Just to say this before I am no expert on the Lore and makeup of the world. However when I read the point I'm about to make all I could think of was, "wow this means D&D could be (on a technical level) a thing."
According to the Lore of D&D (as well as Age of Sigmar and other RPG's) exists in a Multiverse of unknown size the Prime Material plane, that has smaller Planes existing inside it. Outside of the multiverse you come to the Far Realm which has great Cosmic monsters keeping everything trapped inside it. Nobody inside can see outside of it, and if anybody where to exist outside, they couldn't see inside it. Now to my point.
According to the sources accompanying this Wikipedia entry, there are great massive voids that exist in the vast expanse between galaxies. It clearly has large levels of mass, but because it is in the utter darkness between galaxies we can't see into it. It is fun to think that "What if" the area inbetween galaxies has civilizations existing as well as great "Cthulhu" type elder gods keeping them "enslaved". I mean you could even right into the fiction that the Kaorti in the d&d setting are actually us, and the far realm is just the universe outside there Voids/ Multi-verses.
Anyway that's all I got just wanted to put this down in a post, cause it was just fun to think about.
Yes. I have had ideas like this for a while. If the players handbook and DMG say that the material plane is one of many, then surely it can all fit in? This is also backed up by the idea that scientists have found places that could be inhabitable, but light years away. Also, the DMG says that you could make a 'crossing the streams' campaign, where this world and the DnD world mix. I wish it were true, and who knows!
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
(I thought maybe the individual worlds like Toril and Eberron could be planets orbiting distant stars hundreds of light years from Earth.)
Sorry I hate bumping old threads from a year ago but I felt this should be answered. In the Spelljammer setting the gnome traders and Mind flayer's go out into their version of Space, and there is oxygen to breath, so it couldn't be planets in another galaxy/solar system or what not. Hope you are able to read this.
(I thought maybe the individual worlds like Toril and Eberron could be planets orbiting distant stars hundreds of light years from Earth.)
Sorry I hate bumping old threads from a year ago but I felt this should be answered. In the Spelljammer setting the gnome traders and Mind flayer's go out into their version of Space, and there is oxygen to breath, so it couldn't be planets in another galaxy/solar system or what not. Hope you are able to read this.
The "standard" cosmology model is meant to be flexible for DMs to work in their own homebrew settings, should they wish, as alternate material planes that exist basically as parallel dimensions to the ones from officially published settings (Forgotten Realms, Greyhawk, Dragonlance, Eberron, etc). By that model all of those prime material planes exist basically "out of phase" with each other, overlapping with the Feywild, Shadowfell, and Ethereal Plane while "floating" in the interdimensional space of the Astral Sea which also contains/surrounds/connects to the outer planes (Celestia, The Abyss, Mechanus, etc) and the Elemental Chaos (which in previous editions was four seperate elemental planes with various demiplanes at their "overlap/border" regions, like steam between fire and water). Planar travel magic such as the plane shift and gate spells can allow direct travel between any of these myriad planes (per DM adjudication, of course). If you're using the Planescape system there's also the interdimensional hub city of Sigil, which includes various dimensional portals.
For "D&D in SPAAAAAAAAACEE" there is also the Spelljammer setting you might look into, as DustynB mentioned. It uses a different model (which isn't necessarily mutually exclusive with the other if you really don't want it to be) that is basically actual space travel to get between different Prime Material Planes (ie, the different official settings and whatever homebrew worlds the DM wishes to include). The way the Spelljammer model works is that each Prime Material plane exists as its own actual solar system that is contained within an enormous snow globe style energy bubble called a crystal sphere. Navigation between planets and other celestial bodies (moons, asteroids, space stations, floating shanty towns, etc) within a crystal sphere is possible by use of the eponymous spelljammers, which are literally magical spaceships that are often (though not all) functionally just ocean going ships that are driven by a special magic engine that makes them fly through space. The magic of the ships also creates a bubble of breathable air that lasts for a certain period and can be refreshed by dipping into a larger and more permanent atmosphere. Each crystal sphere "floats" within the Phlogiston, which is basically three dimensional interstellar space but also filled with flammable gas that has it's own tides and currents that can be navigated by spelljammers after they leave a crystal sphere by gates along their edges. There is no official Spelljammer setting/system for Fifth Edition currently, but there is plenty of lore that can be accessed freely online via various wikis and such. Additionally a few bits of the Spalljammer lore have been sprinkled into other relatively recent publications, UA releases, etc.
If you're looking to work "lost worlds" or such into the inky blackness of the infinite void and still have them exist in the same multiverse/meta-setting as other settings, you could just have them be isolated, uncharted crystal spheres floating in the phlogiston that haven't been discovered by spelljammers. Or, with the non-spaceship version, simply other "parallel dimension" that has shifte further out of phase and is as such unreachable by normal planar travel magic, astral portals, etc.
Ultimately it's all up to you (or your DM) how the larger metaverse of your game works, both mechanically and lorewise. I'm quite certain the main draw of Spelljammer, at least many (including myself), is to have fantasy elves, orcs, etc flying around in spacegoing versions of Peter Pan style flying pirate ships because that's just awesome, but if you want to use the existing lore as a foundation for some deep space Lovecraftian eldritch horror, by all means go ahead.
The "standard" cosmology model is meant to be flexible for DMs to work in their own homebrew settings, should they wish, as alternate material planes that exist basically as parallel dimensions to the ones from officially published settings (Forgotten Realms, Greyhawk, Dragonlance, Eberron, etc). By that model all of those prime material planes exist basically "out of phase" with each other, overlapping with the Feywild, Shadowfell, and Ethereal Plane while "floating" in the interdimensional space of the Astral Sea which also contains/surrounds/connects to the outer planes (Celestia, The Abyss, Mechanus, etc) and the Elemental Chaos (which in previous editions was four seperate elemental planes with various demiplanes at their "overlap/border" regions, like steam between fire and water). Planar travel magic such as the plane shift and gate spells can allow direct travel between any of these myriad planes (per DM adjudication, of course). If you're using the Planescape system there's also the interdimensional hub city of Sigil, which includes various dimensional portals.
For "D&D in SPAAAAAAAAACEE" there is also the Spelljammer setting you might look into, as DustynB mentioned. It uses a different model (which isn't necessarily mutually exclusive with the other if you really don't want it to be) that is basically actual space travel to get between different Prime Material Planes (ie, the different official settings and whatever homebrew worlds the DM wishes to include). The way the Spelljammer model works is that each Prime Material plane exists as its own actual solar system that is contained within an enormous snow globe style energy bubble called a crystal sphere. Navigation between planets and other celestial bodies (moons, asteroids, space stations, floating shanty towns, etc) within a crystal sphere is possible by use of the eponymous spelljammers, which are literally magical spaceships that are often (though not all) functionally just ocean going ships that are driven by a special magic engine that makes them fly through space. The magic of the ships also creates a bubble of breathable air that lasts for a certain period and can be refreshed by dipping into a larger and more permanent atmosphere. Each crystal sphere "floats" within the Phlogiston, which is basically three dimensional interstellar space but also filled with flammable gas that has it's own tides and currents that can be navigated by spelljammers after they leave a crystal sphere by gates along their edges. There is no official Spelljammer setting/system for Fifth Edition currently, but there is plenty of lore that can be accessed freely online via various wikis and such. Additionally a few bits of the Spalljammer lore have been sprinkled into other relatively recent publications, UA releases, etc.
If you're looking to work "lost worlds" or such into the inky blackness of the infinite void and still have them exist in the same multiverse/meta-setting as other settings, you could just have them be isolated, uncharted crystal spheres floating in the phlogiston that haven't been discovered by spelljammers. Or, with the non-spaceship version, simply other "parallel dimension" that has shifte further out of phase and is as such unreachable by normal planar travel magic, astral portals, etc.
Ultimately it's all up to you (or your DM) how the larger metaverse of your game works, both mechanically and lorewise. I'm quite certain the main draw of Spelljammer, at least many (including myself), is to have fantasy elves, orcs, etc flying around in spacegoing versions of Peter Pan style flying pirate ships because that's just awesome, but if you want to use the existing lore as a foundation for some deep space Lovecraftian eldritch horror, by all means go ahead.
I think they got rid of the Elemental Chaos in 5e and replaced it with the classic four Elemental Planes (and para- and quasi-planes).
It’s pretty physics heavy, but the main point relevant to this discussion is that the ‘fuel’ behind the Big Bang and the creation of the universe wasn’t likely to be used up by our one Big Bang- there could have been more. So that means that there could very well be other universes beyond our own. One of those other universes could be the worlds of dnd.
Off topic, but the ideas in the video about dark energy and the expansion of the universe are very cool.
Just to say this before I am no expert on the Lore and makeup of the world. However when I read the point I'm about to make all I could think of was, "wow this means D&D could be (on a technical level) a thing."
According to the Lore of D&D (as well as Age of Sigmar and other RPG's) exists in a Multiverse of unknown size the Prime Material plane, that has smaller Planes existing inside it. Outside of the multiverse you come to the Far Realm which has great Cosmic monsters keeping everything trapped inside it. Nobody inside can see outside of it, and if anybody where to exist outside, they couldn't see inside it. Now to my point.
https://en.wikipedia.org/wiki/Void_(astronomy)
According to the sources accompanying this Wikipedia entry, there are great massive voids that exist in the vast expanse between galaxies. It clearly has large levels of mass, but because it is in the utter darkness between galaxies we can't see into it. It is fun to think that "What if" the area inbetween galaxies has civilizations existing as well as great "Cthulhu" type elder gods keeping them "enslaved". I mean you could even right into the fiction that the Kaorti in the d&d setting are actually us, and the far realm is just the universe outside there Voids/ Multi-verses.
Anyway that's all I got just wanted to put this down in a post, cause it was just fun to think about.
Yes. I have had ideas like this for a while. If the players handbook and DMG say that the material plane is one of many, then surely it can all fit in? This is also backed up by the idea that scientists have found places that could be inhabitable, but light years away. Also, the DMG says that you could make a 'crossing the streams' campaign, where this world and the DnD world mix. I wish it were true, and who knows!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I thought maybe the individual worlds like Toril and Eberron could be planets orbiting distant stars hundreds of light years from Earth.
(I thought maybe the individual worlds like Toril and Eberron could be planets orbiting distant stars hundreds of light years from Earth.)
Sorry I hate bumping old threads from a year ago but I felt this should be answered. In the Spelljammer setting the gnome traders and Mind flayer's go out into their version of Space, and there is oxygen to breath, so it couldn't be planets in another galaxy/solar system or what not. Hope you are able to read this.
Thanks for answering.
The "standard" cosmology model is meant to be flexible for DMs to work in their own homebrew settings, should they wish, as alternate material planes that exist basically as parallel dimensions to the ones from officially published settings (Forgotten Realms, Greyhawk, Dragonlance, Eberron, etc). By that model all of those prime material planes exist basically "out of phase" with each other, overlapping with the Feywild, Shadowfell, and Ethereal Plane while "floating" in the interdimensional space of the Astral Sea which also contains/surrounds/connects to the outer planes (Celestia, The Abyss, Mechanus, etc) and the Elemental Chaos (which in previous editions was four seperate elemental planes with various demiplanes at their "overlap/border" regions, like steam between fire and water). Planar travel magic such as the plane shift and gate spells can allow direct travel between any of these myriad planes (per DM adjudication, of course). If you're using the Planescape system there's also the interdimensional hub city of Sigil, which includes various dimensional portals.
For "D&D in SPAAAAAAAAACEE" there is also the Spelljammer setting you might look into, as DustynB mentioned. It uses a different model (which isn't necessarily mutually exclusive with the other if you really don't want it to be) that is basically actual space travel to get between different Prime Material Planes (ie, the different official settings and whatever homebrew worlds the DM wishes to include). The way the Spelljammer model works is that each Prime Material plane exists as its own actual solar system that is contained within an enormous snow globe style energy bubble called a crystal sphere. Navigation between planets and other celestial bodies (moons, asteroids, space stations, floating shanty towns, etc) within a crystal sphere is possible by use of the eponymous spelljammers, which are literally magical spaceships that are often (though not all) functionally just ocean going ships that are driven by a special magic engine that makes them fly through space. The magic of the ships also creates a bubble of breathable air that lasts for a certain period and can be refreshed by dipping into a larger and more permanent atmosphere. Each crystal sphere "floats" within the Phlogiston, which is basically three dimensional interstellar space but also filled with flammable gas that has it's own tides and currents that can be navigated by spelljammers after they leave a crystal sphere by gates along their edges. There is no official Spelljammer setting/system for Fifth Edition currently, but there is plenty of lore that can be accessed freely online via various wikis and such. Additionally a few bits of the Spalljammer lore have been sprinkled into other relatively recent publications, UA releases, etc.
If you're looking to work "lost worlds" or such into the inky blackness of the infinite void and still have them exist in the same multiverse/meta-setting as other settings, you could just have them be isolated, uncharted crystal spheres floating in the phlogiston that haven't been discovered by spelljammers. Or, with the non-spaceship version, simply other "parallel dimension" that has shifte further out of phase and is as such unreachable by normal planar travel magic, astral portals, etc.
Ultimately it's all up to you (or your DM) how the larger metaverse of your game works, both mechanically and lorewise. I'm quite certain the main draw of Spelljammer, at least many (including myself), is to have fantasy elves, orcs, etc flying around in spacegoing versions of Peter Pan style flying pirate ships because that's just awesome, but if you want to use the existing lore as a foundation for some deep space Lovecraftian eldritch horror, by all means go ahead.
I think they got rid of the Elemental Chaos in 5e and replaced it with the classic four Elemental Planes (and para- and quasi-planes).
On a similar note, here’s a really interesting Ted talk:
https://www.ted.com/talks/brian_greene_is_our_universe_the_only_universe
It’s pretty physics heavy, but the main point relevant to this discussion is that the ‘fuel’ behind the Big Bang and the creation of the universe wasn’t likely to be used up by our one Big Bang- there could have been more. So that means that there could very well be other universes beyond our own. One of those other universes could be the worlds of dnd.
Off topic, but the ideas in the video about dark energy and the expansion of the universe are very cool.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep