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WotC: 5 D&D Settings In Development?
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<blockquote data-quote="Urriak Uruk" data-source="post: 8307311" data-attributes="member: 7015558"><p>I think to clarify my thoughts (and my own "head canon"), here's my explanation for how I imagine the multiverse would fit together, if we wanted every setting book to all be part of the same multiverse.</p><p></p><p>1. The Astral Plane is the space between all the various planes. It is not "space itself," but whenever there is an absence of anything part of another plane, it is filled by the Astral.</p><p></p><p>2. Space still exists, but it is contained within the firmament (we can call this a Crystal Sphere, they're essentially the same) of each world on the Material Plane. So the space between Faerun and the planets in it's sphere is just that; space (it is called Wildspace in old lore, but is the same to real-life space).</p><p></p><p>3. There is no phlogiston. Instead, each world within the Prime Material floats in its crystal sphere within the Astral Plane. The worlds of the Prime Material however form clusters around each other, much like the various stars cluster to form galaxies in the real world. Zoom out enough (like looking at it from an Outer Plane), and the Prime Material is clustered as one, and looks like one cohesive cluster. Zoom in closer and one can see the clusters within the cluster itself.</p><p></p><p><em>One such cluster, below. The sphere called Clusterspace is coincidental.</em></p><p>[ATTACH=full]138395[/ATTACH]</p><p></p><p>4. Spelljammer can traverse both Wildspace and the Astral Plane. However, while Wildspace is fairly safe to traverse with largely empty areas to pass through, the Astral Plane is not homogenous. There are the corpses of dead gods, entire civilizations, predators like Astral Dreadnoughts, and pockets of energy too dangerous to navigate.</p><p></p><p>5. There are safe routes through the Astral Plane, called flows, or "rainbow roads," that are sometimes permanent, other-times temporary. The permanent routes are used by Spelljammer ships to navigate and trade from one world to the next. Most clusters have a network of permanent flow routes that connect their spheres. These routes are also preyed upon by raiders like the Githyanki or Neogi, and sometimes are used by armadas to invade other worlds (the scro, Elven Armada, and Vodoni Empire). Some worlds previously inaccessible become discoverable when a portion of the Astral calms, and new explorers venture forth to seek new worlds.</p><p></p><p>6. Some worlds are completely cut off, with no accessible flow routes to access. Some worlds, like Eberron, have a crystal sphere so dense that no Spelljammer can access it. Others, like Athas, are not part of any cluster, and float too far from any other world for any merchant to consider returning to safely. And still others, like Ravnica, Theros, and Strixhaven, are surrounded by storms in the Astral Plane, so dense and turbulent, one would need to be a godlike being to even consider trying to navigate such zones. The most turbulent of areas of the Astral, so dangerous no Spelljammer captain would consider navigating, are called the Blind Eternities.</p><p></p><p>7. Exceptionally talented and gifted individuals called Planeswalkers shift through the Astral as if it is but a door from world to world. Planeswalkers have unlimited access to any world on the Prime Material Plane, and can planeswalk to any world far faster than any ship (or any other being). No world, no matter how cut off within the Astral Plane, is out of their reach.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8307311, member: 7015558"] I think to clarify my thoughts (and my own "head canon"), here's my explanation for how I imagine the multiverse would fit together, if we wanted every setting book to all be part of the same multiverse. 1. The Astral Plane is the space between all the various planes. It is not "space itself," but whenever there is an absence of anything part of another plane, it is filled by the Astral. 2. Space still exists, but it is contained within the firmament (we can call this a Crystal Sphere, they're essentially the same) of each world on the Material Plane. So the space between Faerun and the planets in it's sphere is just that; space (it is called Wildspace in old lore, but is the same to real-life space). 3. There is no phlogiston. Instead, each world within the Prime Material floats in its crystal sphere within the Astral Plane. The worlds of the Prime Material however form clusters around each other, much like the various stars cluster to form galaxies in the real world. Zoom out enough (like looking at it from an Outer Plane), and the Prime Material is clustered as one, and looks like one cohesive cluster. Zoom in closer and one can see the clusters within the cluster itself. [I]One such cluster, below. The sphere called Clusterspace is coincidental.[/I] [ATTACH type="full"]138395[/ATTACH] 4. Spelljammer can traverse both Wildspace and the Astral Plane. However, while Wildspace is fairly safe to traverse with largely empty areas to pass through, the Astral Plane is not homogenous. There are the corpses of dead gods, entire civilizations, predators like Astral Dreadnoughts, and pockets of energy too dangerous to navigate. 5. There are safe routes through the Astral Plane, called flows, or "rainbow roads," that are sometimes permanent, other-times temporary. The permanent routes are used by Spelljammer ships to navigate and trade from one world to the next. Most clusters have a network of permanent flow routes that connect their spheres. These routes are also preyed upon by raiders like the Githyanki or Neogi, and sometimes are used by armadas to invade other worlds (the scro, Elven Armada, and Vodoni Empire). Some worlds previously inaccessible become discoverable when a portion of the Astral calms, and new explorers venture forth to seek new worlds. 6. Some worlds are completely cut off, with no accessible flow routes to access. Some worlds, like Eberron, have a crystal sphere so dense that no Spelljammer can access it. Others, like Athas, are not part of any cluster, and float too far from any other world for any merchant to consider returning to safely. And still others, like Ravnica, Theros, and Strixhaven, are surrounded by storms in the Astral Plane, so dense and turbulent, one would need to be a godlike being to even consider trying to navigate such zones. The most turbulent of areas of the Astral, so dangerous no Spelljammer captain would consider navigating, are called the Blind Eternities. 7. Exceptionally talented and gifted individuals called Planeswalkers shift through the Astral as if it is but a door from world to world. Planeswalkers have unlimited access to any world on the Prime Material Plane, and can planeswalk to any world far faster than any ship (or any other being). No world, no matter how cut off within the Astral Plane, is out of their reach. [/QUOTE]
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