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Unearthed Arcana: Travelers of the Multiverse
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<blockquote data-quote="jgsugden" data-source="post: 8428762" data-attributes="member: 2629"><p>[URL unfurl="true"]https://spelljammer.fandom.com/wiki/Wildspace[/URL]</p><p></p><p>When Spelljammer came out I took the good and dumped the things I did not like. </p><p></p><p>In my homebrew setting, Spelljammers travel two ways. The first is the Astral Sea. They make use of permanent gates to go between locationson different planes, and there are a lot of permanent planes on the Astral sea as it attaches to so many places. If you're not a spellcaster, or if you want to move a huge amount of cargo, spelljamming is an efficienct way to achieve interplanar goals. I have a Sigil like 'City of Doors'that exists in my Astral Plane that is a place where people have dragged gates together to create a nexus hub of planar travel options. It is expensive to access the gates, but there are connections to almost anywhere if you have thecoin and connections.</p><p></p><p>Dwarven miners travel across the astral to giant gates that take them to mineral rich places in my Elemental Plane (I combine all the elemental planes). Giff are the mercenaries of the Astral Seas. Githyanki and (to an extent) Githzerai are the pirates of the Astral. Many aberrations are drawn to the Astral Sea for the similarity it bears to the Far Realm, the souce of all aberrations. </p><p></p><p>The second use of Spelljammers is for travel between planets on the prime, but there is one such vessel for every 100 on the Astral. There is one prime material plane, with a core planet at the center of the universe and thousands of other planets that are inhabited in space, with near infinite space for more planets to be discovered and settled. Traveling across space to reach another planet takes a <em>long</em> time (months, years or decades), but there are folks that do it. They need magical food sources, and there are terrifying Elder God style dangers in the deep of space - but it is all out there.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8428762, member: 2629"] [URL unfurl="true"]https://spelljammer.fandom.com/wiki/Wildspace[/URL] When Spelljammer came out I took the good and dumped the things I did not like. In my homebrew setting, Spelljammers travel two ways. The first is the Astral Sea. They make use of permanent gates to go between locationson different planes, and there are a lot of permanent planes on the Astral sea as it attaches to so many places. If you're not a spellcaster, or if you want to move a huge amount of cargo, spelljamming is an efficienct way to achieve interplanar goals. I have a Sigil like 'City of Doors'that exists in my Astral Plane that is a place where people have dragged gates together to create a nexus hub of planar travel options. It is expensive to access the gates, but there are connections to almost anywhere if you have thecoin and connections. Dwarven miners travel across the astral to giant gates that take them to mineral rich places in my Elemental Plane (I combine all the elemental planes). Giff are the mercenaries of the Astral Seas. Githyanki and (to an extent) Githzerai are the pirates of the Astral. Many aberrations are drawn to the Astral Sea for the similarity it bears to the Far Realm, the souce of all aberrations. The second use of Spelljammers is for travel between planets on the prime, but there is one such vessel for every 100 on the Astral. There is one prime material plane, with a core planet at the center of the universe and thousands of other planets that are inhabited in space, with near infinite space for more planets to be discovered and settled. Traveling across space to reach another planet takes a [I]long[/I] time (months, years or decades), but there are folks that do it. They need magical food sources, and there are terrifying Elder God style dangers in the deep of space - but it is all out there. [/QUOTE]
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