What even is "astronomy" in D&D? I have to ask because the Sage background lists "astronomer" as one of its specializations and I'm curious about what they would study. In real life, Astronomy began with the study of the night sky, as well as with metaphysical postulation (including the theorization of anastral plane) that was eventually debunked with the invention of the telescope. Depending on your campaign setting the telescope may or may not have been invented, but what is certain is that the Astral plane is a literal place you can visit via magic. This raises a couple of questions:
1. What do people in the worlds of D&D see when they look up at the night sky? Is it the Astral plane, or simply the suns of other worlds in the Material plane?
2. Would an "astronomer" study the night sky, the Astral plane, or both? Is the distinction meaningless, or is it so great that it would demand an entire separate field of study?
Technically the "stars" are portals opening in the crystal spheres for passage into the phlogiston. So I would probably equate astronomy to knowing about the openings, the phlogiston, and the existence of the other spheres. You could maybe add in some knowledge of transport, what beings exist in the phlogiston, and how to navigate between spheres. The astral plane is something else entirely that would have nothing to do with astronomy.
This is really a question about setting. The answer would be different depending on whether your setting belongs to a Great Wheel cosmology like Planescape settings, or a crystal spheres cosmology like Spelljammer settings, or a homebrew setting and cosmology.
My cosmology, as far as space goes, is structured much like our universe, with a multitude of suns and planets that could in principle be reached by physical means. But my interpretation of this is that space is its own plane: essentially the plane of air (in my setting there is no vacuum, and all space is permeated with air). Even the other sides of the surface of my planet are regarded as different planes where the laws of physics may be a bit funny.
This is reminiscent of early attempts at science like those of Aristotle and Ptolemy. There were wild ideas like that the southern hemisphere was peopled by strange one-footed creatures.
The astral plane, I don't believe in current D&D provided cosmology, if it ever was, is related to stellar bodies. If you check how the astral plane is described in the DMG or spells that make use of it, it's more akin in RL esoteric metaphysical history to something like Dreamtime. Celestial entities, specifically Angels, in the present edition have ranks that resonate with stellar bodies (solar, planatar) Always thought that was interesting.
There's a pretty well thought relationship between Spelljammer as an analog for "what's in the sky" that stands in for what's accounted for IRL astronomy. Spelljammer is alluded to in 5e but hasn't received an official treatment. It's also not the only way to address the sky in D&D lore. In the Dragonlance setting, I don't know how mechanically deep it went but the world of Krynn's arcane magic was governed by three moons (roughly: a silver/white one for good magic a red one for neutral magic and a black or dark moon not visible to the unlearned observer governing evil). In that world also constellations representing figures of Krynn's pantheon disappeared as avatars of the respective gods walked the world.
Stars are a thematic element in my own game. The stars closest to the world, arguably protecting it or having an interest in it, are conduits of a sort of the celestial planes. In the worlds folk faiths, stars are seen as a sign of hope. There's no hope in the Hells, and no stars can be seen (barring a major campaign event). Of course those stars are the stars closest to the game world and are instrumental in sustaining the game world. Beings more acquainted with the stars, dragons and celestials mostly, warn players that while the closest star stuff does have great and positive investment in the world, there are other lights in the sky with colder and more horrific and terrifying designs (Far Realm). Of course the forces nurtured by the "good stars" also have terrifying elements ... the general cosmology of the game world acknowledges humanoid souls are important to something greater than the prime material plane, that greater thing is "bigger" than the affairs of humanoid and whatever the characters do is a small part in a practically infinitely larger dynamic.
I've toyed with a more defined astrology for the game, but just don't have the time and the players appreciate the lore/story influence but I don't think anyone wants to lay over a tedious paths of our stars mechanic into our game. Though I'm sure someone out there may have done something like that.
What even is "astronomy" in D&D? I have to ask because the Sage background lists "astronomer" as one of its specializations and I'm curious about what they would study. In real life, Astronomy began with the study of the night sky, as well as with metaphysical postulation (including the theorization of an astral plane) that was eventually debunked with the invention of the telescope. Depending on your campaign setting the telescope may or may not have been invented, but what is certain is that the Astral plane is a literal place you can visit via magic. This raises a couple of questions:
1. What do people in the worlds of D&D see when they look up at the night sky? Is it the Astral plane, or simply the suns of other worlds in the Material plane?
2. Would an "astronomer" study the night sky, the Astral plane, or both? Is the distinction meaningless, or is it so great that it would demand an entire separate field of study?
Technically the "stars" are portals opening in the crystal spheres for passage into the phlogiston. So I would probably equate astronomy to knowing about the openings, the phlogiston, and the existence of the other spheres. You could maybe add in some knowledge of transport, what beings exist in the phlogiston, and how to navigate between spheres. The astral plane is something else entirely that would have nothing to do with astronomy.
This is really a question about setting. The answer would be different depending on whether your setting belongs to a Great Wheel cosmology like Planescape settings, or a crystal spheres cosmology like Spelljammer settings, or a homebrew setting and cosmology.
My cosmology, as far as space goes, is structured much like our universe, with a multitude of suns and planets that could in principle be reached by physical means. But my interpretation of this is that space is its own plane: essentially the plane of air (in my setting there is no vacuum, and all space is permeated with air). Even the other sides of the surface of my planet are regarded as different planes where the laws of physics may be a bit funny.
This is reminiscent of early attempts at science like those of Aristotle and Ptolemy. There were wild ideas like that the southern hemisphere was peopled by strange one-footed creatures.
The astral plane, I don't believe in current D&D provided cosmology, if it ever was, is related to stellar bodies. If you check how the astral plane is described in the DMG or spells that make use of it, it's more akin in RL esoteric metaphysical history to something like Dreamtime. Celestial entities, specifically Angels, in the present edition have ranks that resonate with stellar bodies (solar, planatar) Always thought that was interesting.
There's a pretty well thought relationship between Spelljammer as an analog for "what's in the sky" that stands in for what's accounted for IRL astronomy. Spelljammer is alluded to in 5e but hasn't received an official treatment. It's also not the only way to address the sky in D&D lore. In the Dragonlance setting, I don't know how mechanically deep it went but the world of Krynn's arcane magic was governed by three moons (roughly: a silver/white one for good magic a red one for neutral magic and a black or dark moon not visible to the unlearned observer governing evil). In that world also constellations representing figures of Krynn's pantheon disappeared as avatars of the respective gods walked the world.
Stars are a thematic element in my own game. The stars closest to the world, arguably protecting it or having an interest in it, are conduits of a sort of the celestial planes. In the worlds folk faiths, stars are seen as a sign of hope. There's no hope in the Hells, and no stars can be seen (barring a major campaign event). Of course those stars are the stars closest to the game world and are instrumental in sustaining the game world. Beings more acquainted with the stars, dragons and celestials mostly, warn players that while the closest star stuff does have great and positive investment in the world, there are other lights in the sky with colder and more horrific and terrifying designs (Far Realm). Of course the forces nurtured by the "good stars" also have terrifying elements ... the general cosmology of the game world acknowledges humanoid souls are important to something greater than the prime material plane, that greater thing is "bigger" than the affairs of humanoid and whatever the characters do is a small part in a practically infinitely larger dynamic.
I've toyed with a more defined astrology for the game, but just don't have the time and the players appreciate the lore/story influence but I don't think anyone wants to lay over a tedious paths of our stars mechanic into our game. Though I'm sure someone out there may have done something like that.
Jander Sunstar is the thinking person's Drizzt, fight me.