Astral Plane
Geography
The Astral is a higher spirit plane. It is a place of grey-scale and silver. Things manifest as their True Form - an ideal of pure archetype and the basis on which material forms aggregate from the base elements. Energies present as rippling flows or distorted flares. Spirits appear as glowing spots or bits of shadow depending on their nature as Dreaming, Umbral shadow or Underworld. Only the Archetypal Totems or higher level beings manifest in the Astral as individual silver forms typically. Clothing is not normally present unless it is magical or in some way exceptional, or is manifested by the will of a traveller.
Viewing the Astral is in black-white and grey. The Fringe is a direct reflection of the mortal world with Archetypal representations of plants, animals or mundane persons. These things are solid and no two may occupy the same space at the same time. In similar fashion the waves and light of Fire or magic power, or water in motion or the earth present impassible barriers to pass through. In the Astral flight is as normal as walking. Spirits may inhabit Astral forms as they are not themselves a True Form until they reach a totem level. Likewise, made things lack individual significance and must be focused on to be seen, normally being only a faint tracery. Advanced practitioners or frequent travellers in the Astral may learn to discern the ideas of books or scrolls as the ideas imbedded in them, though words and letters cant be read.
Viewing the Astral is in black-white and grey. The Fringe is a direct reflection of the mortal world with Archetypal representations of plants, animals or mundane persons. These things are solid and no two may occupy the same space at the same time. In similar fashion the waves and light of Fire or magic power, or water in motion or the earth present impassible barriers to pass through. In the Astral flight is as normal as walking. Spirits may inhabit Astral forms as they are not themselves a True Form until they reach a totem level. Likewise, made things lack individual significance and must be focused on to be seen, normally being only a faint tracery. Advanced practitioners or frequent travellers in the Astral may learn to discern the ideas of books or scrolls as the ideas imbedded in them, though words and letters cant be read.
Fauna & Flora
In the Fringe of the Astral there are no or few, rare native things. Most mages are wise enough to not venture too far without great precaution and planning. The far Astral is where Totems and Gods create their personal realms.
Natural Resources
The Hermetic Mage taps into the Astral to impose formulae and diagrams, patterns and instructions in the Astral to create magical effects in the mortal world. They might create a glyph for fire in the Astral and create a formula on it's shape and characteristics. Once released it then accrues form in the mortal world as a shadow of the higher Astral truth. Essence energy is the true energy of the Astral and it's rippling flow can be directed into Power focuses and power circles. These open channels may also be used to track and find users or as avenues of attack or for Astral things to escape.
Tourism
Astral Travel is achieved by mages and others. Things native to the Astral move about freely. Living travelers who are projecting, remain connected to their mortal forms by a silver cord that spools out where ever they may travel and instantly snaps back at will. If the silver cord is destroyed, the traveler is adrift and must make their own way back to the body's corresponding location. Bodies without the projecting spirit begin to die and lose vitality each hour. Projecting visitors may manifest individuality by an act of will focussing and imposing features or clothing on the blank True Form.
Some are able to pass physically into the Astral. These travelers assume the blank True Form unless they desire to show individual features and manifest clothing.
Some are able to pass physically into the Astral. These travelers assume the blank True Form unless they desire to show individual features and manifest clothing.
Interesting take on an Astral Plane. I'm assuming you're writing this for a D&D or similar style game that kinda requires an Astral Plane for some mechanics to work? Most of the time the Astral Plane is just a big empty - an infinite void with a handful of dead gods floating in it, or the like. But you've got archetypes that actually give it a sense of being a plane of thought, and having a fringe realm that's comparable to how the Ethereal plane works is a brilliant way of making the Astral Plane actually have a purpose beyond just being a space where your bag of holding puts stuff.
Yes, the intent is really the game universe, though few players have ventured there. The Astral isn't needed per se, but I wanted to break up planes while spinning Shadowrun, Deadlands, D&D, White Wolf and several other systems into my world. The Astral as the Platonic Ideal form mental place works well with higher ranked spirits and Gods. Then how do they lay and overlap? Clearly some cross over between realms, or exist equally across several.