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Wildspace

Wildspace in the Lands of Erdos setting is somewhat different than what is presented in Spelljammer.
  In the physical universe, magis is dispersed to such a degree, that it’s essentially impossible to detect or interact with. In some regions of the universe however, high concentrations of magis have condensed into visible, kaleidoscopic nebula. These prismatic regions of the material universe are known as wildspace.   Wildspace astrophysics are somewhat different compared to the rest of outer space, creating a unique environment that is less inimical to life and is in fact brimming with all sorts of space-based lifeforms. Gravity functions somewhat differently as well, as all objects of sufficient size project a gravitic plane of their own. These objects also carry an atmospheric envelope if they exit a body with atmosphere (such as a planet) without the need of special pressurization of sealing.   The material plane’s barrier to the astral plane is extremely thin within wildspace. Physical objects of a certain mass and above moving through wildspace will soon shift to the astral sea without dimensional anchoring of some kind. However, within the heliosphere of a star system, this trait is suppressed. Somehow, the gravity and the electromagnetic field produced by stars acts as a dimensional anchor. As soon as an object (for instance a ship) leaves the heliosphere however, this anchoring diminishes rapidly and the object will slip into the astral plane. Fortunately, this is not a one way trip, as a ship could back up and reenter the material plane. In fact, the astral sea is littered with openings leading to various wildspace systems.   Wildspace and the astral sea are regularly traversed by sentient creatures using special ships called spelljammers. This enables interstellar travel between worlds that exist in wildspace regions. It does not however permit travel to planets that are in normal space. Most spelljammers rely on the strange astrophysics of wildspace to keep their crew safe. Though spelljammers can move through normal space, their crew will not survive without additional life support systems.   Normally, there is no danger of a spelljammer entering normal space without warning, as spelljammers will slip into the astral sea before they reach the edge of a wildspace region. The only danger of this happening, is if the spelljammer enters the orbital path of a magicant world, as these planets absorb magis, preventing wildspace from manifesting in their path. Planet Erdos, in the Soldos System is one such world.
Type
Metaphysical, Astral

Comments

Author's Notes

As much as I love the idea behind the original 2e Spelljammer, I could never appreciate crystal spheres and the phlogiston as the true nature of the material plane. The idea that the stars you looked outside your window were not stars and galaxies, but, whatever it is that might glow in the shell of your system's crystal sphere, was simply something that took away from the majesty of the cosmos for me. I just wanted a more scientific space instead of a purely fantasy one.   5e Spelljammer did away with the Phlogiston and the Crystal Spheres. Wildspace was reworked visually, and the astral plane took the place of the phlogiston. But the visual description of wildspace as WotC delivered it, is pretty much similar to my magis mists.   So with a little tweaking, I can apparently have my cake and eat it too.


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