BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Astralaria

Kan kallas antingen Astralaria, det astrala havet eller det astrala planet. Fungerar mestadels som beskrivet i Dungeons & Dragons-böckerna.   Den örnhövdade urdraken Hräsvelg sitter i Världsaskens topp ute i Astralaria och utväxlar förolämpningar med sin ärkenemesis Nidhögg nere i Nifelheim via ekorren Ratatosk.   I Astralaria finns astrala färgpooler som är portaler till olika världar i Yggdrasil. Dessa färgpooler har olika färg beroende på vilken värld de leder till.   Världsaskens grenar, löv och rötter slingrar sig runt i hela det astrala planet, och Elivågornas vatten forsar fram i nyckfulla floder som ständigt byter riktning.     

Astral Plane

Dungeon Master's Guide p. 46-48
  The Astral Plane is the 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 up 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 x its Intelligence score. The smarter a creature is, the easier it can control its movement by act of will.
 

Astral Projection

Traveling through the Astral Plane by means of the Astral Projection spell involves projecting one's conciousness there, usually in search of a gateway to an Outer Plane to visit. Since the Outer Planes are as much spiritual states of being as they are physical planes, this allows a character to manifest in an Outer Plane as if they had physically traveled there, but as in a dream.
A character's death - either in the Astral Plane or on the destination plane - causes no actual harm. Only the severing of a character's silver cord while on the Astral Plane (or the death of their body on the Material Plane) can result in the character's true death. Thus, high-level characters sometimes travel to the Outer Planes by way of Astral Projection rather than seek out a portal or use a more direct spell.
Only a few things can sever a traveler's silver cord, the most common being a psychic wind. The legendary silver swords of the githyanki also have this ability. A character who travels bodily to the Astral Plane (by means of the Plane Shift spell or one of the rare portals that lead directly there) has no silver cord.
 

Color Pools

Gateways leading from the Astral Plane to other planes appear as two-dimensional pools of rippling colors, 1d6 x 10 feet in diameter. Traveling to another plane rewuires locating a color pool that leads to the desired plane. These gateways to other planes can be identified by color. Finding the right color pool is a matter of chance: locating the correct one takes 1d4 x 10 hours of travel.  

Psychic Wind

A psychic wind isn't a physical wind like that found on the Material Plane, but a storm of thought that batters travelers' minds rather than their bodies. A psychic wind is made up of lost memories, forgotten ideas, minor musings, and subconcious fears that went astray in the Astral Plane and conglomerated into this powerful force.
A psychic wind is first sensed as a rapid darkening of the silver-gray sky. After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.
The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffer the same location effect. Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.
(
The table can be found on page 48 in the Dungeon Master's Guide.)  

Astral Plane Encounters

Planar travelers and refugees from other planes wander the expanses of the Astral Plane. The most prominent denizens of the Astral Sea are the githyanki, an outcast race of reavers that sail sleek astral ships, slaughter astral travelers, and raid planes touched by the Astral. Their city, Tu'narath, floats through the Astral Plane on a chunk of rock that is actually the body of a dead god.
Celestials, fiends, and mortal explorers often scour the Astral Plane for color pools leading to desired destinations. Characters who linger for too long n the Astral might have an encounter with one or more wandering angels, demons, devils, night hags, yugoloths, or other planar travelers.
Typ
Plane of Existence
Location under

Comments

Please Login in order to comment!