So let's say I'm in a spell jammer adventure, and there's a fight on the boat. Let's say we're being invaded by some devils and Kenders. I cast banishment on a devil. Where does he go? The spell says he is sent back to his native plane, does he go to the version of the hells? Or does my spell send him to a harmless demiplane because we are too far away from the devil's home universe for my spell to reach? I guess maybe my real question is: does each crystal sphere have its own planar system, or do they all have the same?
Now let's say I cast banishment on a Kender. Do they get sent back to Krynn? That's the world they are native to, after all.
Also is there a difference between the Astral Sea and Wildspace?
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You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
So, we have the inner planes (the material plane with all mortal worlds, the feywild, the shadowfell, the elemental planes) and the outer planes (the great wheel with the 16 realms related to the D&D alignements, plus the outlands in between).
Especially with regards to Spelljammer, D&D assumes, that all worlds on the material plane share all of the other planes of existence.
The inner planes are then all surrounded and connected by the ethereal plane, while all planes are surrounded by the astral sea.
So, yes a banished devil will be send to the Nine Hells. More open to interpretation is the question of a Kender. A Kender native to Krynn has the material plane as its plane of origin. This means, as banishment is not specific, the Kender would be send to the material plane, theoretically anywhere on the material plane (Krynn, Toril, Athas, whatever). Maybe banishment is targeted to the specific planet, but that is up for debate.
As for 5e, it is not completely clear how new spelljammer will work. Generally, wildspace should be the void near the material worlds, opening up to the vast endless astral sea.
You can only Banish a native creature from another plane of existence. A devil on the Prime is extraplanual(native to Hell, but on the Prime). You banish them they go to Hell.
The Spelljammer Universe IS the Prime. All of it.
A kender, like humans, elves, orcs, dowhar, ect. are all native to the Prime. They can only be banished on another plane, back to the Prime.
We know from the 5e Spelljammer setting that the astral plane comprises two aspects, the "wildspace" and the "astral sea".
The "wildspace" seems a shallow astral plane, that corresponds to closely to the outer space of the material plane, thus that allows faster-than-light travel for planet hopping. This FTL requires magic to enter, distinguishing the astral wildspace from the material space.
The "astral sea" seems a deep astral plane, the realm of thoughts, that allows planar hopping, including the Good celestial planes within the astral sea.
In reference to the “Astral Sea”, this is another term for the Astral Plane. “Wild space” is much more ambiguous. It could mean the space within the crystal sphere itself, rather like the wild frontier. Or, if your crew has been traveling / adventuring within the sphere regularly, wild space could mean the Phlogiston, which is much more dangerous and “wild” than the space inside the sphere….well….depending on the sphere I suppose.
I agree with the other statements about the devils banishment, as all of the prime material has access to other planes. The only tricky part is the Phlo. (Phlogiston). Some consider it its own plane, though the general idea is, it is still PM.
Regarding the Kender. This one is more a DM specific thing for your group, and depends on how technical you want to get about it. Narrow is: it would send them to Krynn. Liberal: would send them to the nearest, life bearing planet inside a sphere, or the nearest life bearing planet in the nearest sphere, if you are in the Phlo. Again, up to your DM or the group, depending how you play.
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Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
Generally, from what I read about the upcoming 5e Spelljammer setting, there are no crystal spheres and no phlogiston anymore.
So, we have the astral plane and the material plane and something in between, which will probably be called wildspace.
Salutations Voras,
Yeah, they aren’t great with the trickle of information so far. That being said, without the Spheres and the Phlo to separate them, they would pretty much need to rewrite the Manual of the Planes, and how the Prime Material works in regards to other worlds and the relation to each other in space.
I mean, yes, you can use the (now called) Astral Sea to get to far away places, however, Toril and Oerth have HUGE differences in spatial mechanics. Not only that but where are they in regards to each other in the universe….something has to separate them on the Prime. They both have their own solar systems….cant have two suns close to each other…so….what is the separation? What are stars for that matter? In each sphere they are different, so…no spheres….then what are they?
Getting rid of those two things, spheres and the Phlo would mean a HUGE and majorly detailed rewrite of spatial mechanics for ALL the game worlds currently in DnD.
Based on what Ive seen so far, especially with the last few releases, I really don’t see them as capable of something this ambitious or labor intensive.
Lately, in my opinion, it’s been a lot of copy-paste fluff and “phoned in” work, mixed with a way to string folks along for the additional supplements, adding what should have been in the first place. Gonna stop there before the rant gets started.
Not sure what they are actually going to do with it, but what I do know is; If I don’t like their version, I’ll run the old version with new stats and be happy.
Rollback Post to RevisionRollBack
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
My guess would be, that every former crystal sphere is now just a solar system floating within the astral sea that has its own wildspace bubble. Very similar to crystal spheres, but less rigid.
The one major change this would bring, is that spalljammer ships can now travel the astral plane, and thus reach all the inner and outer planes. That is wild.
Furthermore, if the astral sea really equals the astral plane, this would mean 1) no aging, 2) creatures can fly with their INT stat.
My guess would be, that every former crystal sphere is now just a solar system floating within the astral sea that has its own wildspace bubble. Very similar to crystal spheres, but less rigid.
The one major change this would bring, is that spalljammer ships can now travel the astral plane, and thus reach all the inner and outer planes. That is wild.
Furthermore, if the astral sea really equals the astral plane, this would mean 1) no aging, 2) creatures can fly with their INT stat.
True, regarding aging etc, but access to ALL the inner and outer planes……? I would think the deities themselves would have put the smack down on the the Arcane for creating a device allowing one to simply sail to, say, Valhalla. One doesn’t simply sail into the 9th plane of hell either, so….
Granted, seems like something cheesy they would do, but access to ALL the planes so easily…..personally I wouldn’t allow that in my campaigns. That’s epic level journeys and spelljamming, while amazingly cool, isn’t on that level exactly.
One thing they did with 5E, that was annoying to folks like me who play with the Spheres and the Phlo, is add Eberron and Ravnica with no mention of their relationship to the other worlds in the cosmos. They were created, it seems, to be stand alone world, outside and not related to, any other worlds or older systems.
In mine, yeah, I just slapped them into a sphere, dropped them in the. Phlo in spheres 2 and 3 times larger than any others and left it at that. Haven’t had to flesh it out to much yet, but with the Spelljammer book coming, been sketching notes.
Good Points though. Thanks for some ideas.
Rollback Post to RevisionRollBack
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
True, regarding aging etc, but access to ALL the inner and outer planes……? I would think the deities themselves would have put the smack down on the the Arcane for creating a device allowing one to simply sail to, say, Valhalla. One doesn’t simply sail into the 9th plane of hell either, so….
Granted, seems like something cheesy they would do, but access to ALL the planes so easily…..personally I wouldn’t allow that in my campaigns. That’s epic level journeys and spelljamming, while amazingly cool, isn’t on that level exactly.
I for myself wouldn't imagine travelling to any plane to be just easy. I mean theoretically you can use the river Styx to reach a lot of places in the Great Wheel, but the river banks are guarded and watched. I would do the same approach for the astral sea and the outer planes. You can reach any plane, but entrance is either granted through portals that are guarded or you can only access the outer fringes of each plane and then you have to get to the points of interrest, where maybe some of the denizens of said plane have a word or two.
What did the original Spelljammer say about deities? Were they confined to crystal spheres? Or did they just choose a world to focus their attention on? Or is it assumed all worlds have the same deities?
Rollback Post to RevisionRollBack
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Mostly, worlds had different dieties with some overlaps. Generally, the dieties reside in most cases in the outer planes (with respect to their alignement) and have power in their respective spheres of influence.
But, as I said, they are more or less all existing in parallel.
I think in some cases, dieties have different names on different worlds, but are the same in the end.
What did the original Spelljammer say about deities? Were they confined to crystal spheres? Or did they just choose a world to focus their attention on? Or is it assumed all worlds have the same deities?
Salutations,
Not much as I recall. Spelljammer modules weren’t about deities or new ones, well, except Ptah. Spelljammer wasnt rewriting any part of D&D, it was simply adding to the worlds already existing and creating a way to bridge them.
The pantheons and etc typically only have influence where they have worshipers, hence some priest spells don’t work if you are outside of your home sphere, unless you use the contact other plane spell. The further away from a deities realm of influence, the less you have access to their powers.
You can add the mechanics of “why” into your campaign however you would like. Typically, the deities who have influence in a particular plane don’t like “interlopers” coming in and diminishing their followings. Nor, I would imagine, would they appreciate a new diety just popping into their pantheon without invitation. They can be a bit jealous at times.
Rollback Post to RevisionRollBack
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
If anyone has any more specific questions, I have all the original spelljammer modules, books and comics.
It may take a bit to get back to you, but I’d be happy to do some research. Currently, I’m in the middle of the Pacific, away from my PC and busy, but I’ll do my best to respond as I can.
See ya ‘round the ‘verse.
Rollback Post to RevisionRollBack
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
TLDR; D&D in space. If you've ever seen Disney's Treasure Planet you have a good idea of what the upcoming setting is like.
Rollback Post to RevisionRollBack
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Spelljammer is the fantasy space setting for D&D to oversimplify things.
The reference to the Treasure Planet movie is good, but Spelljammer was never quite that….pretty. Also, the sails in spelljammer werent that functional.
It was a full line of books, comics, modules and boxed sets detailing the Crystal Spheres, where each realm resides, and details of the phlogiston, the rivers of volatile material in between the spheres, and the mechanics of traveling in these areas.
It set up new “dungeons” in space, new places to visit, several new races and, of course, several new things to kill you.
Salutations again, I have some questions regarding the Astral Sea. From Previous editions, the only 2 ways to access the Astral Plane, now called Sea, was a color pool or portal and the astral projection spell with the silver cord. Is this still true in 5E or is it now simply a thing you can sail into with a Spelljammer ship?
From Previous editions, when in the Astral, gravity and speed and direction of travel are all individually chosen and specific to each individual. So, how would one get a galleon with a crew of say 60, to all think alike, and thus remain with or on the ship?
Anyone know where this information is in any of the 5E books or are we waiting for Spelljammer to be released and see just how much they have rewritten it?
Thanks for any assistance.
X
Rollback Post to RevisionRollBack
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
The basics for the astral plane are in the DMG. Including the rules that you do not age, do not need food and water, and can fly wirh a speed if 3xINT.
Color pools are still a thing, and astral projection also still exists. The silver cord is also there, if your body stays out of the astral plane and only your astral self enters the plane. If you are fully entering the astral plane, there is no silver cord.
What is a bit new, what I could gather from interviews with the game devs, is that when you leave a planet by spelljammer ship, you enter wildspace, which is airless space full of stuff and creatures, being a bit like the former crystal spheres. From there, it is a gradual transition into the astral sea. So, all the former crystal spheres are now something like solar systems floating in the astral sea in a wildspace bubble.
I guess, as long as a creature is not willingly flying, it can just float with whatever object it is on, be it ship or the body of a dead god floating in the astral sea.
So let's say I'm in a spell jammer adventure, and there's a fight on the boat. Let's say we're being invaded by some devils and Kenders. I cast banishment on a devil. Where does he go? The spell says he is sent back to his native plane, does he go to the version of the hells? Or does my spell send him to a harmless demiplane because we are too far away from the devil's home universe for my spell to reach? I guess maybe my real question is: does each crystal sphere have its own planar system, or do they all have the same?
Now let's say I cast banishment on a Kender. Do they get sent back to Krynn? That's the world they are native to, after all.
Also is there a difference between the Astral Sea and Wildspace?
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
I presume, we are talking basic D&D lore.
So, we have the inner planes (the material plane with all mortal worlds, the feywild, the shadowfell, the elemental planes) and the outer planes (the great wheel with the 16 realms related to the D&D alignements, plus the outlands in between).
Especially with regards to Spelljammer, D&D assumes, that all worlds on the material plane share all of the other planes of existence.
The inner planes are then all surrounded and connected by the ethereal plane, while all planes are surrounded by the astral sea.
So, yes a banished devil will be send to the Nine Hells. More open to interpretation is the question of a Kender. A Kender native to Krynn has the material plane as its plane of origin. This means, as banishment is not specific, the Kender would be send to the material plane, theoretically anywhere on the material plane (Krynn, Toril, Athas, whatever). Maybe banishment is targeted to the specific planet, but that is up for debate.
As for 5e, it is not completely clear how new spelljammer will work. Generally, wildspace should be the void near the material worlds, opening up to the vast endless astral sea.
Lorewise:
You can only Banish a native creature from another plane of existence. A devil on the Prime is extraplanual(native to Hell, but on the Prime). You banish them they go to Hell.
The Spelljammer Universe IS the Prime. All of it.
A kender, like humans, elves, orcs, dowhar, ect. are all native to the Prime. They can only be banished on another plane, back to the Prime.
We know from the 5e Spelljammer setting that the astral plane comprises two aspects, the "wildspace" and the "astral sea".
The "wildspace" seems a shallow astral plane, that corresponds to closely to the outer space of the material plane, thus that allows faster-than-light travel for planet hopping. This FTL requires magic to enter, distinguishing the astral wildspace from the material space.
The "astral sea" seems a deep astral plane, the realm of thoughts, that allows planar hopping, including the Good celestial planes within the astral sea.
In reference to the “Astral Sea”, this is another term for the Astral Plane. “Wild space” is much more ambiguous. It could mean the space within the crystal sphere itself, rather like the wild frontier. Or, if your crew has been traveling / adventuring within the sphere regularly, wild space could mean the Phlogiston, which is much more dangerous and “wild” than the space inside the sphere….well….depending on the sphere I suppose.
I agree with the other statements about the devils banishment, as all of the prime material has access to other planes. The only tricky part is the Phlo. (Phlogiston). Some consider it its own plane, though the general idea is, it is still PM.
Regarding the Kender. This one is more a DM specific thing for your group, and depends on how technical you want to get about it. Narrow is: it would send them to Krynn. Liberal: would send them to the nearest, life bearing planet inside a sphere, or the nearest life bearing planet in the nearest sphere, if you are in the Phlo. Again, up to your DM or the group, depending how you play.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
Generally, from what I read about the upcoming 5e Spelljammer setting, there are no crystal spheres and no phlogiston anymore.
So, we have the astral plane and the material plane and something in between, which will probably be called wildspace.
Salutations Voras,
Yeah, they aren’t great with the trickle of information so far. That being said, without the Spheres and the Phlo to separate them, they would pretty much need to rewrite the Manual of the Planes, and how the Prime Material works in regards to other worlds and the relation to each other in space.
I mean, yes, you can use the (now called) Astral Sea to get to far away places, however, Toril and Oerth have HUGE differences in spatial mechanics. Not only that but where are they in regards to each other in the universe….something has to separate them on the Prime. They both have their own solar systems….cant have two suns close to each other…so….what is the separation? What are stars for that matter? In each sphere they are different, so…no spheres….then what are they?
Getting rid of those two things, spheres and the Phlo would mean a HUGE and majorly detailed rewrite of spatial mechanics for ALL the game worlds currently in DnD.
Based on what Ive seen so far, especially with the last few releases, I really don’t see them as capable of something this ambitious or labor intensive.
Lately, in my opinion, it’s been a lot of copy-paste fluff and “phoned in” work, mixed with a way to string folks along for the additional supplements, adding what should have been in the first place. Gonna stop there before the rant gets started.
Not sure what they are actually going to do with it, but what I do know is; If I don’t like their version, I’ll run the old version with new stats and be happy.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
My guess would be, that every former crystal sphere is now just a solar system floating within the astral sea that has its own wildspace bubble. Very similar to crystal spheres, but less rigid.
The one major change this would bring, is that spalljammer ships can now travel the astral plane, and thus reach all the inner and outer planes. That is wild.
Furthermore, if the astral sea really equals the astral plane, this would mean 1) no aging, 2) creatures can fly with their INT stat.
True, regarding aging etc, but access to ALL the inner and outer planes……? I would think the deities themselves would have put the smack down on the the Arcane for creating a device allowing one to simply sail to, say, Valhalla. One doesn’t simply sail into the 9th plane of hell either, so….
Granted, seems like something cheesy they would do, but access to ALL the planes so easily…..personally I wouldn’t allow that in my campaigns. That’s epic level journeys and spelljamming, while amazingly cool, isn’t on that level exactly.
One thing they did with 5E, that was annoying to folks like me who play with the Spheres and the Phlo, is add Eberron and Ravnica with no mention of their relationship to the other worlds in the cosmos. They were created, it seems, to be stand alone world, outside and not related to, any other worlds or older systems.
In mine, yeah, I just slapped them into a sphere, dropped them in the. Phlo in spheres 2 and 3 times larger than any others and left it at that. Haven’t had to flesh it out to much yet, but with the Spelljammer book coming, been sketching notes.
Good Points though. Thanks for some ideas.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
I for myself wouldn't imagine travelling to any plane to be just easy. I mean theoretically you can use the river Styx to reach a lot of places in the Great Wheel, but the river banks are guarded and watched. I would do the same approach for the astral sea and the outer planes. You can reach any plane, but entrance is either granted through portals that are guarded or you can only access the outer fringes of each plane and then you have to get to the points of interrest, where maybe some of the denizens of said plane have a word or two.
What did the original Spelljammer say about deities? Were they confined to crystal spheres? Or did they just choose a world to focus their attention on? Or is it assumed all worlds have the same deities?
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Mostly, worlds had different dieties with some overlaps. Generally, the dieties reside in most cases in the outer planes (with respect to their alignement) and have power in their respective spheres of influence.
But, as I said, they are more or less all existing in parallel.
I think in some cases, dieties have different names on different worlds, but are the same in the end.
Salutations,
Not much as I recall. Spelljammer modules weren’t about deities or new ones, well, except Ptah. Spelljammer wasnt rewriting any part of D&D, it was simply adding to the worlds already existing and creating a way to bridge them.
The pantheons and etc typically only have influence where they have worshipers, hence some priest spells don’t work if you are outside of your home sphere, unless you use the contact other plane spell. The further away from a deities realm of influence, the less you have access to their powers.
You can add the mechanics of “why” into your campaign however you would like. Typically, the deities who have influence in a particular plane don’t like “interlopers” coming in and diminishing their followings. Nor, I would imagine, would they appreciate a new diety just popping into their pantheon without invitation. They can be a bit jealous at times.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
Salutations,
If anyone has any more specific questions, I have all the original spelljammer modules, books and comics.
It may take a bit to get back to you, but I’d be happy to do some research. Currently, I’m in the middle of the Pacific, away from my PC and busy, but I’ll do my best to respond as I can.
See ya ‘round the ‘verse.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
what is spelljammer
TLDR; D&D in space. If you've ever seen Disney's Treasure Planet you have a good idea of what the upcoming setting is like.
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Salutations,
Spelljammer is the fantasy space setting for D&D to oversimplify things.
The reference to the Treasure Planet movie is good, but Spelljammer was never quite that….pretty. Also, the sails in spelljammer werent that functional.
It was a full line of books, comics, modules and boxed sets detailing the Crystal Spheres, where each realm resides, and details of the phlogiston, the rivers of volatile material in between the spheres, and the mechanics of traveling in these areas.
It set up new “dungeons” in space, new places to visit, several new races and, of course, several new things to kill you.
For more details, here is a good place to start: http://www.spelljammer.org/
If you have any other questions, I’ll do what I can to answer them.
See you around the ‘verse.
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
Salutations again, I have some questions regarding the Astral Sea. From Previous editions, the only 2 ways to access the Astral Plane, now called Sea, was a color pool or portal and the astral projection spell with the silver cord. Is this still true in 5E or is it now simply a thing you can sail into with a Spelljammer ship?
From Previous editions, when in the Astral, gravity and speed and direction of travel are all individually chosen and specific to each individual. So, how would one get a galleon with a crew of say 60, to all think alike, and thus remain with or on the ship?
Anyone know where this information is in any of the 5E books or are we waiting for Spelljammer to be released and see just how much they have rewritten it?
Thanks for any assistance.
X
Known in other realms as Ranxaeroth.
“Never meddle in the affairs of dragons, for thou art crunchy and good with bar-b-que sauce.” ~Cheshire Dragon
”You can fool most of the people most of the time, but a Sphinx….never.” ~Torwyn Vantalion.
“When the DM smiles, its already to late.” ~many a player.
The basics for the astral plane are in the DMG. Including the rules that you do not age, do not need food and water, and can fly wirh a speed if 3xINT.
Color pools are still a thing, and astral projection also still exists. The silver cord is also there, if your body stays out of the astral plane and only your astral self enters the plane. If you are fully entering the astral plane, there is no silver cord.
What is a bit new, what I could gather from interviews with the game devs, is that when you leave a planet by spelljammer ship, you enter wildspace, which is airless space full of stuff and creatures, being a bit like the former crystal spheres. From there, it is a gradual transition into the astral sea. So, all the former crystal spheres are now something like solar systems floating in the astral sea in a wildspace bubble.
I guess, as long as a creature is not willingly flying, it can just float with whatever object it is on, be it ship or the body of a dead god floating in the astral sea.