph... What do you have against the Elemental Chaos? Your posts have pretty consistently portrayed it as some kind of death trap that exists "below" the Astral Sea, like some kind of mire of lifelessness or lower plane... That is pretty contradictory with what information we know about the elemental chaos, isn't it?

The elemental chaos is a vast and beautiful land to explore in of itself. The City of Brass will almost certainly exist there, not in the Astral Sea. While it will probably not be explored with fragile Astral vessels, it will still be wandered and explored by brave PCs, probably with some kind of vessel built for the terrain of the Elemental Chaos (which might resemble a submarine or spaceship more than a sailing ship, given that it might immersed in water, sand, or fire at any given moment).

Either way, I don't think there is any reason to assume that the Elemental Chaos exists right below the surface of the Astral Sea...
 

Oh, I have nothing against the Elemental Chaos, I know it is a incredible landscape and PCs can explore it, etc.

I just always imagined it existing below the Astral Sea, not like directly below, but far down. Like the foundation to the universe (which the Abyss is trying to consume (which is also my reasoning why Elemental Chaos be below the Astral Sea, since it was said that, that dark seed that caused the Abyss was cast down into the Elemental Chaos where it formed the Abyss)).

I just think that well... After a Astral Vessel begins to sink through the Astral Sea, where will it go... Down, down to where? Well what about it crashing down into the Elemental Chaos. Yes there are chances of it landing on solid-ground, but there is just as much chance of it being caught up in a torrent of fire or a whirlpool of water, etc.

I could actually see the City of Brass have special crews of various vessels that can swerve and move there way through and above the Elemental Chaos to try and reach Astral Vessels before they crash or after they crash.

Edit: Also re-reading my W&M there is lots of talk of the Gods "looking down" from the Astral Sea at the Elemental Chaos.
 
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I still don't really get the picture. Is there a liquid ocean of "astralmatter" and the domininions are like islands? Or is just empty 3D space and the domininions are like planets?

The nine hells article suggests the later, although the picture seems to show some liquid ocean (although I don't really see whether the ship swims through the liquid or flys over the liquid)
 

Fallen Seraph said:
Oh, I have nothing against the Elemental Chaos, I know it is a incredible landscape and PCs can explore it, etc.

I just always imagined it existing below the Astral Sea, not like directly below, but far down. Like the foundation to the universe (which the Abyss is trying to consume (which is also my reasoning why Elemental Chaos be below the Astral Sea, since it was said that, that dark seed that caused the Abyss was cast down into the Elemental Chaos where it formed the Abyss)).

I just think that well... After a Astral Vessel begins to sink through the Astral Sea, where will it go... Down, down to where? Well what about it crashing down into the Elemental Chaos. Yes there are chances of it landing on solid-ground, but there is just as much chance of it being caught up in a torrent of fire or a whirlpool of water, etc.

I could actually see the City of Brass have special crews of various vessels that can swerve and move there way through and above the Elemental Chaos to try and reach Astral Vessels before they crash or after they crash.

Edit: Also re-reading my W&M there is lots of talk of the Gods "looking down" from the Astral Sea at the Elemental Chaos.
I never got W&M, so I wouldn't know the exact text in there, so I wouldn't know that reference... I can accept the reference to the Elemental Chaos being "below", but that is not exactly the troublesome aspect.

I don't know, it just strikes me as a bit odd trying to physically connect the Elemental Chaos and the Astral Sea so that objects from one can sink into the other. They are still different planes, and even if you wanted them to be physically linked, it seems you would need some kind of boundary or barrier to keep the elemental power of the Elemental Tempest from spilling into the Astral Sea's spiritual substance and causing the two planes to mix together into one big mess of contradictory things. You would think that any direct contact between the Elemental Tempest and the Astral Sea would result in the creation of a physical world...
 

Well... Actually in my mind actually the World does exist "between" the Elemental Chaos below and the Astral Sea above. It just isn't fully realized, like it was formed and exists there, but has its own planar substance surrounding it that keeps it from being directly physically connected.

I don't see why though the two cannot be in the same realm of existence. The Astral Sea floats far above the Elemental Chaos, its starry substance twinkling as it swirls around the Dominions it holds aloft. A soft shimmer falls gently from the Astral Sea as this starry substance dissipates into nothing.

The endless mass of the Elemental Chaos churns and changes below, landscapes forming and collapsing, fire spewing forth and water cascading down. Within the centre of this mass lays the Abyss slowly consuming the Elemental Chaos.

I don't think that they are planes in the way we thought of planes in 3e. Since they did form from a single source of Existence.
 

I imagine the Astral Sea as a regular "sea", with invisible currents you have to follow if you are not to get lost. Sometimes the Astral Sea leads straight up or down, you then sail into the "wall" or "gulf", when you get there it will seem like a straight sea again, with a gulf or wall behind you. In this, the planes exist, visible for all. You can only access the planes by utilizing those currents. Below the Astral Sea is the World; the Astral Sea is infinitly bigger than the Astral Sea, yet the World is always below.

Under the World is the Elemental Chaos; you can access there by utilizing magic, either the arcane or divine sort or you can use certain rituals that unlocks portals made at the World's creation. When going down to the Elemental Chaos, you don't see the World above you; you are below, both in a practical and metaphysical sense, but you will entirely subsumed in it. The way out of the Elemental Chaos is up, but what is "up" is very hard to find out on your own. Most people need guides, magic, special instruments or, yet again, knowledge of the ways to unlock the gates between the World and the Elemental Chaos.

The Abyss is always down at the center of the Elemental Chaos, no matter from where in the world you entered.

When summoning something (unless this is contradicted by the rules), you have to await the right alignment of the stars; the stars are all astral domains and their positions relative to each others mark when certain paths are open. When such a path is open, it's possible to call something, either from below or from above. The Nine Hells are, of course, the Morning Star ;).

All this is confusing and only exist in four dimensions to a degree. Most mortals can't handle the dimensions of the Astral Sea or the Elemental Chaos. They can act in it's immediate surroundings, but they can't navigate in it. Some people learn, they are the captains of the Astral ships.
 

Hussar said:
True. But, your Barque is a 18th century ship. Do we also allow balloons and whatnot as well?

A Caravel can be sailed by a crew of about 10 (give or take) and can likely carry about 20 more passengers (again, give or take). That keeps it down to a nice manageable number around the table. If you get into more than that, game play just breaks down.

Yes, I'm quite aware of what the Chinese accomplished. However, considering the hue and cry about allowing anything non-Eurocentric into the game, could you imagine if that became the standard? The nerd rage would be spectacular.

Try moving your lines back a few centuries. Even the Chinese were not fielding those massive ships until the 14th and 15th centuries. Stick back into a bit before that and you don't have to get into these game breaking ships.

Sure, we could do quinquireems, but, then, I'd like to be able to sail outside of the relatively calm Mediterranean and into open ocean, where your massive ships sink like stones in the first decent blow.

All we have to do is stick with ships available about 13th century, maybe a bit into 14th and you solve all those problems. No having to handle 100's of combatants, no massive investment by the PC's to try to buy the ship and keep it running. No huge time sink in trying to do the math to keep such a ship running.

There's a reason Firefly had a crew of six. It works a hell of a lot better around the game table.

Sweet! A nautical discussion! I've got a bunch of fantasy ideas I've been kicking around for this, but first, a little discussion on the physics of sailing ships.

The earliest form of "sail" propulsion is the square sail. It's pretty easy: you hold up a sheet to catch the wind and you're off in whatever direction it takes you.

Slightly more advanced, you design a hull that resists lateral movemen (called "leeway") in the water. This is usually done by means of a centerboard or keel. Now you can sail at angles to the wind.

Even more advanced you come up with a sail that, rather than catching the wind, cuts into it at an angle. A sail like this lets you sail at angles to the wind and, even moreso, allows you to actually sail into the wind. Sails like this are referred to as "fore and aft-rigged" or, in western Europe "lateen-rigged," because it was a common type of sail on Arab dhows (7th-century), which were common in the Mediterranean. Those boats could theoretically sail into the wind (at an angle of about 70 degrees), but 90 degrees was more common. The problem wasn't the rig, but the hull, which lacked a decent keel to resist leeway. For the record, the sail itself comes from the east, and is older than Caesar's Rome.

Elsewhere in the world, a good hull with a shallow keel that prevented leeway could be found on Viking longships (9th-century). Combine these two pieces of dark ages (or even ancient) technology, and you have a truly modern sailing rig. Interestingly enough, that's something that wasn't developed in Western Europe until the 18th-century, and even then only on small craft. That rig was the lug, of which the Chinese junk is one example. And the Junk rig goes back over two thousand years...not 400.

The problem is that windward sailing in an early fore-and-aft rigged boat (such as a lug or lateen rig) is hard work. it requires one to lower the yardarm (the pole at the top of a sail) and shift it to the other side of the mast. That's hard work.

In the 17th-century, the Dutch came up with a better way. They replaced the long yard arm with a shorter one that attached to the mast. That way, the sail could swing back and forth without having to be raised or lowered. Later a boom was added to the bottom of the sail to stabilize it.

This sail is well-known as early as the 16th century, and was used as the spanker (aftmost sail) on galleons from then on. Unless the mizzenmast was truly fore-and-aft rigged (which some were), every square-sailer carried a spanker.

The point to all this is that advanced sailing ships coming late was an accident of history. None of the technology is terribly advanced, until you start trying to make certain kinds of rigs work on boats they aren't appropriate for. For example, the rig of a common sailboat (the "bermuda" or "Marconi" rig) is inappropriate on boats over 40-feet. Yes, we can make them now (up to a point), using modern materials. But pre-modern materials and manpower doesn't allow those kinds of sails to work on big boats.

Using traditional materials, any boat over about 40' needs to be rigged with either multiple for-and-aft sails (gaffs, lugs, and lateens are common), square sails (on one or multiple masts), or, often, a combination of both. The reason you need multiple fore-and-aft sails is that for a single small sail, the pressure is insufficient to drive the boat, and for a sufficiently-large sail, the forces in tacking and jibing will cause the mast to break.

Finally, a word on the "crew complement" of a ship. The normal crew to handle a 16th-century English race-built galleon was about 7-10 men. The "crew complement" gives you enough men for watch-keeping (meaning the boat can sail all day and night) and taking the ship into combat (when a cry of "all hands on deck" would go out).

I've actually pondered a set-up whereby sailing vessels are considerably more advanced than they were in the European middle-ages, and more comparable to the vessels of the 16th, 17th, or even 18th-century. It doesn't require a whole lot of shifting, just an older civilization, of the kind highly suggested in D&D.

On the other hand, square-riggers just look so cool. :cool:

All this is totally off the topic of Spelljamming and astral galleons, but I think one can make a more advanced nautical technology work in-game without having to advance the whole setting to the industrial age.

On the other hand, if you have a ship's wizard, who cares where the natural wind is coming from? :]
 
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Brian888 said:
Will there be Astral Kraken lurking in the starry Astral Sea, waiting to ambush unwary sailors on the Sea of Stars? I sure as hell hope so.
There is (since 1e). It's called Astral Dreadnaught:

Astral_Dreadnought.jpg
 

Silverblade The Ench said:
Shadow of Spidermoon ships were AWFUL, ugh totally ruined the beautiful designs and artwork of Spelljammer :(
I disagree. Original Spalljammer was "this is a regular 15th century merchant ship, but in space!" and "this setting is Forgotten Realms, but in space!".

SotSM bridged the gulf between that clunky presentation and tech-based, Star Trek-ish sci-fi space opera, and made for a more dynamic, playable setting.


Draumr said:
Treasure Planet
The de-facto Spelljammer movie, plus a saccharine Disney script and minus the giant space hamsters.
 

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