Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Spelljammer in 5e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgsugden" data-source="post: 7990490" data-attributes="member: 2629"><p>My modified version of it is a huge part of my setting.</p><p></p><p>We don't have phlogiston or crystal spheres. Instead, Spelljammers travel the Astral Sea. Ports in the Astral sea connect via gates to places in the Prime Material Plane, outer planes, etc... It is the method by which the nonmagical can visit another plane, travel between worlds in my PMP (as in from Earth to Mars), or sometimes just travel more quickly across the Primary Campaign world (you can travel between major cities across my world via gates that pass through the Astral plane). There are ways to travel between the three major cities on my primary world in less than a day - ways that are heavily guarded. </p><p></p><p>My version of Sigil is located on the Astral Plane. It is a place where thousands of Gates connect to different realms - all within the same city. It is the 4th largest city of trade (behind the Cities of Iron in Dis, Brass in the Elemental Plane (just 1 plane for the 4 elements) and Gold in the Heavens), but is primarily a place people pass through as my Lady of Pain is a … bit … temperamental. People do not want to set up many shops there, but merchants and their wares pass through so often that you can find almost anything if you're quick enough or schedule a delivery.</p><p></p><p>Dwarves sail the Astral Sea to get to gates to the Elemental Plane so that they can mine the rich mineral deposits there. Elves consider the space sacred and patrol it to enforce the laws they claim apply across the entire Astral Sea. Giff mercenaries, Githyanki marauders and Wererats (Pi Rats) are three other common sailors of the Astral Sea.</p><p></p><p>The largest dungeon in my campaign setting (my Dungeon of the Mad Mage) is located in the corpse of a God that floats in the Astral Sea. Due to several <s>contrivances</s> reasons, it can only be approached via Spelljamming.</p><p></p><p>At this point, everything I use to run Spelljamming is Homebrew due to the evolution of it, but it all started decades ago with the boxed set rules modified to fit into my existing campaign. </p><p></p><p>The weaponry of my Spelljammers tends to be canons, catapults and other 'mundane' materials. This is because there are a lot of pockets of Anti-magic in the Astral plane that these things sometimes coast through. They can coast through some of these things for days with the only way to correct course being the recoil from a cannon.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7990490, member: 2629"] My modified version of it is a huge part of my setting. We don't have phlogiston or crystal spheres. Instead, Spelljammers travel the Astral Sea. Ports in the Astral sea connect via gates to places in the Prime Material Plane, outer planes, etc... It is the method by which the nonmagical can visit another plane, travel between worlds in my PMP (as in from Earth to Mars), or sometimes just travel more quickly across the Primary Campaign world (you can travel between major cities across my world via gates that pass through the Astral plane). There are ways to travel between the three major cities on my primary world in less than a day - ways that are heavily guarded. My version of Sigil is located on the Astral Plane. It is a place where thousands of Gates connect to different realms - all within the same city. It is the 4th largest city of trade (behind the Cities of Iron in Dis, Brass in the Elemental Plane (just 1 plane for the 4 elements) and Gold in the Heavens), but is primarily a place people pass through as my Lady of Pain is a … bit … temperamental. People do not want to set up many shops there, but merchants and their wares pass through so often that you can find almost anything if you're quick enough or schedule a delivery. Dwarves sail the Astral Sea to get to gates to the Elemental Plane so that they can mine the rich mineral deposits there. Elves consider the space sacred and patrol it to enforce the laws they claim apply across the entire Astral Sea. Giff mercenaries, Githyanki marauders and Wererats (Pi Rats) are three other common sailors of the Astral Sea. The largest dungeon in my campaign setting (my Dungeon of the Mad Mage) is located in the corpse of a God that floats in the Astral Sea. Due to several [S]contrivances[/S] reasons, it can only be approached via Spelljamming. At this point, everything I use to run Spelljamming is Homebrew due to the evolution of it, but it all started decades ago with the boxed set rules modified to fit into my existing campaign. The weaponry of my Spelljammers tends to be canons, catapults and other 'mundane' materials. This is because there are a lot of pockets of Anti-magic in the Astral plane that these things sometimes coast through. They can coast through some of these things for days with the only way to correct course being the recoil from a cannon. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spelljammer in 5e
Top