My overarching campaign setting is called "the Cradle" and is a collection of four star-systems with various worlds around them. Players can play on any one world for most of a campaign without knowing of the larger setting construct unless directly involved in greater schemes like at higher levels or if acquiring a seplljammer.
Prehistorically (within the overarching setting, each world has it's own setting and lore) the Cradle was colonized by a powerful organization similar to a Galactic Republic (loosely based on Star Wars, Star Trek, and Starfinder), but left it to it's own devices due to it's remote location (though a natural wormhole), difficulty of traversal, and habitation. They left a Base ship though, and a not insignificant amount of space ships, armed and unarmed to "protect their investments". Also within the setting are Planeswalkers (MTG style) who take the roles of in setting Elminsters, Mordenkainens, etc. There is at least one such individual on each world. They have struck a peace accord with a POWERFUL group of galactic republics to basically hands-off the region (to keep HYPER advanced technology from technologically less advanced races not ready for it).
Players aside (who can basically spelljam their way around the Cradle if they want given their own inclinations to do so) is it feasible to assume a council of Planeswalkers with comparable power to the Halasters and Tashas of the D&D multiverses would hold enough magical power to stymie potential expansionistic efforts from a galactic collection of powers?
I don’t see why not. Just decide they can, and they can. It’s your universe, make the people as powerful as you need them to be to make it work. If you’re looking for game mechanics, a wish spell can go a long way. And if you want something else, there’s always the old “ancient artifact” that keeps them out. Maybe something that keeps the wormhole closed. Or only lets it open every few thousand years or something.
I think the question you really ought to be asking yourself would be:
How will this affect the game that I am running for the players?
Essentially what you've described is that there are high powered spellcasters (standard in D&D) on different worlds (usually D&D treats these as planes of existence - essentially the same thing) and you've said "Players play on any one world for most of the campaign without knowing of the larger setting construct." This means that for the most part, none of it is really relevant or important. If you can decide when the players are level 14 that actually, there are no other worlds... then did any of it really matter?
When building a campaign setting, focus your energy on the adventures that the player characters will have. Nothing else matters. For levels 1-6 the PCs will be protecting small villages, solving murders, exploring ruined castles and so on - nothing that you're spending time building will have any impact of note.
With the whole "there are multiple worlds" idea, these worlds are only important if or when they directly impact the goals of the characters. From level 1-5 it's unlikely the PCs will know what's going on in neighbouring cities, let alone on other planets. From 6-10 they might know what's happening in an adjacent kingdom, but won't know a lot. From levels 11-15 they may be involved in continent-defining activites. It's only 16+, probably after 2 or more years of out-of-game time, that they'll discover that there are other worlds.
Also worth asking yourself: what is the fundamental difference between another world, and another continent? From the player perspective, there's not really any.
Trying not to sound rude here, but I think the question I asked... was the question I actually wanted to ask. It is that topic I wanted advice on, and not indirect and uninformed criticism on other aspects of the campaigns, worlds, lore, stories, adventures, dungeons, BBEG's, etc. which are not pertinent to this thread, and for such reason are not mentioned otherwise.
That aside, given that Spelljammers are a thing (which was explicitly mentioned) the original question I posited still stands.
Trying not to sound rude here, but I think the question I asked... was the question I actually wanted to ask. It is that topic I wanted advice on, and not indirect and uninformed criticism on other aspects of the campaigns, worlds, lore, stories, adventures, dungeons, BBEG's, etc. which are not pertinent to this thread, and for such reason are not mentioned otherwise.
That aside, given that Spelljammers are a thing (which was explicitly mentioned) the original question I posited still stands.
In that case:
Is it feasible to assume a council of Planeswalkers with comparable power to the Halasters and Tashas of the D&D multiverses would hold enough magical power to stymie potential expansionistic efforts from a galactic collection of powers?
It's a fantasy game so you get to decide, and there is no other answer that can be given.
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My overarching campaign setting is called "the Cradle" and is a collection of four star-systems with various worlds around them. Players can play on any one world for most of a campaign without knowing of the larger setting construct unless directly involved in greater schemes like at higher levels or if acquiring a seplljammer.
Prehistorically (within the overarching setting, each world has it's own setting and lore) the Cradle was colonized by a powerful organization similar to a Galactic Republic (loosely based on Star Wars, Star Trek, and Starfinder), but left it to it's own devices due to it's remote location (though a natural wormhole), difficulty of traversal, and habitation. They left a Base ship though, and a not insignificant amount of space ships, armed and unarmed to "protect their investments". Also within the setting are Planeswalkers (MTG style) who take the roles of in setting Elminsters, Mordenkainens, etc. There is at least one such individual on each world. They have struck a peace accord with a POWERFUL group of galactic republics to basically hands-off the region (to keep HYPER advanced technology from technologically less advanced races not ready for it).
Players aside (who can basically spelljam their way around the Cradle if they want given their own inclinations to do so) is it feasible to assume a council of Planeswalkers with comparable power to the Halasters and Tashas of the D&D multiverses would hold enough magical power to stymie potential expansionistic efforts from a galactic collection of powers?
I don’t see why not. Just decide they can, and they can. It’s your universe, make the people as powerful as you need them to be to make it work.
If you’re looking for game mechanics, a wish spell can go a long way.
And if you want something else, there’s always the old “ancient artifact” that keeps them out. Maybe something that keeps the wormhole closed. Or only lets it open every few thousand years or something.
I think the question you really ought to be asking yourself would be:
How will this affect the game that I am running for the players?
Essentially what you've described is that there are high powered spellcasters (standard in D&D) on different worlds (usually D&D treats these as planes of existence - essentially the same thing) and you've said "Players play on any one world for most of the campaign without knowing of the larger setting construct." This means that for the most part, none of it is really relevant or important. If you can decide when the players are level 14 that actually, there are no other worlds... then did any of it really matter?
When building a campaign setting, focus your energy on the adventures that the player characters will have. Nothing else matters. For levels 1-6 the PCs will be protecting small villages, solving murders, exploring ruined castles and so on - nothing that you're spending time building will have any impact of note.
With the whole "there are multiple worlds" idea, these worlds are only important if or when they directly impact the goals of the characters. From level 1-5 it's unlikely the PCs will know what's going on in neighbouring cities, let alone on other planets. From 6-10 they might know what's happening in an adjacent kingdom, but won't know a lot. From levels 11-15 they may be involved in continent-defining activites. It's only 16+, probably after 2 or more years of out-of-game time, that they'll discover that there are other worlds.
Also worth asking yourself: what is the fundamental difference between another world, and another continent? From the player perspective, there's not really any.
Trying not to sound rude here, but I think the question I asked... was the question I actually wanted to ask. It is that topic I wanted advice on, and not indirect and uninformed criticism on other aspects of the campaigns, worlds, lore, stories, adventures, dungeons, BBEG's, etc. which are not pertinent to this thread, and for such reason are not mentioned otherwise.
That aside, given that Spelljammers are a thing (which was explicitly mentioned) the original question I posited still stands.
In that case:
Is it feasible to assume a council of Planeswalkers with comparable power to the Halasters and Tashas of the D&D multiverses would hold enough magical power to stymie potential expansionistic efforts from a galactic collection of powers?
It's a fantasy game so you get to decide, and there is no other answer that can be given.