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[v.3.5] Knightfall's Mirrored Cosmology

Knightfall

World of Kulan DM
What is Farspace? (cont.)

The Plane of the Unseen Infinity is a plane that can be added to the Core D&D Cosmology of Spelljammer if a DM so wishes. This concept greatly expands the boundaries of the Spelljammer universe and DMs should think long and hard before adding it to their campaign.

The Plane of the Unseen Infinity or Farspace is space beyond the boundary of wildspace and the crystal shells. It exists in the same universal state as wildspace and is, thus, an extension of wildspace. The thing that sets it apart from wildspace is that it can be said to exist on top of the phlogiston (or below it if you prefer).

Farspace has its own unique spheres separate from those found in the shell reality (see the sidebar Realities: Breaking the Boundary into Farspace for details on realities). However, these spheres are not enclosed by crystal shells and are for the sake of simplicity like our own solar system, with a touch of magic. They are still called spheres by the inhabitants of the farspace reality. In Arcane Space, the word sphere is synonymous with the phrase solar system.

SIDEBAR: Realities: Breaking the Boundary into Farspace
The whole basis for farspace is that there are, throughout the multiverse, different realities. This isn’t the same thing as saying there are different Material Planes. For billions of alternate Material Planes can exist in a single reality. The classic Spelljammer campaign setting is a good example of a particular reality. It has wildspace, the flow, crystal shells and billions of Material Planes as part of its reality. This reality is known as the shell reality.

Farspace is part of a different reality, the farspace reality. This reality isn’t the same as the shell reality but is coterminous with it. Most of those that live in this reality aren’t aware of the shell reality. Only those farspace travelers that regularly travel the flow know of the inhabitants of the shell reality (see Movement and Combat). A farspace reality inhabitant that is aware of the shell reality can often break the boundary that separates the two realities and enter the shell reality.

However, it is a lot harder for a shell reality inhabitant to break the boundary between the two realities and enter the farspace reality. Most of the time, a shell reality inhabitant needs guidance from a farspace reality inhabitant to cross the boundary (like Riley needed help from the raia captain and his crew). This ability to disbelieve shouldn’t be left up to the dice. Instead the DM should plan and play out the encounter as a role-playing opportunity. The players’ reactions should decide whether or not they are strong-willed enough to disbelieve what they have been taught to belief.

For those players that need some sort of rule, if a spelljamming ship has at least 75% farspace reality inhabitants on it then the chances are good that their belief will outweigh the disbelief of the shell reality inhabitants onboard and allow the ship to pass the boundary into farspace.
 
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Knightfall

World of Kulan DM
Farspace Traits
Farspace is coterminous with The Infinite Planes of the Starry Void (Wildspace, shell reality). The plane is coexistent with the phlogiston and the Ethereal Plane. Unlike wildspace of the shell reality, farspace does not touch the Material Plane or the Plane of Twilight (or the Plane of Twilight, which replaces both the Astral Plane and the Plane of Shadow in the farspace reality). Thus, to cross into a shell reality Material Plane from farspace, one must either enter wildspace or the Ethereal Plane first then travel to the Material Plane. Crystal shells can never touch farspace, as the shells are part of different cosmological reality. Farspace doesn’t have an atmosphere of any kind and is a perfect vacuum.

Note that there isn’t a wildspace for every sphere within farspace. The inhabitants of the spheres of farspace call the space around their planets simply ‘space’. They refer to the space beyond the sphere as farspace simply because it is farther out into space. Both of the words ‘space’ and ‘farspace’ refer to the same plane of existence. Thus, a farspace spelljammer can access the flow from ANYWHERE on the Plane of the Unseen Infinity but NOT from the Material Planes that are a part of the farspace reality. The spheres of farspace do not interact with the phlogiston. Sphere is only a descriptor or another way of saying space near the celestial bodies

Also note that in an alternate Spelljammer Campaign set in Farspace, the spheres of the shell reality do not bob, float or drift through the phlogiston. The shells are stationary as described in the essay, called The Currents of the Phlogiston, posted at Spelljammer: Beyond the Moons (by Richard J. Pugh) and it is the currents of the flow that move, giving the impression of the shells bobbing or floating. The spheres of the farspace reality are, of course, stationary as well.

Farspace has the following planar traits:

· Objective Directional Gravity
· Standard Time
· Infinite Size
· Alterable Morphic
· No Elemental or Energy Traits
· Mildly Neutral Aligned
· Impeded Magic: While, for the most part, magic works in farspace the way it does in wildspace. 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 farspace 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 farspace.

Note that the spell Imprisonment doesn’t have any effect in farspace, although it could function normally on any rogue celestial body (planet, asteroid, etc.).
 
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Knightfall

World of Kulan DM
Farspace Links
Links to other planes are possible in farspace, just as in wildspace. Farspace may have links to the one of the Elemental Planes or other Inner Planes. A direct link from farspace to one of the elemental planes causes elemental material to spill out into the depths of farspace. Such an elemental portal is very rare. Portals to negative or positive energy-dominant planes can form, as well, and are not as rare as elemental portals (but still rare). A portal to a negative-dominant plane is called a death hole, while a portal to a positive-dominant plane is called an effervescent (see Features of the Plane of the Unseen Infinity).

The Ethereal Plane is coexistent with farspace but rarely does a permanent portal form between this plane and farspace. Ethereal Jaunt and Etherealness 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).

Note that a farspace aware character doesn’t need to create a link between farspace and wildspace. To them, there isn’t such a thing as crystal shells. Farspace travelers can and do travel anywhere in the universe with this same belief. Some races can even travel to other realities of space unhindered, as their belief is so powerful that it overrides the very nature of the other reality (i.e. the raia).
 
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Knightfall

World of Kulan DM
Farspace Inhabitants
Many of the animals, beasts and magical beasts that exist in wildspace also live in farspace. Buzzjewels, comet steeds, firebirds, giant space hamsters, kindori, krajen, lhee, puffers, q’nidar, scavvers, skullbirds, space owls, space swine, spaceworms, zards and zurchins are just as home in the Plane of the Unseen Infinity as they are in wildspace. The main difference between the creatures encountered in farspace versus those encountered in wildspace is size. Farspace creatures are always at least one size category larger in size and many can be even larger still (i.e. adult krajen in farspace can be up to colossal in size).

Beyond those creatures listed, very few spelljammer creatures have the fortitude to exist in the extreme depths of farspace. One of these versatile creatures is the stellar dragon. As one of the largest ‘space’ dragons, stellar dragons can go for years without contact with a sphere and have the ability to shift from farspace to the phlogiston at will. The other dragons of wildspace also exist in farspace but are rarer to encounter there. Radiant dragons are the most likely to be encountered, while moon dragons are very unlikely to be encountered in the extreme depths of farspace. Sun dragons are never found in farspace.

Of course, any wildspace creature may exist within the boundary of a farspace sphere.

(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.)

Beholders: Farspace has its own unique beholder nations. These beholders act similarly to the beholders of the shell reality. Or in other words, each beholder nation believes they are the true beholders of the universe and that all other beholder nations are abominations that must be destroyed. The beholders of farspace are never shell reality aware. (In fact, it can be said that each beholder nation is stuck in its own mad, little reality. :p )

The Arcane: If there is a race that can be said to define Spelljammer, most fans would pick the arcane. These enigmatic traders of spelljamming technology exist in both the shell reality and the farspace reality. To them, there isn’t any difference, however. The arcane are aware of both realities and can pass between them without difficulty. In fact, this is how the arcane can seem to simply come and go through the shell reality at will. The arcane wish to keep the secret of the farspace reality from the shellers, in order to better line their pockets and prevent sheller competition in the farspace reality.

The Raia: Raia are unique, in that no one knows where the race comes from. Raia are purple-skinned humanoids with dorsal ridges running down the back, as well as webbed fingers and toes. Their enlarged eyes are pitch black with white pupils, which can be disturbing to see for the first time. They do not have a home world and travel through farspace, as interstellar nomads, in their spelljamming durawood sailing ships.

Raia are masterful artisans and craftsmen but don’t have the arcane’s need for hard currency. They are just as happy trading a fine roll of silk for a song and hearty meal. They are friendly enough to those that treat them well but are also highly organized militarily and religiously. Raia also make excellent sorcerers but have a strange custom of cutting out an apprentice sorcerer’s tongue, making him or her mute. Therefore, raia sorcerers can only cast spells without verbal components or by using the Silent Spell feat.

Raia are also aware of both the farspace and shell realities, just as the arcane. However, they don’t often enter the shell reality, which is part of an agreement they have made with the arcane. What the raia gain from this agreement is unknown. It is rumored throughout the spheres, of the farspace reality, that the raia might be aware of other realities as well. And some travelers even claim, they know for a fact, that raia are aware of every reality in existence. (Such tales are usually told over too much wine or mead.) Those shell reality sages that are aware of farspace reality believe that the raia are related to the reigar, although there isn’t any proof of this.

Other Spelljammer Races: Most classic Spelljammer race can be found living in the spheres of farspace – humans, dwarves, elves, goblinoids, half-elves, half-orcs, halflings, hadozee, hurwaeti, neogi, orcs, rastipedes, etc. Rarely, will you find such races living with the extreme depths of farspace, however. Note that races unique to a particular shell reality sphere are not found in farspace (i.e. kender, tinker gnomes). Also note that the reigar are not native to farspace.
 

Knightfall

World of Kulan DM
Movement and Combat
While it is possible to travel from one sphere to another through farspace, it isn’t recommended. Those that perceive farspace as part of what they believe Arcane Space is like still travel through the flow from sphere to sphere. The difference is that the flow is closer to farspace than it is to wildspace. What that means is that when a farspace aware character opens a portal to the phlogiston from farspace, they only partially shift to that plane of existence. They are there but not there. The traveler is aware of both planes, as if they were traveling through the Ethereal Plane. They are on the phlogiston, but can still see into farspace.

The interesting part is that, while the natural inhabitants of the phlogiston can meet and interact with farspace travelers as normal, those travelers from the shell reality can’t perceive a farspace traveler. They don’t exist in the same reality as farspace travelers, even though they use the same plane to travel to and from different spheres.

The real wild part is that it doesn’t ‘always’ work the same way for farspace travelers. While traveling through the phlogiston, a farspace traveler can ‘sometimes’ perceive those from the shell reality, who they refer to as shell travelers or ‘shellers’. If a farspace traveler tries to make contact with a shell reality traveler then they may be perceived as an attacking ghost by the sheller. While many farspace travelers are aware of other realities other than the shell reality, they never encounter them in the flow. The reason for this is still unknown. Combat on the flow between a shell reality traveler and a farspace traveler is handled as if the shell reality traveler has the ghost template added on onto the character. They are ‘ghosts’ to farspace travelers.

As for movement while on a solid object, the planes Objective Directional Gravity means that up and down are relative to that object you are standing on. Therefore, a character can literally walk on either side of a spelljamming vessel, without worrying about failing off. This gravity effect also means that anything that escapes the gravity well of a spelljammer or other large object will float away from that object into farspace until it comes in contact with another solid object.

Farspace Combat: See Leroy Van Camp III’s excellent 3e Ship Construction and Combat Rules at Spelljammer: Beyond the Moons for how to run ship-to-ship combat in farspace. I will probably add more details on person-to-person combat while floating in the depths of farspace, during the second pass of this document.
 

Knightfall

World of Kulan DM
Features of the Plane of the Unseen Infinity
The Plane of the Unseen Infinity has many things that set it apart from wildspace in the shell reality. Yes, it has the same sort of elemental and energy portals that one can find in wildspace. However, the main difference is size. Elemental and energy portals in farspace are as large as a dwarven citadel or elven armada, sometimes larger. These super portals are dangerous places and the space around where they form often has minor elemental or energy traits for hundreds of miles beyond the event horizon of the anomaly.

Black Holes: Black holes in farspace are the same thing as a black hole in the real universe. A black hole has super gravity that will suck in anything that comes to close to its event horizon. Black holes are invisible in farspace if nothing is feeding energy to the hole. However, many black holes form near a single star or binary star in spheres without planets. These spheres never have any sort of natural life living in them, although they could have at one point millions of years ago. Note that opening a portal into the flow can sometimes save a spelljammer that has been pulled over the event horizon. However, the portal must be opened toward the black hole in the hopes that the person controlling the helm can hit the portal before being sucked past it. (Many a foolhardy spelljammer captain has risked getting close to a black hole just to see if they could do it. Most of these captains and their crew have died in the attempt.)

Death Holes: Death holes are those places in farspace where a permanent link to a Negative-Dominant plane has formed. These deadly anomalies are invisible in the depths of farspace until it is too late. Death holes have gravity similar to black holes and are just as deadly. Once you have passed the event horizon, only a Miracle or Wish spell will save you, or a portal to the phlogiston (see Black Holes). Those pulled into a death hole find themselves surrounded by millions of the death hole’s undead victims. These undead creatures are best described as spectral ghouls. They attack en mass and not even an epic character could hope to survive more than a few minutes before being expelled into the Negative-Dominant plane that spawned the death hole.

Effervescents: An effervescent is an anomaly in farspace where a permanent link to a Positive-Dominant plane has formed and is just as dangerous as a death hole. An effervescent’s gravity is in reverse. Energy from the Positive-Dominant plane is sucked into the depths of farspace. This reverse gravity well is like a colossal positive energy tornado. The effervescent buffets anything it touches with positive energy winds. These winds destroy life, as well as restore it. A person or object caught in an effervescent is exposed to so much positive energy that it literally explodes with life, destroying it in the process. Then the anomaly rebuilds the life it destroyed to the point where it destroys it again over and over until it spews the creature or object out. An effervescent is always visible in the depths of farspace.

Elemental Super Portals: Elemental super portals are very rare in the depths of farspace and unheard of within a sphere. These elemental super portals take different forms depending on which elemental plane formed the portal. Elemental fire super portals are often mistaken as rogue radiance or fire planets. Only when you come near the portal do you notice the swirling vortex of elemental fire spewing out from the portal. Elemental earth super portals form dense, mineral-rich asteroid belts orbiting the portal. These portals are rarely unoccupied. Elemental air super portals are the saving grace of those spelljammers that get lost in the depths of farspace. They appear as swirling balls of pure elemental air and are often mistaken for air planets or gas giants. Elemental water super portals are the strangest of the elemental super portals. Because of the nature of farspace, an elemental water super portal will have huge ice belts orbiting a central swirling ball of water encrusted with a thin icy layer. Note that elemental super portals are often the home of elementals and strange spacefaring creatures that have adapted to life near the portal (i.e. fire scavvers).

Raia Nomad Colonies: The durawood sailing ship-style spelljammers of the raia are a common sight amongst the spheres of farspace. These specially built spelljammer often travel tightly together and may even be lashed together with supports and netting. This allows the raia to move from one spelljamming vessel to another, as easily as a crewmember of a normal spelljamming vessel might walk across the deck. It is these joined ships that are referred to as a raia nomad colony. Often these colonies remain in one sphere for months at a time, trading with the local spacefaring community. Strangely, raia never take their ships to groundling ports of call. Raia durawood ships are an amazing achievement and are considered part of the colony, as a durawood spelljammer is basically a liveship.

Rogue Celestial Bodies: Sometimes a celestial body begins its formation in a sphere then breaks away from the sphere due to some unknown event. Any type of celestial body can become rogue, even a radiance or fire body. Most rogue celestial bodies are earth planets, which may or may not become comets depending on the size and speed the celestial body is traveling. If a rogue celestial body keeps its natural rotation and speed then it is possible that live might have formed on that world. Such life would be strange and even more alien in nature, without the light, energy and heat of a star. Of course, fire planets have there own light. A DM is encouraged to create strange luminous life forms for such a rogue world.

Two Spheres for Farspace: Designer’s Note – one of the spheres described in this section is farspace version of the Trademeet system that I created for my Arcanum of the Star campaign for the Dragonstar d20 Campaign Setting. And while the names are similar, the worlds in this sphere will be a lot different.

Billions of unique spheres exist within the farspace reality. Most of these spheres are similar to those found in the shell reality, except for the fact that crystal shells do not surround them. Spelljammer fans are encouraged to take what I have provided here, as a good starting point for a Spelljammer Campaign set in Farspace and add to it.

Allorspace – This sphere used to exist in the shell reality, until one of its inhabitants met the raia and exposed his sphere to the concept of there being different realities. Of course, that man is long dead and it took hundreds of years after his death before the sphere to shift into the farspace reality. But it proves the point of the arcane, that exposing the shell reality inhabitants to the concept of realities is a dangerous consequence of letting other races from the farspace reality enter the sphere reality. The Arcane Merchants’ Alliance actively discourages other races from making contact with shellers, including trade embargoes and the threat of military action. So far, none have risked the wrath of the arcane by attempting to shift another shell sphere to farspace.

Allorspace still survives and hasn’t changed much. It has four non-descript planets and an asteroid belt orbiting a fire star. Most of Allorspace’s civilization is located in the asteroid belt. The planets (small earth planets) are airless but not totally lifeless. The many crags and craters of these four earth planets are hiding places for vacuum-based monsters and gith pirates. Allorspace was named after the sphere’s primary, Allor (very large fire planet). Allor is what is known as a fire planet or fire star. These fiery planets are not like true stars (or radiance stars), in that they don’t give off dangerous radiant energy and that life is more likely to exist on the surface. Allor has such life in the form of a dwarf-like race known as the azer, originally from the Elemental Plane of Fire. These fire dwarves tend to keep to themselves.

Tradespace – Rumors abound of the home sphere of the arcane. Are the arcane originally from the farspace reality? If so, then this sphere might exist in your campaign. Tradespace has eight planets orbiting a true star – Des (very small earth planet), Marrilo (small earth planet), Arana (medium earth planet), Salor (very large true gas gaint), Juepet (small earth planet), Allin (very large air planet), Vaigo (very small earth planet) and Burrun (medium earth planet). It is said that the arcane were the only intelligent life to form in Tradespace. All of the planets in the sphere would be under complete control of the arcane and their allies. Arana is the home world of the arcane.

This sphere would be a hub of constant activity as arcane from all over the universe come home to Arana to report their year’s activities and profit to the ruling body of the arcane. This group is known as Arcane Merchants’ Alliance. It is believed that several servitor races are active members in this alliance. Could the raia be one of them?
 

Knightfall

World of Kulan DM
A bit of an update
I've updated my Mirrored Cosmology page on my Wiki to better reflect the information in this thread.


This update will be an ongoing project on the wiki and on this thread. In all instantances where appears to be a conflict in details, assume that the Wiki is correct as I tend to update this thread less frequently.

My first goal is to finish detailing the Plane of Twilight. After that i'm not sure what I'll work on next. Note: Since I am taking night classes right now, assume that updates won't be every week.
 
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Knightfall

World of Kulan DM
SHADOWSTAR SEA
The Shadowstar is a combination of the Plane of Shadow and the Astral Plane. I haven't worked out all the logistics yet but basically you have to cross into the Shadowstar Sea before being able to cross into the Upper Planes and Lower Planes.

It is the main transitive plane connecting to the Ethereal Plane, the Elemental and Paraelemental Planes and the Outer Planes, but not directly to the Material Plane. In order to get to the Shadowstar Sea from the Material Plane you have to first pass through the Ethereal into the Deep Ethereal or to one of the Elemental or Paraelemental Planes. Then you make the journey to the Shadowstar Sea.


Shadowstar Traits
· Subjective Directional Gravity.
· Flowing Time:
1 minute = 1 round. On the Shadowstar Sea, time moves at a slower pace. For every minute that passes on the Material Plane one round (6 seconds) passes on the Shadowstar Sea.
· Infinite Size.
· Alterable Morphic.
· No Elemental or Energy Traits:
Some regions and features of the Shadowstar Sea may have one or more of these traits, but the plane as a whole does not.
· Mildly Neutral-Aligned.
· Enhanced Magic:
Spells with the darkness, light, pattern, or shadow descriptor are enhanced on the Shadowstar Sea. Such spells are cast as though they were prepared with the Enlarge Spell and Extend Spell feats; although, they don't require higher-level slots to cast. Spells that use positive or negative energy are enhanced on the Shadowstar Sea near [within 1,000 ft.] portals that lead to the Outer Planes (depending on where the portal leads). Such spells are cast as though they were prepared with the Maximize Spell feat; although, they don't require higher-level slots to cast.


Overview
The Shadowstar Sea is halfway between the Astral and Shadow planes in look and feel — not horribly dark and gloomy, like Shadow, yet not overtly radiant, like Astral, either. The closer you are to the portals leading to the Upper Planes the brighter and more wide open it feels, while the closer to the portals leading to the Lower Planes the gloomer and more closed off it feels. The Shadowstar Sea is also heavily influenced by both positive and negative planar traits depending on which region of the plane you are in. (There isn't a Positive Energy Plane or a Negative Energy Plane in the Mirrored Cosmology.)

Spells that would require the Astral Plane or Plane of Shadow work through the Shadowstar Sea. However, these spells, in reality, pass through the Ethereal, first. Thus, shadow walk doesn't take you all the way to the Shadowstar Sea but basically functions the same way. Astral and Shadow-based spells only ever take you as far as the Deep Ethereal unless your goal is to travel to the Shadowstar Sea (i.e. astral projection) or beyond.

DM's Note: One could say that shadow walk should actually be called "deepether walk" for this cosmology, but that sounds too clunky. Some of these Shadowstar spells might need to change in level in my campaign. Either that or I might need to create "greater" versions of certain spells. However, I'm not going to tinker with spells unless I have to.


Shadowstar Inhabitants
In the Mirrored Cosmology, the Shadowstar Sea is home to almost any creature of Shadow, and it is also the home of all creatures that would normally be found in the Astral plane. This includes such creatures as the astral dreadnaught and the githyanki as well as shadow mastiffs and and the shadar-kai. Note that the Shadowstar Sea is also influenced by both positive and negative energy, so creatures of both positive and negative energy can be found on the transitive plane as well. This includes many types of undead, the xeg-yi & the xag-ya, and ravids. Many creatures from the Elemental and Paraelemental Planes can also be found travelling the dusky sky of the Shadowstar Sea, especially genies and their kin. However, most of these elemental travelers aren't native to the plane; instead, they are simply passing through.

The shadestar races often find themselves in conflict over differences in ideology and society. This is especially true of the githyanki and the shadar-kai. Both of these races believe it is their race's destiny to conquer every landmass and fallen divine form. The two races are constantly at war with each other, and travelers are encouraged to not get between the two races when conflict breaks out (which is all the time). The xeg-yi and the xag-ya also attack each other on sight, but they don't go out of their way to seek each other out. Ravids despise the undead and hunt them throughout the plane. Ravids will also attack any creature that uses negative energy.
_

Movement and Combat

Unlike the Astral and Shadow planes, the Shadowstar Sea has subjective directional gravity like the Elemental Plane of Air. Thus, those suspended in midair decide which way to fly by deciding which way is down for them. When on one of the planes many landmasses whether they be earthbergs or floating remains of dead gods sent to oblivion, a traveler simply chooses "down" to be near his feet. If given the choice between flying and walking most natives of the Shadowstar prefer to fly. This preference also lends itself towards aerial combat throughout the dusky sky of the plane, and the inhabitants of the plane consider it bad form to fight while grounded. Since the plane is dominated by a flier's way-of-life, many of its inhabitants uses airships and spelljammers to travel from one place to the next. The plane doesn't have air currents, so spelljammers are more common than airships. The magical force of a spelljamming helm supersedes the magic of the plane for an unknown reason. Most of the shadestar races uses such vessels to trade with or make war against each other.
_

Features of the Shadowstar Sea

Since the Shadowstar Sea is filled with more life and landmasses then you would find on an Astral or Shadow plane, it is more crowded. The Shadowstar Sea is often referred to as the Crossroads of the Inner Planes. Some planar sages believe the plane is slowly becoming more of an Inner Plane than a transitive plane but such speculation is rarely taken seriously.

The plane is more hospitable than other transitive planes, however.

It has air. It has water and food in abundance; however, these two resources are usually guarded jealously by the shadestar races, so visitors should make sure to bring their own. The plane's constant dusky sky isn't true darkness, so finding one's way isn't as hard as on a Shadow plane. The perpetual twilight does tend to dampen the plane's flora and fauna, but the gloom doesn't have a far-reaching magical effect on travelers. Shadow magic is enhanced, but light magic isn't impeded. Light cuts through the plane just as it would on the Material Plane. Regardless, vision fades at about 500 feet.

· Chromatic Tornadoes (Dragon #321, pg. 66)
· Conil-a-Ald (Harp of Glass) (Dragon #321, pg. 68)
· Dead Deities (MotP, pg. 51)
· Fixed and Drifting Islands (Dragon #321, pg. 66)
· Githyanki on the Shadowstar Sea
→ Details to be added later.
· Shadowstar Hall
→ Demiplane, will have its own entry on my wiki.
· Prisme (Dragon #321, pg. 68) [?]
· Radiant Clouds (Dragon #321, pg. 66) [?]
· Shadar-kai of the Shadowstar Sea
→ Details to be added later.
· The Breath of Threphocris (Planar Handbook, pg. 165 - 167)
· The Eye of Gu'n'ragh (Planar Handbook, pg. 174 - 175)
· The Hospice (MotP, pg. 84)
· The Shadowstar Bridge (the rainbow bridge) (Dragon #321, pg. 65)
 
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Knightfall

World of Kulan DM
PLANAR CITIES

HINTER LOST
“The Lost, the Lost…don’t lose yourself to the Lost…”
— Derrik, former adventurer, now a barmy in the Hive in Sigil​
Metropolis
Other Names: The City of the Lost
Political/Religious Affiliations: The Lost (major); the churches of various dead gods (minor); and the Temporal Spellmasters (major).
Power Center: Monstrous (various); nonstandard (elders); magical (ex-clerics); magical (arcanists).
Alignment: Chaotic neutral.
_____________________________________________
Population: 25,500
Demographics: Isolated [96% human, 2% outsiders (celestials, fiends, etc.), 1% demihumans, 1% other races].
City Type (pop. 5,001+ only): Commune.
Fortified?: No.
Epic?: Yes.
_____________________________________________
GP Limit: 150,000 gp
Assets: 191,250,000 gp
Main Import: The Lost of the Planes.
Main Export: Barmy planewalkers.
_____________________________________________
Authority Figures: The Lost is a council of the city's elders — those that have lived in the city longer than anyone can remember. They don't so much rule, as they meddle in each others affairs and the lives of the city's lost citizens.
Important Characters: Black Bart [CN genderless modron Rog10/Ftr10], Father Baatorian [CG male 20 HD outsider Ftr15/Sor15 (an ancient baatorian)], and the Broken Hive [N genderless 20 HD human mob Clr5/Ftr5/Rog5/Wiz5 (a barmy group of humans connected through a linked mind)].
Organizations: Hinterlanders (guild), Soldiers of the Tortured Souls (mercenary company), Temporal Spellmasters (arcanists' guild), and the Cant of the Lost (thieves' guild).
Noble Houses: Still to be determined.
Adventurers Welcome?: Sort of.
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Notes: It's really hard to get to this city, as it exists on its own demiplane beyond the vastness of the Hinterlands. Plus, one has to believe that the city exists or you can't find it.
 
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Knightfall

World of Kulan DM
SIGIL
Planar Metropolis
Other Names: City of Doors
Political/Religious Affiliations: Lord of Agony (enigmatic), the factions; church of Aoskar (major), church of Boccob (major); and the church of Mirella (major).
Power Center: Monstrous (outsider); nonstandard (factions); magical (arcane/divine).
Alignment: Neutral.
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Population: 250,000
Demographics: Integrated [37% human, 20% planetouched (aasimars, tieflings, etc.), 15% other outsiders (celestials, fiends, etc.), 10% demihumans (dwarves, elves, etc.), 10% goblinoids (bugbears, goblins, etc.), 5% cat races (kitts, rakasta, etc.), 3% other races]
City Type (pop. 5,001+ only): Unknown.
Fortified?: Not applicable.
Epic?: Yes.
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GP Limit: 600,000 gp
Assets: 7,500,000,000 gp
Main Import: Planewakers and their goods & beliefs.
Main Export: Same.
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Authority Figure: Lord of Agony [N male 20 HD outsider (20 HD) Ftr20/Sor20 (mysterious ruler of Sigil; not a god)].
Important Characters: A'kin [NE male 12 HD arcanaloth (owner of the magic shop known as The Friendly Fiend)]; Cuatha Da’nanin [LG male half-elf Rgr15 (Sensate)]; Duke Rowan Darkwood [CG male human Rgr12/Clr14 (Heimdall) (factol of the Fated)]; Erin Darkflame Montgomery [LG female human Clr9 (Diancecht) (factol of the Society of Sensation)]; Eyebrarian [N genderless 10 HD outsider Clr10 (Boccob)/Wiz10 (strange leader of the Library of Boccob)]; Kylie the Tout [N female tiefling Rog8 (Indep) (guildmistress of the Guild of Touts)]; Grundlethum Blackdagger [LN male human Wiz15 (Indep) (owner of Grundlethum's Automatic Scribe)]; Laril Zasskos [CN female githzerai W14 (Anarchist) (owner of the bathhouse known as The Fire Pits)]; and Shemeshka the Marauder [NE female 12 HD arcanaloth (king of the cross-trade, information broker)].
Other Characters: Marda Farambler [CG female halfling Com1/Exp1 (owner of the cider shop known as The Greengage)]; Ralff [N male tiefling Rog8 (Signer) (a discreet tout)]; Tarras yn Beza el Xan Yae [LN male human Ftr6/Clr5 (Xan Yae) (Sensate)], Traban [LG male dwarf Ftr1 (owner of Traban's Forge)], and Zegonz Vlaric [CE male githzerai Ftr3/Wiz4 (Bleaker) (owner of the tavern known as The Styx Oarman)]
Organizations: The Factions [Athar, Believers of the Source, Bleak Cabal, Doomguard, Dustmen, Fated, Fraternity of Order, Free League, Harmonium, Mercykillers, Revolutionary League, Sign of One, Society of Sensation, Transcendent Order, Xaositects]; Guild of Touts.
Golden Lords: Duprak Jarneesh, Estavan, Jeremo the Natterer, Shemeshka the Marauder (see above), Timmon d'Arlen, Wei Minh Lee, and Zadara the Titan.
Adventurers Welcome?: Yes
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Notes: For more information on Sigil, see the Planescape Campaign Setting boxed set. There are many differences between my Sigil and the official one. For instance, my Sigil is ruled by the Lord of Agony, a less mysterious figure than the Lady of Pain. Plus, my Sigil is considered Epic. And there hasn't been a Faction War in my version of Sigil.
 
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