I originally had this idea when the Unearthed Arcana: Travelers of the Multiverse came out, but wanted to wait to see if the official Spelljammer did anything with this concept before homebrewing it. Now that I've skimmed through the books and haven't found any mention of this, I've decided to expand on my initial concept and post it here to see how the community feels about it. If enough people like it, I may turn it into a DMsGuild product and cover it more extensively. I present The Veil and The Void: Spelljamming in the Feywild and Shadowfell, by Blid Beren, spelljamming extraordinaire and multiversal tour guide.
The Veil and The Void: What Are They?
Welcome to Wildspace, brave adventurers! The realm of asteroids, planets, and stars! The dwelling place of strange creatures not of your world and interstellar highway to the stars! The sky's the limit for all of the possible worlds you can visit and people you can meet! In the vastness of space, wonders and secrets hide behind every space rock! But there is one wonderful, horrible secret that no one else will tell you of! Though Wildspace borders the Astral Sea, the realm of gods both dead and alive and the gateway to other worlds, Wildspace is still a part of the Material Plane, and thus, still bordered by The Feywild and the Shadowfell. And, not only is it still possible to cross into these planar realms while in Wildspace, but it is also possible to explore unique adventuring locations and meet strange creatures native to Wildspace while in the Feywild or Shadowfell.
These locations are known by unique names to the people of the D&D Multiverse; The Veil is where Wildspace and the Feywild overlap (occasionally called "The Feywildspace" by those that enjoy portmanteaus), and The Void is where Wildspace and the Shadowfell overlap.
The Veil: The Sky of Scintillating Stars
Ah, so you have chosen to take a vacation to the Veil? Magnificent choice! Perhaps the most beautiful realm within the entire Multiverse, the Veil is a place like no other. While Wildspace is already filled with a plethora of color and wildlife, the magic of the Feywild enhances the already wondrous realm that is Wildspace. The Veil is an ocean of endless color, filled with brilliant nebulas made of pixie dust, astral auroras that paint the sky (caused by the light of distant solar systems rainbow-shifting through the Astral Sea), and starry the Domains of Delight of space-dwelling Archfey. If the brilliant colors and diverse wildlife of Wildspace amazed you, you'll fall in love with the splendor of The Veil just as quickly as I did!
While The Veil is indeed pulchritudinous, it is more than filled with its share of adventuring hazards. The aloof Archfey, untamed wildlife, strange magical phenomena, hostile Spelljamming ships, and more can all be dangerous obstacles that prevent you from traversing this heavenly realm. And though the Veil's wonder is unrivaled by any other realm I have visited, I would urge caution before booking a vacation to visit. The time-warping nature of the Feywild combined with the time it takes to travel in the realm can cause . . . unexpected increases in the duration of your vacation for those close to you that didn't make the journey with you. And even if you are lucky enough to return from the Veil in your normal time stream, your memories of your visit may end up being, um, well . . . less than complete. But worry not! If you take the proper precautions upon leaving the realm and are able to fend off its dangers, your vacation may go smoothly and you'll have seen the most majestic realm in the Great Wheel!
The Void: The Vacuum of Eternal Oblivion
So . . . you wish to venture into the Void? Strange choice. It's definitely not my first pick for an adventure. The Void is . . . well, it's not a nice place to visit, to say the absolute least. I've never been a fan of the regular Shadowfell, it's already quite gloomy without the emptiness of Wildspace. Well, if you insist, I guess I can revisit the worst vacation I've ever taken. Just to warn you against traveling there, though.
The Void is dark. Really dark. There is no Sun, no stars to peer through the Astral, and none of the life and energy that is abundant in the Veil. If the Veil is a beautiful daydream, the Void is a living nightmare. The Veil enhances all emotions, including the bad ones, but the Void snuffs them all out and leaves only the melancholic doldrums of death. The necromantic undeath of the Shadowfell corrupts and twists everything alive that stays too long in the Void, including the stars, which it turns into impossibly black, inescapable singularities. While the Void is still inhabited by quite a diverse array of creatures, most of them are either dead, undead, or entirely alien to this reality. Eldritch abominations and undead monsters are more abundant in the Void than anywhere else in the Multiverse. So, if you enjoy being tortured and killed by unspeakable horrors from beyond dark stars, visit the Void. If you enjoy wonderful spacefaring vibrant adventures, visit the Veil!
Oh, and I haven't even mentioned the Sorrowsworn! Do you enjoy being hunted by the physical embodiments of the worst emotions you'll ever experience? Well, in the Void, you can do that while stuck on a small ship floating in a nightmarish hellscape where no one can hear you scream!
So . . . don't go to the Void if you can avoid it. For your own sakes, take my advice and leave that realm of terror and death to the goths and masochists.
Initial Attitude
To randomly determine the initial attitude of the creatures encountered, make the attitude roll called for in an encounter table entry, then refer to the appropriate line of the Initial Attitude table.
Initial Attitude
Attitude Roll Total
Initial Attitude
4 or lower
Hostile
5–8
Indifferent
9 or higher
Friendly
Veil Encounters
d100
Wildspace Encounter
Attitude Roll
01–03
1d4 quicklings, each mounted on 1 space horse (a sea horse with a flying speed of 120 feet that doesn't need to breathe)
1d6
04
1 world serpent (30 percent chance it is asleep) with 10d10 yuan-ti pureblood living on a village built atop it
1 asteroid-based mine inhabited by 4d12 brigganocks mining stardust
—
36–39
1 space hag (a sea hag that doesn't need to breathe air) riding on a red sled pulled by 2d6 elk with a flying speed of 40 feet that don't need to breathe air
1d6
40–44
1d6 + 3 screaming devilkin
1d4
45–48
3d4 space sirens (sirens with a flying speed of 30 feet that don't need to breathe air)
1d8
49–50
1 korred with 2 galeb duhr made of small asteroids
1d10
51–52
A shipwreck near a Veil Crossing that might still have treasure or creatures aboard it (choose a ship from chapter 2 of the Astral Adventurer’s Guide)
—
53–54
1 moonstone dragon (your choice of young, adult, or ancient)
1 spelljamming ship (roll on the Veil Ship Encounters table)
—
91-00
1 Domain of Delight (roll on the Stellar Domains of Delight table)
Domains of Delight
As a part of the Feywild, the Veil is filled with demiplanar islands controlled by stellar Archfey. The tables in the Domain of Delight product can be used to generate random fey demiplanes that can be encountered in the Veil. However, remember to reflavor any generated Domains of Delight to fit the starry realm of the Veil. Tying the fey and Archfey that inhabit these Domains of Delight to asteroids, comets, moon, stars, and auroras that fill this Wildspace system can enhance the majesty of these stellar demiplanes.
Example Stellar Domains of Delight
d6
Domain of Delight
Archfey
Inhabitants
Magical Effects
1
Ogygia, a tropical asteroid paradise
A beautiful, lonely nymph named Kalypso is imprisoned on the island for crimes long forgotten. Although she is the Archfey of Ogygia and can control its climate and position in the Veil, she cannot leave the island or move it into the Domain of another Archfey.
Living unseen servants that serve Kalypso, 50% chance a handsome male hero (elf or human) has been shipwrecked on Ogygia and is not being allowed to leave by Kalypso, who has fallen in love with the dashing hero
Entering the Domain of Delight causes Spelljamming Helms to cease to function. While time still passes for those on Ogygia, mortal visitors do not age. Visitors can only leave if Kalypso builds them a magic raft (a rowboat that can fly).
2
Aiaia, a wild jungle island
Kirki, a space hag of the Unseelie Court that's disguised as a beautiful enchantress that tries to get men to bathe in her cursed fountain
Wild male wereboars (any humanoid race) and female mages apprenticed to Kirki
A magical fountain in the center of the island that curses any that bathe in it with wereboar lycanthropy.
3
The Court Under The Stars, an untamed, heavenly forest of eternal twilight
Morwel, the Seelie Queen of the Celestial Eladrin, who has temporarily moved her domain from Arborea to the Veil
Eladrin of all 4 seasons, Morwel's suitors, blink dogs, visitors from Arborea and other celestial realms
All beasts and monstrosities that dwell in this realm are immediately under the effect of the awaken spell.
4
Ao'whetu, a tropical, volcanic archipelago
Ke Kowa, a human fisherman followed the stars through a Veil Crossing millennia ago and gradually turned into an Archfey for the starry realm he discovered.
Chwinga, human sailors on canoes and sailing ships that regularly pass through Veil Crossings between the Material Plane and Feywild
The bananas, pineapple, and coconut that grow in this realm grant the benefits of eating a goodberry when eaten.
5
Honah Lee, an asteroid made of moonrock
A permanently sleeping ancient moonstone dragon named Puff. Puff used to visit the Material Plane to play with a human boy named Jackie, but Jackie died centuries ago. Puff has fallen into a depressive coma in a cave on the asteroid and has not woken since.
The bare humanoid skeletons of people that wandered into this domain over the centuries and couldn't escape.
While Puff is asleep, no one can escape Honah Lee. This effect can only be ended by killing Puff or finding some way of waking him (possibly through the dream spell).
6
Iris, a prismatic comet that's tail leaves a rainbow behind it as it travels
Ileen, a Reigar painter that has chosen to make the brilliant sky of the Veil her canvas, controlling the comet as it travels quickly across the Veil
Okay, I updated the OP with the content I've made today (a table of 6 example domains of delight that can be found in the Veil and a random encounter table for the Void).
Hey, joining this a bit late. Just wondering if you ever thought about how travelling would work from the prime material to the veil/void. So if players take off with their ship from prime they eventually leave the wildspace system and are on the astral sea. Can they sail from from there to the Veil or did you think about some sort of planar travel needed as they would if crossing to a different plane?
Hey, joining this a bit late. Just wondering if you ever thought about how travelling would work from the prime material to the veil/void. So if players take off with their ship from prime they eventually leave the wildspace system and are on the astral sea. Can they sail from from there to the Veil or did you think about some sort of planar travel needed as they would if crossing to a different plane?
The Feywild and Shadowfell are mirror dimensions of the prime material, so the only way of getting to the Veil or Void from the prime would be to pass through a portal (such as a fey or shadow crossing). Certain types of spelljamming helms might grant access to a plane shift spell that affects the whole ship and everyone one on it, similar to the Nautiloid in Baldur's Gate 3, but limited to the Prime Material and Feywild or Shadowfell.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I originally had this idea when the Unearthed Arcana: Travelers of the Multiverse came out, but wanted to wait to see if the official Spelljammer did anything with this concept before homebrewing it. Now that I've skimmed through the books and haven't found any mention of this, I've decided to expand on my initial concept and post it here to see how the community feels about it. If enough people like it, I may turn it into a DMsGuild product and cover it more extensively. I present The Veil and The Void: Spelljamming in the Feywild and Shadowfell, by Blid Beren, spelljamming extraordinaire and multiversal tour guide.
The Veil and The Void: What Are They?
Welcome to Wildspace, brave adventurers! The realm of asteroids, planets, and stars! The dwelling place of strange creatures not of your world and interstellar highway to the stars! The sky's the limit for all of the possible worlds you can visit and people you can meet! In the vastness of space, wonders and secrets hide behind every space rock! But there is one wonderful, horrible secret that no one else will tell you of! Though Wildspace borders the Astral Sea, the realm of gods both dead and alive and the gateway to other worlds, Wildspace is still a part of the Material Plane, and thus, still bordered by The Feywild and the Shadowfell. And, not only is it still possible to cross into these planar realms while in Wildspace, but it is also possible to explore unique adventuring locations and meet strange creatures native to Wildspace while in the Feywild or Shadowfell.
These locations are known by unique names to the people of the D&D Multiverse; The Veil is where Wildspace and the Feywild overlap (occasionally called "The Feywildspace" by those that enjoy portmanteaus), and The Void is where Wildspace and the Shadowfell overlap.
The Veil: The Sky of Scintillating Stars
Ah, so you have chosen to take a vacation to the Veil? Magnificent choice! Perhaps the most beautiful realm within the entire Multiverse, the Veil is a place like no other. While Wildspace is already filled with a plethora of color and wildlife, the magic of the Feywild enhances the already wondrous realm that is Wildspace. The Veil is an ocean of endless color, filled with brilliant nebulas made of pixie dust, astral auroras that paint the sky (caused by the light of distant solar systems rainbow-shifting through the Astral Sea), and starry the Domains of Delight of space-dwelling Archfey. If the brilliant colors and diverse wildlife of Wildspace amazed you, you'll fall in love with the splendor of The Veil just as quickly as I did!
While The Veil is indeed pulchritudinous, it is more than filled with its share of adventuring hazards. The aloof Archfey, untamed wildlife, strange magical phenomena, hostile Spelljamming ships, and more can all be dangerous obstacles that prevent you from traversing this heavenly realm. And though the Veil's wonder is unrivaled by any other realm I have visited, I would urge caution before booking a vacation to visit. The time-warping nature of the Feywild combined with the time it takes to travel in the realm can cause . . . unexpected increases in the duration of your vacation for those close to you that didn't make the journey with you. And even if you are lucky enough to return from the Veil in your normal time stream, your memories of your visit may end up being, um, well . . . less than complete. But worry not! If you take the proper precautions upon leaving the realm and are able to fend off its dangers, your vacation may go smoothly and you'll have seen the most majestic realm in the Great Wheel!
The Void: The Vacuum of Eternal Oblivion
So . . . you wish to venture into the Void? Strange choice. It's definitely not my first pick for an adventure. The Void is . . . well, it's not a nice place to visit, to say the absolute least. I've never been a fan of the regular Shadowfell, it's already quite gloomy without the emptiness of Wildspace. Well, if you insist, I guess I can revisit the worst vacation I've ever taken. Just to warn you against traveling there, though.
The Void is dark. Really dark. There is no Sun, no stars to peer through the Astral, and none of the life and energy that is abundant in the Veil. If the Veil is a beautiful daydream, the Void is a living nightmare. The Veil enhances all emotions, including the bad ones, but the Void snuffs them all out and leaves only the melancholic doldrums of death. The necromantic undeath of the Shadowfell corrupts and twists everything alive that stays too long in the Void, including the stars, which it turns into impossibly black, inescapable singularities. While the Void is still inhabited by quite a diverse array of creatures, most of them are either dead, undead, or entirely alien to this reality. Eldritch abominations and undead monsters are more abundant in the Void than anywhere else in the Multiverse. So, if you enjoy being tortured and killed by unspeakable horrors from beyond dark stars, visit the Void. If you enjoy wonderful spacefaring vibrant adventures, visit the Veil!
Oh, and I haven't even mentioned the Sorrowsworn! Do you enjoy being hunted by the physical embodiments of the worst emotions you'll ever experience? Well, in the Void, you can do that while stuck on a small ship floating in a nightmarish hellscape where no one can hear you scream!
So . . . don't go to the Void if you can avoid it. For your own sakes, take my advice and leave that realm of terror and death to the goths and masochists.
Initial Attitude
To randomly determine the initial attitude of the creatures encountered, make the attitude roll called for in an encounter table entry, then refer to the appropriate line of the Initial Attitude table.
Initial Attitude
Veil Encounters
Domains of Delight
As a part of the Feywild, the Veil is filled with demiplanar islands controlled by stellar Archfey. The tables in the Domain of Delight product can be used to generate random fey demiplanes that can be encountered in the Veil. However, remember to reflavor any generated Domains of Delight to fit the starry realm of the Veil. Tying the fey and Archfey that inhabit these Domains of Delight to asteroids, comets, moon, stars, and auroras that fill this Wildspace system can enhance the majesty of these stellar demiplanes.
Example Stellar Domains of Delight
Void Encounters
(Yet to be finished.)
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I am afraid to ask. But is this based on Spelljammer ship combat getting overhauled or fixed?
I am not sure what my Spirit Animal is. But whatever that thing is, I am pretty sure it has rabies!
I'm not connected to Wizards of the Coast in any way, so, no. This is just a homebrew project of mine.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I updated the OP with the content I've made today (a table of 6 example domains of delight that can be found in the Veil and a random encounter table for the Void).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hey, joining this a bit late. Just wondering if you ever thought about how travelling would work from the prime material to the veil/void. So if players take off with their ship from prime they eventually leave the wildspace system and are on the astral sea. Can they sail from from there to the Veil or did you think about some sort of planar travel needed as they would if crossing to a different plane?
The Feywild and Shadowfell are mirror dimensions of the prime material, so the only way of getting to the Veil or Void from the prime would be to pass through a portal (such as a fey or shadow crossing). Certain types of spelljamming helms might grant access to a plane shift spell that affects the whole ship and everyone one on it, similar to the Nautiloid in Baldur's Gate 3, but limited to the Prime Material and Feywild or Shadowfell.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms