Realms of Space Geographic Location in The World of Eularia | World Anvil

Realms of Space

Every world of the Material Plane is situated in Wildspace, or more precisely, in its own Wildspace system. Wildspace systems are airless oceans teeming with space-dwelling life forms, including spores, space plankton, and larger creatures that resemble fish and aquatic mammals. The ones that need air to survive either generate their own air envelopes or live in the air envelopes of other creatures.  
  Wildspace is where the Astral Plane overlaps with the Material Plane. Creatures and objects in Wildspace age normally and exist on both planes simultaneously. This overlap enables creatures to use spells such as teleport and teleportation circle to travel from Wildspace to a nearby world, or vice versa.   Diagram 2.2 illustrates how the Astral Sea surrounds all the Wildspace systems, as well as the astral dominions of gods and the floating remains of dead gods (see the “Astral Dominions and Dead Gods” sidebar). Many Wildspace systems have names; for example, Realmspace is a Wildspace system that contains, among other things, the planet Toril—home of the Forgotten Realms setting.   The following sections describe how astral travelers can get from one Wildspace system to another, as well as features of the Astral Plane that are likely to come into play.
ASTRAL DOMINIONS AND DEAD GODS   Many gods have dominions in the Astral Sea. These locations typically take the form of floating islands or cities of fantastic proportions. Astral travelers might visit these dominions as they would any other ports of call, though a dominion’s divine ruler always knows when visitors have arrived and what their intentions are. Because these dominions are part of the Astral Sea, they are timeless; nothing ages there, and creatures can survive there indefinitely without food or drink.   The Astral Sea is also where one can find the petrified remains of gods who were slain by more powerful entities or who lost all their mortal worshipers and perished as a result. A dead god looks like a gigantic, nondescript stone statue that bears little resemblance to the divine entity it once was. Githyanki, mind flayers, psurlons, and other natives of the Astral Plane sometimes turn these drifting hulks into outposts and cities, many of which are hollowed out beneath the surface.
 

Size Classes

Size classes give information about the diameter of a celestial body:
  • Size A - Less than 10 miles in diameter
  • Size B - 10-100 miles in diameter
  • Size C - 100-1,000 miles in diameter
  • Size D - 1,000-4,000 miles in diameter
  • Size E - 4,000-10,000 miles in diameter
  • Size F - 10,000-40,000 miles in diameter
  • Size G - 40,000-100,000 miles in diameter
  • Size H - 100,000-1,000,000 miles in diameter
  • Size I - 1,000,000-10,000,000 miles in diameter
  • Size J - More than 10,000,000 miles in diameter
 

Shape Classes

Shape classes give information about the general shape of the celestial body:
  • Amorphous (flexible)
  • Belt (smaller objects in a single orbit)
  • Cluster (smaller objects in a small area)
  • Cubic
  • Elliptical
  • Spherical
 

Type Classes

Type classes give information about the substance which is most common on the celestial body:
  • Air (also called a gas cloud)
  • Earth (also called a world)
  • Fire (also called a sun)
  • Water (also called a water world)
  • Plant (also called a liveworld)
 

Supplemental Notes

Supplemental notes give additional information about a celestial body. Examples include, but are not limited to:
  • Presence of and number of moons
  • Lack of atmosphere
  • Lethal atmosphere
  • A hollow planet
  • Large extradimensional gates
  • Xenophobic natives (marked by an 'X')
Type
Universe

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