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Spelljammer: Adventures in Space Review
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<blockquote data-quote="see" data-source="post: 8732698" data-attributes="member: 10531"><p>Another interesting thing from a worldbuilding perspective -- as written, they mention that you can visit "astral domains" set up by some gods, but do not mention flying ships through color pools or using ships to visit other planes.</p><p></p><p>The implicit suggestion is that some gods establish outposts on the Astral that spelljammers can visit, rather than spelljammers being able to visit the true realms of the gods on the Great Wheel. See also that nautiloids are explicitly capable of planar travel as a feature of the nautiloids, rather than of spelljammer helms.</p><p></p><p>This makes 5e Spelljammer's setting an interesting case of replacing the 2e Spelljammer phlogiston with the 4e Astral Sea, while leaving the 5e version of the Great Wheel fundamentally intact and available for Planescape (next year, probably).</p></blockquote><p></p>
[QUOTE="see, post: 8732698, member: 10531"] Another interesting thing from a worldbuilding perspective -- as written, they mention that you can visit "astral domains" set up by some gods, but do not mention flying ships through color pools or using ships to visit other planes. The implicit suggestion is that some gods establish outposts on the Astral that spelljammers can visit, rather than spelljammers being able to visit the true realms of the gods on the Great Wheel. See also that nautiloids are explicitly capable of planar travel as a feature of the nautiloids, rather than of spelljammer helms. This makes 5e Spelljammer's setting an interesting case of replacing the 2e Spelljammer phlogiston with the 4e Astral Sea, while leaving the 5e version of the Great Wheel fundamentally intact and available for Planescape (next year, probably). [/QUOTE]
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