Astral Plane Geographic Location in Dierde | World Anvil

Astral Plane

  The Astral Plane, also known as the Astral Sea, was one of the planes of existence in various models of cosmology.   The Astral Plane, also known as the Astral Sea, is a space between everything. If you are ever nowhere in the multiverse, you are in the Astral Plane. This plane isn’t specifically a plane, but rather a nonspatial nonplane as it has no space and planes are specifically spaces. The Astral Plane has been described as a silvery horizon that extends all around you like you are inside a silver orb, to a dark plane with twinkling lights in the distance like stars and stretching out before you is a sea of silvery cloud-like mists. It exist in between almost all planes, so it is very acccessible, especially with spells like "Astral Projection", "Gate", or "Plane Shift".   The Astral Plane is a realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins.   Creatures on the Astral Plane don't age or suffer from hunger or thirst. For this reason, humanoids that live on the Astral Plane (such as the githyanki) establish outposts on other planes, often the Material Plane, so their children can grow to maturity.   A traveler in the Astral Plane can move by simply thinking about moving, but distance has little meaning. In combat, though, a creature's walking speed (in feet) is equal to 3 × its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.  

An Outsider’s Perspective

The Astral Plane is a strange locale for most adventures and, as it is a transitive plane, is rarely used for more than just getting from one location to the next. As the Astral Plane is the location between everything, you can easily travel from one domain to the next using it, and most travelers will never realize they were ever in the Astral Plane. Spells, like Plane Shift, immediately sweep you from your current plane, like the Material Plane, through the Astral Plane and then to your destination, like the Nine Hells or Hestavar.   For travelers in the Astral Plane, and not using it to take you elsewhere, you can find yourself adrift in the vastness of nothing. Depending on the edition, you may only see the silvery-greyness of nothing spanning infinitely all around you. Or you may see silvery clouds forming some sort of horizon that you slowly adjust yourself to with twinkling stars in the distance.   Travelers who find themselves in the Astral Plane are in a strange locale and they should be on constant guard. While there is no atmosphere to speak of and very little to impede your sight, your vision is limited in the Astral Plane. You can only see a few thousand yards out, which means that astral pirates could be just out of range of your vision and heading near your location quickly.   While you are in the Astral Plane though, you needn’t worry about breathing, food or drink. Time behaves strangely on this plane and while you might spend 50 years in the plane, your body will not age until you leave it. For an outsider, this plane is unlike any you might be traveling too, and it may be a plane you will never leave for fearsome creatures roam the nothingness.  

A Native’s Perspective

The Astral Plane can’t be claimed by any creature as it is a place of nothingness, though many now make it their home. Before the arrival of Astral Dreadnoughts, Astral Whales, Couatls, Deities, Githyanki, and others the Astral Plane was only home to the bodies of dead gods. Here they sit, rotting slowly away and many of the now-inhabitants of the plane set up their cities, fortresses, and lairs on and inside them.   The inhabitants of the Astral Plane come in all shapes, sizes, and alignments. It may be solars on business for their gods or githyanki pirates that travelers may encounter. While the solar is not likely to bother you, the githyanki are quick to fall on anyone they think might have treasure or valuables on, or maybe you would just make a good slave.   Those who reside in the Astral Plane do it to take advantage of the fact that you don't age while on the Astral Plane, which isn't entirely true. What most editions agree is that time is relative on this plane, and for every 300 years you stay on the Astral Plane, you only age a day. Unless you leave, in which case 300 years will pass for your body in an instant and you may die of old age before you can stop it. If you plan on spending all eternity on the Astral Plane, make sure you never leave or all the time you've lived will catch up with you.  

Atmosphere

Because there is no gravity or atmosphere in the Astral Plane, objects continue to move. This means that arrows fired from bows, rocks thrown or matter ripped from a plane of existence drifts through the Astral Plane. It's not unheard of for an astral skiff to come under fire from arrows that had been traveling for hundreds of years from an ancient battle site.   But, organic creatures do not exhibit that. In fact, when a creature sleeps on the Astral Plane and they are traveling somewhere, momentum does not keep them moving forward and so they stop where they were until they reawaken and focus on where they wish to go. Non-organic matter is always moving forward because that's what the mind thinks should happen. The Astral Plane is about perception and not actual reality.  

Traits

The Astral Plane is a transitive plane, meaning its easy to travel across it but hard to stay in it.  

Travel to the Plane

To travel to the Astral Plane, the easiest way is to leave the Material Plane, or it’s reflections, and go to an outer plane or dominion. There, it is far easier to escape the boundaries of that plane and arrive on the Astral Plane. Another way is through the use of spells like Astral Projection, though that requires a powerful spell caster.   The best option for many is to find an Astral Color Pool, many of them are only one way, from the Astral Plane to whatever their destination is, though some allow creatures to travel back and forth between them. These Color Pools can be found throughout the Astral Plane and have different colors to reflect where they are going. A few examples are: The Abyss - Amethyst, Nine Hells - Ruby, Mechanus - Diamond Blue, and the Material Plane has a silver pool, though that is only if you are seeing a portal to your Material Plane. If you are looking at a different Material Plane’s portal, like Eberron or Oerth, it will appear as a different metallic color like copper or gold.   A final option of reaching the Astral Plane is by placing a bag of holding or similar magical items inside of another bag of holding or similar. When two extra-dimensional objects like that are put inside of each other, they cause a rift in the planes and are sucked into the Astral Plane tearing along with them anyone and anything near them. This is a bit of a last-resort effort as the items are destroyed in the process, you are randomly deposited in the Astral Plane, and it is a one-way trip.  

Traversing the Plane

Traveling across the Astral Plane is far easier than actually getting to it. When you appear in the Astral Plane, one of the first things you will notice is that there is no gravity and no way to propel yourself forward until you concentrate on where you wish to go. Once you focus on a destination, your mind will propel you through the Astral Plane in the destination you wish to go.   A faster method of traversing the plane is with Planar Dromonds or Astral Skiffs. They have special sails that can catch the Psychic Winds of the Astral Plane and will quickly take you across the plane to your desired location. These types of ships are rare, and many of them were created by the gods, only to be used by those the gods have chosen. If you happen to get a hold of one of those god-created ships, the gods will simply drop their power to the astral ship, and it will just become a very nice ship floating forever in the Astral Plane.   Traveling and time in the Astral Plane vary widely and, depending on how familiar you are with where you wish to head to, you may arrive in a matter of hours to a matter of weeks. It is far faster on an Astral Skiff piloted by someone who has journeyed often across the Astral Plane and knows many of the locations and domains you wish to travel too.  

Astral Projection

The Astral Projection spell allows you, and 8 friends, to journey into the Astral Plane and leave your physical bodies behind, hopefully in a safe place for your return. This is a safer way of traveling, for if your projected form dies in the Astral Form, your soul will transport back to your body and you will be perfectly fine. Unfortunately, projecting yourself to the Astral Plane comes with the hazard that you have a silver cord tethering you back to your body.   This silver cord extends behind you a few feet before blending into the Astral Plane and is quite resilient to all damage unless a Psychic Storm damages it, an Astral Dreadnought snips it, or the githyanki pirates have a special silver sword that allows them to sever such cords. If that happens, you die and your physical form dies.   Depending on whether you wish to physically manifest yourself on the Astral Plane or send a projection of yourself, there is always the risk of death and is something each traveler must decide what they are willing to risk.  

Manipulating the Astral Plane

Because the Astral Plane is a place of thoughts, dreams, and desires, it reacts accordingly to any creature in it. Though most creatures are far too weak to manipulate the Astral Plane, and can only use it to propel themselves forward, some creatures can manipulate it to a certain extent. The most powerful, the deities and primordials, can create their domains inside the Astral Plane.   In earlier editions, the domains are separate from the Astral Plane, but in 4e the domains are more-or-less located inside the Astral Plane. Travelers in the plane could circle the domains of gods and view into them. Astral Color Pools were used as a faster way of traversing the Astral Plane than traveling for weeks through this dangerous starscape.  

Psychic Winds

Sweeping across the Astral Plane are powerful winds known as Psychic Winds, this helps push the astral skiffs across the plane. They are largely invisible and are no real threat until they form powerful Psychic Storms. Natives of the Astral Plane know that if they are caught in a Psychic Storm, they are in deep trouble and the only indicator of them coming is that the area around you begins darkening. If that happens, the only thing you can do is find a Color Portal or try to outrun it, though you will need to move more than 300 feet per round according to some editions. When the Psychic Storm hits, you can be thrown off course, take mental damage or, if you are astrally projected, your silver cord takes damage.   Luckily, these storms pass by very quickly and appear to be harmless to some inhabitants of the Astral Plane, like the Astral Dreadnoughts.  

Locations

Because the Astral Plane is the space between everything, there are few set locations inside of it. Instead, there are domains, the lower and upper planes of deities, that you can reach from the Astral Plane using the Astral Color Pools, traveling huge distances in the plane itself or by finding a conduit that connects two planes.  
Domains/Dominions
The gods have created their domains in the outer planes and can be reached through Color Pools. A few of the most well-known domains are Mount Celestia, Elysium, Arborea, Pandemonium, The Abyss, The Nine Hells, Mechanus, and Arcadia. The domains of gods that maybe only a few miles across, like Hestavar, to infinite in size, like the Abyss.   These domains are the main purposes of traveling across the Astral Plane and can be seen as safe havens from the denizens of the plane, though a few are just as dangerous if not more so.  
Silvery Clouds of the Astral Plane
Before the Dawn War, the gods had plans of creating a silver lattice that would connect all the domains of gods into a single domain that would be known as the Lattice of Heaven. When the primordials attacked the gods in the Astral Plane, they destroyed that latticework and the domains of the gods were either destroyed or separated from each other. Many believe that the silvery clouds that drift in the Astral Plane are the remains of that lattice and that the gods have plans of reforming it.  
Fallen Gods
Throughout the Astral Plane are the massive bodies of gods that are slowly decomposing, they are as small as several hundred feet to miles in size. Some have been dead for so long they are covered in mold and barely recognizable in their humanoid-like shapes. These gods are the grave markers of fallen deities, and it is said that where ever a god dies, its body appears somewhere in the Astral Plane, as such, there are a lot of bodies spread throughout the plane.   Many claim that gods can not die, and that these bodies are merely the empty husks that the gods will re-inhabit when they grow back to full strength, while others think that the gods retreated inside their bodies in a type of hibernation, waiting for the day when those who worship them has grown in size. Many religions dedicated to a dead god will build temples on the body and keep away any scavengers or those that would desecrate the holy body.  
Tu’narath
The capital city of the githyanki is built atop, and inside, the husk of a six-armed god who has been dead for so long that it’s skin has calcified into a hard stone. The city houses over 100,000 souls and is located somewhere deep in the Astral Plane, its location is a secret and so well guarded that those who do know are so afraid to speak it for the githyanki will seek retribution.   While this city is largely home to the githyanki, there is still a sizeable population of other races who have been taken as slaves, as well as a population of red dragons, and even renegade modrons who operate one of the only inns in the city.   The city is largely crumbling with plenty of abandoned homes for small groups to hide in from githyanki patrols, though it can be dangerous to go in certain areas as there are occasional shudders that rack the city as if the god they live on isn’t quite dead yet.  
The Knowledge of Gyaan
The Knowledge of Gyaan is a massive library housing knowledge from across the multiverse and located in the Deep Astral, a section of the Astral Plane far from the well-traveled paths that connect the domains and dominions of gods and civilizations. In this distant location, only the most committed can safely reach its shelves as horrifying creatures and forgotten cults reside in the Deep Astral.   The library itself is a beacon of knowledge and life with travelers finishing their pilgrimage to arrive at the decaying body of Gyaan, an ancient goddess of knowledge who perished during the war between gods and primordials. Over the eons, a race of creatures known as Berbalang have taken residence and were the first custodians of the goddess’ body where they began carving knowledge into her hollowed skull.  

Factions & People

Astral Dreadnoughts
Massive titans of never-ending hunger move through the Astral Plane hunting down any living creatures. In earlier editions, they were drawn to any creature that was entering the Astral Plane via Astral Projection, and in later editions, they were created by Tharizdun, the Chained God in an attempt to keep any mortals from entering the upper planes and gazing upon the gods, or trying to gain godhood for themselves.   The Astral Dreadnoughts destroy anything in their path and, luckily, can not reproduce, though they are in no danger of going extinct as they are terrifying to behold and it is an incredibly hard task to take down one of them. When they destroy something, they will swallow whole creatures and objects, which get transported to a demiplane that acts as their stomach. The only way of escaping the demiplane is for the Astral Dreadnought to be killed, and all the contents will be spewed across the Astral Plane, which could include treasure and powerful magic items.  
Couatls
In 4e, these feathered serpents are typically seen as paragons of virtue, but they just happen to be fighting the right creatures. They destroy the forces of evil, though it is not because they are trying to spread good into the world, it is so they can grow in rank among their society. They gain rank by destroying evil creatures, either by themselves or by their non-couatl designated agents. This causes many many couatls to scour the Astral Plane looking for would-be adventurers.   They live in massive cloud citadels known as Cloudlands that are rosy-gold celestial matter. The higher the rank of a couatl, the higher their lodgings are in the cloudlands. Many couatls plot against the others at the cloud court in hopes of stealing kills against evil and being awarded higher ranks, though if it has been a while since a couatl's last conquest, they will be asked quietly to vacate their lodgings for another.  
Githyanki
The best-known inhabitants of the Astral Plane are the githyanki, these astral pirates ride their astral skiffs looking for Color Pools to sweep into and perform raids, or looking for travelers journeying across the Astral Plane. While they are not natives to this plane, they fiercly claim as much territory in it as possible.   They were brought to this plane when they escaped the clutches of their slavers, the mindflayers. They soon found the body of a dead god and claimed it as their own and have built their city, Tu’narath on it. From their city, they continue to send ships out for their Eternal Crusade, which is to destroy all mindflayers.   The githyanki are powerful psions who practice the magic/sword techniques of gish. They are powerful martial fighters who also wield silver swords that allow them to cut the silver cords of astral travelers.  
Quom
The quom were a group of healing-focused people before the time of the Dawn War. During it, the deity and domain they lived on, Lakal, was destroyed inadvertently by Bahamut when he was attacking a primordial. When Lakal was destroyed, she exploded out and the quom vowed to not help others with their healing but to gather every minute mote of Lakal and restore her to life. They then take these motes and add them to their ships which are massive pieces of Lakal that they have found, they hope that one day they can combine their fleet of ships into one and return Lakal to life. To this end, they can be found scouring the Astral Plane and every other plane for these tiny motes of Lakal they can sense if they are close enough. The problem is that these motes can be ingested, in which case they end up killing people to get that mote, they are not interested in waiting for the person to die of natural causes. The quom resemble completely hairless dwarves but with the average size of a humanoid, and have green, blue or purple skin with the strongest among them growing a secondary face on the back of their head.  
 

Magic on the Astral Plane

Just like combat, the Astral Plane affects magic in interesting ways.  
Extradimensional Spells on the Astral Plane
The Astral Plane has no dimensions, therefore extradimensional spells such as Leomund’s Tiny Chest or the carrying capacity of a bag of holding won’t work there.  
Physical Spells on the Astral Plane
Spells that rely on the physical world such as disintegrate or the effects of a sphere of annihilation don’t work on the Astral Plane.   However, spells like fireball and lightning bolt are translates to the metaphysical nature of the Astral Plane.   Spells that alter space/time also won’t work, such as time stop.   There is not a lot of “solid ground” in the Astral Plane, therefore spells like Evard’s black tentacles and Tenser’s floating disc don’t really have that much effect there, either.  
Spell Potency on the Astral Plane
Spell ranges increase by 50% on the Astral Plane.   And spell times are reduced as follows:   Spells that normally take a single action can now also be used as a bonus action.   Any spell that takes 1 or more hours is reduced to the same number of minutes. And any spell that takes 1 or more minutes is reduced to the same number of rounds for casting time.   All mind-influencing spells are more potent on the Astral Plane. The duration of these spells increase by 50% and saving throws against these spells are made at disadvantage.   Haste and slow work normally except they do not affect movement.   When psychic winds occur (more on that later) there is a chance that illusions such as hallucinatory terrain and phantasmal force could get absorbed by the winds and come out completely different than what was intended. You wanted a dragon illusion? Well, now it’s a clown with a seltzer bottle. Darn those pesky psychic winds!   The Astral Plane is cut off from the Inner Planes. Therefore, elementals cannot be summoned to the Astral Plane.  
Astral Projecting Spellcasters
A spellcaster that is projecting his or herself onto the Astral Plane must enchant their spell components if they wish to use them on the Astral. Only magic and enchanted items directly translate over to the Astral Plane.  
 
Astral Plane vs. Astral Sea   The Astral Plane and the Astral Sea are two different planes of existence in Dungeons & Dragons (D&D).  
Feature Astral Plane Astral Sea
Location A vast and empty plane of existence A specific region of the Astral Plane
Composition Pure thought and emotion Psionic energy
Characteristics Dreams and nightmares can manifest Powerful beings can travel and interact
Uses A crossroads between other planes of existence A staging ground for conflicts
    Key Differences   The key differences between the Astral Plane and the Astral Sea are as follows:  
  • The Astral Plane is a vast and empty plane of existence, while the Astral Sea is a specific region of the Astral Plane.
  • The Astral Plane is composed of pure thought and emotion, while the Astral Sea is composed of psionic energy.
  • The Astral Plane is a place where dreams and nightmares can manifest, while the Astral Sea is a place where powerful beings can travel and interact.
  • The Astral Plane is used as a crossroads between other planes of existence, while the Astral Sea is used as a staging ground for conflicts.

Geography


“Time. Or rather the absence of it. In the Astral Plane, everything is eternal.”  
— Gale, on his interest in the Astral Plane.
    The Astral could be reached from almost any point in a Prime Material plane or first layer of any Outer plane by spell, psionic ability, or device. It was described as a barren place of other-dimensional nothingness extending in all directions. What little solid substance that floated in the bright, gray void was typically chunks of matter broken off from their original plane. The Astral had no gravity but objects did retain their mass so you could throw small items or push off from large objects to move in the weightless environment.   Time in the Astral flowed at the same rate on a Prime Material plane but the effects of time were slowed almost to a stop―a thousand years in the Astral plane felt like only a day to the traveler. Creatures did not go hungry or age while in the Astral plane. For that reason, its mortal inhabitants needed to return to the Material Plane in order to have children or to reach adulthood.   Entering the Astral plane could be accomplished in one of two ways: projecting your astral form into the plane via the astral projection spell, or by physically entering the plane. Astral projection was the safest way to travel but still involved risk because you left your physical body behind on the traveler's plane of origin. The astral body would be accompanied by the astral forms of any items and clothing that were magical or radiated a magic aura. While projecting, your astral self was connected to your physical body by a silver cord that stretched out behind you for about 10 feet (3 meters), or 1 foot (30 centimeters) depending on the version of the spell, and then became invisible and intangible. Very few things could sever this silver cord: a powerful psychic wind, a githyanki silver sword, or the will of gods. The physical body left behind appeared alive but did not require food, water, or air and did not age. It could be moved and was vulnerable to damage and death. If the traveler's physical body was slain, death followed the projection some minutes later. If the astral self was slain, the traveler then returned to his or her physical body in a coma. Physically entering the Astral plane required a spell such as plane shift and brought travelers wholly into the Astral with no silver cord to anchor them to their plane of origin.  

Geographical Features

Upon entering the Astral plane, travelers saw a silvery color pool nearby—a portal to the location on the Prime Material plane from which they originated. Astral projecting travelers saw their silver cord leading back to this pool. Color pools appeared as two-dimensional circles about 10‒60 ft (3‒18 m) in diameter and only visible from one side unless they had some way to detect invisible objects. Pools of different colors were portals to the different Outer planes. Each Outer plane had its own unique color, but the traveler's home portal was always a metallic silver, rippling like mercury in a pan. Color pools could be used to view the destination plane before stepping through by mentally concentrating on the nearby pool until it became transparent. A viewer could also move (with some limitations) the portal's viewpoint by concentration.[19] Astral projecting travelers formed a new physical body (with silver cord attached) when they stepped through a color pool to their destination plane.[7] The new body was formed out of local materials so the greater the similarity between one's home plane and the destination, the more one's new body looked like the original one.  

Cosmology

Great Wheel
According to the Great Wheel cosmology model, the Astral plane connected the Prime Material Planes to the first layers of the Outer planes.   In some versions of the Great Wheel cosmology held in the late 15th century DR, it was possible to travel to the Astral plane directly from wildspace aboard a spelljammer. In this cosmology, wildspace was a region where the Prime and the Astral overlapped. Moreover, upon exiting a wildspace system such as Realmspace, a ship would leave this overlapping region and fully enter the Astral. The border between wildspace and the Astral Sea had the appearance of a silvery haze.   Once in the Astral, spelljamming captains could steer their ships in the direction of other wildspace systems or specific locations in the Astral in the same way that individuals would traverse the plane: by concentrating their thoughts on the destination.   This view was in contrast with the prevailing Great Wheel cosmology of the 14th and earlier centuries DR, according to which a ship would encounter a crystal sphere at the edge of its system and, if capable of traversing it, would enter the phlogiston.  
World Tree
In the World Tree cosmology, the Astral plane was described as a shapeless cloud that surrounded all the other planes (including the Inner Planes which were not accessible via the Astral in the Great Wheel model).[25] The World Tree cosmology model interpreted the Astral plane as tree-shaped, touching nearly all planes, and overlapping the World Tree as well. The ramification of this was that travel between planes was not easily accomplished without going through the "trunk" of the tree (the Material plane). Direct connections between separate dominions of the gods was only possible by cooperation between the deities in question.   The Astral Plane had the following traits in the World Tree cosmology model:  
  • Subjective Directional Gravity: a traveler picked a "down" direction and "fell" in the direction until a new direction was chosen.
  • Timeless: the effects of time were suspended until the traveler exited the Astral Plane, whereupon the effects retroactively occurred.
  • Mildly Neutral-Aligned: no circumstance penalties.
  • Enhanced Magic: Spells and spell-like abilities required less time to be cast.
  Color pools still existed in this model, but an Astral traveler had to choose the destination plane before setting out and would only encounter pools that lead to the chosen plane. To change destinations, the traveler had to reenter the Material plane and then begin the journey anew.   Toril's Material plane actually linked to several other Astral planes, each of which connected Toril to the outer-planer homes of a different set of deities. They were based on the geographical areas of control held by the different pantheons.[26] As such, there was an Astral Plane for the Maztican and Zakharan pantheons (even though many of the Zakharan deities resided on the Material Plane). The Kara-Turan faiths were not connected to their own astral plane, as instead their deities connected to the Spirit World.[27] Very little was known in Faerûn about these other astral planes, but it was theorized that Ao supervised them just as he adjudicated the conflicts between the pantheons.[26]  
World Axis
According to the World Axis cosmology, the Spellplague set the dominions adrift—they were no longer linked to a tree-shaped Astral plane but floated aimlessly in the Astral Sea.   The Astral Sea was described as being "above" the Prime Material plane and its two reflections, the Feywild and the Shadowfell. The Spellplague destroyed the World Tree and set the dominions of the gods adrift to wander about in the silvery void. Access to the Astral Sea was accomplished through passages found in the world or using the proper ritual. Once in the Sea, travel was initiated by thought and was very similar to flying.   In addition to the astral dominions, the Astral Sea could be used by powerful beings to create demiplanes by focusing on an idea and applying a strong will. Each demiplane had its own traits and physical laws as dictated by the one who created it, and was always smaller than an astral dominion. If abandoned, it would break apart and fade from existence just like an astral dominion.

Ecosystem

Inhabitants

On this plane of thought, the existence of true natives was doubtful. The githyanki, however, had been a dominating presence for long ages, ruled from their great city of Tu'narath but mostly spread about innumerable fortresses.   Astral searchers, astral streakers, astral whales, the mighty astral dragons, and the tiny kodragons inhabit the Silver Void. The dreaded astral dreadnoughts are believed by some to be a manifestation of the Astral Plane itself, while others point to their indefinitely long tails as an indicator for an origin elsewhere.   Brain collectors, dhours, and foo creatures can all be found here.   All manner of fiends, celestials, slaadi and other planars used the Astral as shortcuts to their business elsewhere, but both astral devas and shedu patrolled the plane regularly to keep evil in check. Despite their connection to the Abyss, bebiliths were thought to be at home on the Astral plane.   Spectral hounds are usually found with githyanki communities as guard animals.  

Deities

The Astral Plane was the graveyard of the gods. If a deity, which could be considered among the greatest of concepts, died, its remnant were cast into this realm of thought. Here it remained as a floating "god-isle", a piece of solid matter within the endless empty void, with only a fraction of residual energy left.   An exception to these rules was the god Celestian from Oerth. This deity of travellers kept no permanent realm, but wandered the Astral (and sometimes beyond).   Sardior's Ruby Palace also rested in the Astral Plane between its travels through the planes.   Known Dead Deities drifting in the Astral Plane (at least temporarily) were:  
References Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 65. ISBN 0880383992. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 49. ISBN 0-7869-1850-8. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 154. ISBN 0-7869-2889-1. Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43. Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), pp. 88–89. ISBN 978-0-7869-5002-7. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 60. ISBN 0880383992. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 63. ISBN 0880383992. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), pp. 68–70. ISBN 0880383992. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 60. ISBN 978-0-7869-4924-3. Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), p. 7. ISBN 978-0-7869-5002-7. Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), p. 86. ISBN 978-0-7869-5002-7. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 256. ISBN 0-7869-1836-5. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 139. ISBN 0-7869-3134-5. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 47. ISBN 0-7869-1850-8. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 48. ISBN 0-7869-1850-8. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), pp. 46–48. ISBN 978-0786965622. Larian Studios (October 2020). Designed by Swen Vincke, et al. Baldur's Gate III. Larian Studios. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 215. ISBN 978-0-7869-6560-1. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 61. ISBN 0880383992. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 62. ISBN 0880383992. Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 75. ISBN 0880383992. Christopher Perkins, Jeremy Crawford, Ari Levitch (August 2022). “Astral Adventurer's Guide”. In Judy Bauer, Kim Mohan eds. Spelljammer: Adventures in Space (Wizards of the Coast), pp. 20–21. ISBN 978-0-7869-6816-9. 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A Guide to the Astral Plane. Edited by Miranda Horner. (TSR, Inc.), p. 38. ISBN 0-7869-0438-0. Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. (TSR, Inc.), p. 182. ISBN 0-7869-0430-5. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 27. ISBN 978-0786903849. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 36. ISBN 978-0786903849. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 45. ISBN 978-0786903849. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 102. ISBN 978-0786906574. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 71. ISBN 978-0786903849. Dale Donovan (January 1998). Cult of the Dragon. Edited by Julia Martin. (TSR, Inc.), p. 120. ISBN 0-7869-0709-6. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 35. ISBN 978-0786906574. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 93. ISBN 978-0786903849. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 119. ISBN 978-0786903849. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 124. ISBN 978-0786903849. Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 62. ISBN 978-0786906574.
Map of the Planes
Type
Plane of Existence
Location under

5E Statistics
Astral Plane

(Astral Sea)   Transitive Plane  

Basic Information

Natives Abominations
berbalang
githyanki
maruts
Tuning fork Quartz, B
 

Transitive Plane

Shape & Size Infinite
Gravity None
Time Flowing (1000 real years = 1 subjective day)
Magic trait Normal with special cases