Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision | |||
| le_plan_astral [2022/10/01 17:07] – maitregob | le_plan_astral [2025/12/11 15:20] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== Le Plan Astral ====== | ||
| + | <WRAP box bggreen fgblack 350px left :en> | ||
| + | {{astral_plane.jpg? | ||
| + | <panel type=" | ||
| + | ^ Alias | La mer Astrale, la mer de Siberys | ||
| + | ^ Particularité | Hors du temps | | ||
| + | </ | ||
| + | |||
| + | Les différents plans d' | ||
| + | |||
| + | ======Description====== | ||
| + | Le Plan Astral est une grande mer argentée, parfois décrite comme un ciel étoilé derrière le ciel étoilé du monde. Voyager dans ce plan se passe à la vitesse de la pensée. Les plans flottent dans le Plan Astral, et le Plan Astral sert de conduit aux invocateurs lorsqu' | ||
| + | |||
| + | ======Habitants====== | ||
| + | * Une fois qu'ils se sont rebellés contre les [[Daelkyr]], | ||
| + | * La ** [[Maison Orléans]] ** a démontré sa capacité de voyager à travers le Plan Astral en utilisant des [[balises astrales]], des sphères de cristal de 8 pouces qui augmentent leur [[Marque du Passage]] pour affiner leur emplacements lors de téléportation. | ||
| + | * Les ** [[Conseillers ascendants]] ** de la [[Cour Éternelle]] quitte fréquemment leur corps et parcourent le Plan Astral en utilisant la projection astrale. | ||
| + | |||
| + | Eberron is balanced between thirteen planes, each of which represents an iconic concept. All mortal creatures are influenced by these planes. We dream in Dal Quor and cast shadows in Mabar. We feel the martial call of Shavarath balanced by the tranquility of Syrania. Where these planes extend directly into the Material Plane they create manifest zones and wild zones, Shaping Eberron in their image. Counting those that are lost, there were thirteen planes, thirteen moons, thirteen dragonmarks. | ||
| + | |||
| + | What, then, is the role of the astral plane? What concept does it represent? Does it, too, shape the world? Why isn’t associated with a moon or with manifest zones? | ||
| + | |||
| + | While the astral plane is called a “plane, | ||
| + | |||
| + | With that said, the fact that the astral plane is the space between spaces gives it value. With a few exceptions—such as the Immeasurable Market of Syrania—the planes of Eberron exist as independent and isolated systems. There’s no direct path from Risia to Fernia, or from Mabar to Lamannia. All of the planes touch the material plane, but manifest zones that serve as gateways aren’t easy to find. Barring manifest gateways, travel between the planes involves passing through the astral plane. Plane shift and gate expedite this process, connecting through the astral in a blink of an eye. Without such magic, travelers must enter and depart the astral plane through the color pools. So why visit the astral plane? The first reason is to go somewhere else; the astral is just the road that will take you there. The second reason is to get away; disconnected as it is from reality and the ravages of time, the astral can serve as the ultimate sanctuary. The third reason is because you need to interact with the travelers or exiles who dwell there—or wish to explore the forgotten debris of previous ages, abandoned and forgotten in the astral plane. | ||
| + | |||
| + | |||
| + | UNIVERSAL PROPERTIES | ||
| + | The astral plane is an endless silvery void. Wisps of silver and gray drift between motes of light—at first glance these seem like stars, but in fact they are the countless pools of color where the other planes bleed into the astral. There is no inherent gravity or orientation; | ||
| + | |||
| + | Ancient and Enigmatic. Commune, augury, divination, legend lore and similar spells are unreliable in the astral plane. Many of the ruins and relics found in the silver sea are from previous incarnations of Eberron or predate creation itself, and spells of this age can’t unlock their mysteries. | ||
| + | |||
| + | Beyond Time and Space. Creatures in the astral plane do not age, and are immune to hunger and thirst. Time moves at the same pace within the astral plane as it does on Eberron, but creatures who spend an extensive amount of time in the astral plane often lose the ability to sense the passage of time; a hermit who’s been isolated in the astral plane for thousands of years might believe it’s been a single year. | ||
| + | |||
| + | Speed of Thought. While in the astral plane, a creature has a flight speed (in feet) equal to 3 x its Intelligence score. This replaces all other forms of movement the creature possesses, and overrides any spell or effect that grants or increases movement speed. | ||
| + | |||
| + | Suspended in the Void. Movement in the astral plane only happens by intention, and a creature that isn’t actively moving or being moved will float, suspended in the void. Thrown objects or ranged attacks travel the maximum distance they would travel in the material plane—driven by the intent of the person who launched them—and then come to a stop, floating in the air. | ||
| + | |||
| + | DENIZENS OF THE ASTRAL PLANE | ||
| + | There’s no native life in the astral plane. Those creatures encountered here are either immigrants, travelers passing through, or things that have been created and set here—most by beings or civilizations long forgotten. I’ll be posting a table of possible astral encounters as bonus content on my Patreon, but here’s a general look at the creatures you might find. | ||
| + | |||
| + | TRAVELERS | ||
| + | While plane shift allows travelers to instantly traverse the astral plane, there are always travelers who make their way across the astral step by step. These include denizens of the outer planes, but not many; the planes are independent systems that are designed to function in isolation. With this in mind, it’s never normal for beings from the planes to be traveling through the astral, and if they are you can be sure there’s a story behind it. Perhaps an efreeti pasha wishes to serve shaved Risian ice at their next gala, and has dispatched a servant to fetch some. Perhaps a condemned archfey is being escorted from Thelanis to the Inescapable Prison of Daanvi, or an angelic Virtue of Knowledge is going to consult the Infinite Archive. Any of these things could happen, but all of them are remarkable events; it’s not like there’s a constant stream of immortals passing through the astral plane. | ||
| + | |||
| + | Mortal travelers from the material plane are likewise rare, but not unknown. The mages of the Five Nations know of the Astral Plane, but have not yet developed a sustainable form of astral travel. There are currently three civilizations that make use of astral travel. | ||
| + | |||
| + | The Dragons of Argonnessen. Long ago, a cabal of dragons sought to build within the astral plane; this experiment came to an end with the loss of Sharokarthel (see below). Today Argonnessen sees the astral plane purely as a conduit for travel. Since powerful wyrms will make use of plane shift, most dragons encountered in the astral plane will be in their middle years—accomplished enough to have needs that can only be met in other planes, but not capable of casting plane shift. Loredrakes (dragon scholars) may wish to consult the Infinite Archives of Daanvi or to speak with a particular immortal. Masters of the Hoard (collectors and merchants) may be seeking unique commodities, | ||
| + | The Elves of Aerenal. The Ascendant Councilors of the Undying Court spend a great deal of time in the Astral Plane, working on the grand experiment of Pylas Var-Tolai. Beyond this celestial realm, the Aereni follow in the footsteps of the dragons. The greatest Aereni sages may consult with Virtues in Syrania or browse the Infinite Archive, and Aereni artisans may seek materials that can only be found in the planes. Where dragons found traveling in the astral are usually young, elf travelers are most likely among the most accomplished of their kind still living; astral travel is an established practice, but only the most capable elves will risk its many dangers. | ||
| + | The Domaine Empoisonné. Hidden in western Droaam, the Domaine Empoisonné is less than two thousand years old—a pale shadow in comparison to Argonnessen or Aerenal. But the humans and tieflings of the Demesne are brilliant mages who are pushing the bounds of arcane science. Over the course of the last century they’ve begun to dig deeper into the mysteries of the Astral Plane, both as a corridor through which to reach the planes and as a resource in its own right. Some mages of the Demesne seek to bargain with the Githyanki, while others hope to find forgotten treasures in the ruins of Sharokarthel. So the Demesne doesn’t yet have a large-scale presence in the Astral Plane, but adventurers could encounter Demesne mages either as fellow travelers or as rival explorers competing for plunder and secret knowledge. | ||
| + | IMMIGRANTS AND EXILES | ||
| + | There’s no truly native life in the astral plane, but there are creatures—both mortals and immortals—who choose to live within the silver sea. Some have been stranded by mystical accidents. Others are prisoners exiled to the astral plane, cursed so that they cannot leave it; they are trapped in the timeless void, doomed never to return to the world that has forgotten them. There are hermits who have chosen this solitary existence: philosophers who appreciate having an eternity to contemplate the higher mysteries, inventors working on forbidden research, fugitives waiting for their enemies to die of old age. With no need for food or drink, some dwell in complete isolation; explorers could find a Cul’sir giant who has been meditating for the last five thousand years. Other creatures came to the astral plane in groups, and maintain some form of society in the silver sea. The most significant of these are the Githyanki, who escaped the destruction of a previous incarnation of Eberron and now dwell in fortress-ships the size of small towns. However, there are a handful of smaller communities scattered across the infinite void. Some come from lost realities, like the Gith. Others are remnants of fallen civilizations or followers of traditions that have been wiped out on the material plane. Adventurers exploring the deep astral could discover an outpost built by the dwarves of Sol Udar, or a Dhakaani garrison that knows nothing of the chaat’oor. Part of the point of these outposts is to explore the idea of isolation. They don’t need anything from the outside world; they have no need to seek out others and trade with them. Thus they can exist as flies in amber—a Dhakaani force even more isolated than the Kech Dhakaan, goblins who don’t even realize their empire has fallen. Adventurers could find an astral workshop where giants of the Sulat League have been perfecting a doomsday weapon they can use to take vengeance on the dragons, or the labyrinth-tower of an infamous prince of Ohr Kaluun, cast into the astral plane to escape the Sundering. | ||
| + | |||
| + | THE GITHYANKI | ||
| + | Most of the immigrants and exiles of the astral plane exist in isolation and timeless stagnation, content to be forgotten in the trackless expanse of the void. The Githyanki are the most notable exception to this rule. Tu’narath is a bustling city, fueled by the plunder Githyanki raiders bring in from other planes. The ships themselves are communities, | ||
| + | |||
| + | The Githyanki are warlike and proud. Their ultimate goal is to build their power until they can destroy Xoriat itself, regardless of the consequences this could have to reality. They have a deep competitive streak that could be seen as a need to prove themselves superior to the world that has replaced theirs. Whether merchant or warrior, Githyanki view all interactions through the lens of conflict; every situation has a winner and a loser, and the Githyanki will always be the victors. Note that this doesn’t mean mindless aggression; the Githyanki recognize the need to outwit their enemies, to employ careful strategies and preserve their limited resources. But they are always seeking a path to victory, and they have no compunction about taking anything they desire from the people around them; in the eyes of the Githyanki, only their people are real, and all the trappings of this age are just flawed reflections of their reality. This is one reason the Githyanki raid other planes while leaving the other denizens of the astral plane alone. Even if they are from other realities, the Githyanki recognize the other exiles as kindred in suffering—and beyond that, they prefer not to start battles on their home ground. So the Gith are constantly raiding through the color pools, but they avoid the ruins and outposts of other immigrants in the astral sea. They have limited contact with the Aereni. They feel no love for these creatures of the usurping reality, but see more value in trading with them than in starting a conflict in the void. However, if the Githyanki were to launch an attack against Eberron, it’s likely they would either negotiate a treaty with Aerenal before they begin… or that they would find a way to cripple the Undying Court and launch their conquest with a devastating first strike against the elves. | ||
| + | |||
| + | THE FORGOTTEN | ||
| + | Most of the denizens of the astral plane have a history that can be unraveled and explored. Some come from earlier incarnations, | ||
| + | |||
| + | LAYERS AND LOCATIONS | ||
| + | The astral plane isn’t divided into layers. It is a singular, seemingly infinite void in which color pools are scattered like stars. Measured using the concepts of the material plane, Tu’narath and Sharokarthel could be tens or even hundreds of thousands of miles apart. This is why it’s possible to find an astral hermitage where a giant philosopher has remained undisturbed for thousands of years… because unless you know what you’re looking for, the astral plane is so vast as to make any particular location a single grain of sand on a vast beach. | ||
| + | |||
| + | It might seem like this distance would prevent any sort of meaningful travel in the astral plane. If Tu’narath and Sharokarthel are a hundred thousand miles apart, how is an adventurer to move between them? The catch is that movement in the astral plane isn’t measured in miles or even in space; it is purely a concept. The Speed of Thought trait determines a character’s speed in combat, where people must focus on the narrow moment. Outside of combat, movement across the Astral Plane is based on knowing where you wish to go and willing yourself to get there. Travel speed is largely arbitrary; the Dungeon Master’s Guide notes that it will take about 1d4 x 10 hours to find a color pool tied to a particular plane, with the risk of psychic wind increasing travel time. But that’s just to find a random pool; think of this as searching the skies for a green star and then willing yourself in its direction. Astral color pools are tied to locations within planes; finding a specific pool, or finding a location like Sharokarthel, | ||
| + | |||
| + | The elves of Aerenal are the most notable astral cartographers in Eberron. The Ascendant Councilors of the Undying Court have spent countless hours exploring the astral sea as thought forms, recording the paths of its constellations and noting interesting ruins and hermitages. If adventurers wish to find adventure in the astral plane, they could just dive into the sea and start swimming… but a torn page from an Aereni atlas could be what they need to get started. | ||
| + | |||
| + | RUINS AND HERMITAGES | ||
| + | The astral plane may in fact be infinite, and there’s no telling what could be waiting in that void. There’s at least one active city, Tu’narath. But there are many other points of interest scattered in the void. Most of these are ruins. Some are the remnants of actual cities once built in the astral plane, like Sharokarthel. Others are simply pieces of unknown civilizations or lands. These could be from the distant past of this Eberron. They could be remnants of a lost Eberron, such as the Eberron of the Gith. Or they could even be relics of previous creations, realities older than the Progenitors themselves. A few examples… | ||
| + | |||
| + | A dragon’s skull, ten miles long from snout to horn-tip. The shape doesn’t precisely match any known species of dragon. | ||
| + | A single tower, seemingly broken off of a larger castle. | ||
| + | A massive ship, apparently designed for sea travel—a distinctly different design than the Githyanki vessels. | ||
| + | A mountain peak formed from some sort of smoky crystal. | ||
| + | A mass of silvery clouds, soft but solid enough to stand on. They drift and shift, but never disperse or drift apart. | ||
| + | The empty shell of an immense dragon turtle. | ||
| + | Half of an immense bridge, sheered off sharply in the middle. | ||
| + | A manor house, preserved with mending magic and tended by unseen servants. It’s impossible to tell how long it’s stood empty. | ||
| + | A grove of colossal trees, whose roots and branches are intertwined. | ||
| + | There are many planes in which odd structures can be found. What differentiates the ruins of the Astral Plane from the bizarre landscapes of Xoriat is the fact that ruins generally feel like they had a purpose—they may be encountered out of context, but once the ship was in water and the skull was part of an immense dragon. What makes them unlike the wonders of Thelanis is that while they may have a purpose, the ruins of the astral plane rarely have a story—at least, not one that can be easily discerned. The skull was once part of a dragon, but there are no further clues as to who that dragon was or how it died; if it was once part of a story, that story is long over. | ||
| + | |||
| + | Ruins are generally abandoned. When immigrants or exiles lay claim to a ruin, it becomes a hermitage. Given that creatures in the astral plane are immune to starvation and thirst, people can live in places that could never support life in the natural world. A massive dragon skull could be inhabited by a clan of winged kobolds, or by a trio of Seekers of the Divinity Within. Again, unlike Xoriat, the denizens of such a realm came from somewhere; if there’s kobolds in the skull, the question is whether they’re from Eberron, a previous reality, or a forgotten creation. | ||
| + | |||
| + | PYLAS VAR-TOLAI | ||
| + | The Ascendant Councilors of the Undying Court spend a great deal of time in the astral plane—leaving their bodies behind and exploring through astral projection. In part, they are charting the near-infinite expanse; the Aereni have maps of many ruins and hermitages, even though they have left many of the hermits undisturbed. But astral cartography is a side project. Their true interest is something far grander. The astral plane is a place of beginnings. If the myths are true, it is here that the Progenitors laid the cornerstone of creation. The Undying Court seeks to follow in their footsteps—to create a new reality. They are still far from this goal, but using their gestalt power they have managed to create a region within the void—an island they call Pylas Var-Tolai. | ||
| + | |||
| + | The core of Pylas Var-Tolai is a vast, fortified monastery. This includes a scriptorium where monks draw maps of the astral sea, a vast library holding accounts of all the ruins they have explored, and a vault holding both wonders found in the astral and artifacts deemed too dangerous to be kept in the material plane. There is a council chamber at the center of it where the ascendant councilors commune with one another and exert their power. While the most important inhabitants of Var-Tolai are the astral forms of the ascendant councilors, there is a population of mortal elves—scholars, | ||
| + | |||
| + | The most important aspect of Pylas Var-Tolai is the gate at its center. This allows passage to the workshop of the Undying Court… the reality they are creating. This is very much a work in progress, fluid and unsustainable. But they are continuing to work at it. When adventurers visit, the realm on the other side of the gate could be a tiny island or a vast continent. It could be a perfect replica of Aerenal, or it could be a wondrous realm that defies the laws of physics. Visiting adventurers could be asked to explore the nascent realm—to test the creation of the councilors, and identify its flaws. | ||
| + | |||
| + | SHAROKARTHEL | ||
| + | In the wake of the Age of Demons, the victorious dragons spread across the world. This lead to the first rise of the Daughter of Khyber, which led to a devastating war of dragons that destroyed the nations they’d created and forced them to withdraw later. Ten thousand years later, a loredrake presented a new idea. The Daughter of Khyber drew power when the dragons expanded across Eberron. But the Daughter herself was bound to Khyber. What, then, if the dragons spread not across the material plane, but across the outer planes? This impulse led to the creation of a number of outposts in the astral plane, culminating in the great city of Sharokarthel. This is a city built by dragons, for dragons—a city formed from magic and the immateria, unbound by gravity or weather. The dragons of Sharokarthel built arcane workshops and planar orreries, and amassed hoards drawn from across the planes. But ultimately the theory was proven wrong. The Daughter of Khyber couldn’t touch the dragons in Sharokarthel—but as their glory grew, she could corrupt those dragons still on Eberron, and these corrupted servants could carry the fight to the astral city. This led to the second great collapse. The Daughter was defeated once again, but the dragons were forced to abandon Sharokarthel. They didn’t destroy the glorious city, but they laid powerful wards and curses upon it, ensuring that no casual traveler could claim their abandoned glory. | ||
| + | |||
| + | There are a number of draconic ruins in the astral plane, but Sharokarthel is the grandest of them all. It surely holds untold wonders and treasures, but it’s protected by powerful curses and traps. Still, there are surely accounts of those defenses somewhere. Perhaps a human sage might stumble upon a book detailing a secret path into Sharokarthel… or perhaps a young dragon might recruit a group of adventurers to accompany them to the abandoned city, hoping to reclaim some treasure of their ancient ancestors. | ||
| + | |||
| + | SUBSPACE | ||
| + | There are many effects—magnificent mansions, bags of holding, portable holes—that make use of extradimensional spaces. Typically, these are presented as tiny demiplanes, isolated and unconnected; | ||
| + | |||
| + | TU’NARATH | ||
| + | In their early days in the astral plane, the Githyanki discovered an immense six-fingered hand floating in the void. This severed hand is charged with arcane power, not unlike Eberron dragonshards. The origins of the hand remain a mystery, but the Githyanki recognized it as a useful resource and a suitable foundation for an anchorage. Most Githyanki prefer to dwell in their ships, but Tu’nararath is the port where the city-ships come together, where the Githyanki unload their planar plunder and tell tales of their glorious battles. And should they plan a conquest, it is here that they will mass their forces. | ||
| + | |||
| + | The Githyanki have no love of outsiders; if you want a friendly place to conduct commerce, go to the Immeasurable Market of Syrania. However, the Sixth Finger is essentially a foreign quarter where travelers can find shelter and sample some of the wonders the Gith have claimed from across reality. It’s a very rough neighborhood, | ||
| + | |||
| + | PLANAR MANIFESTATIONS | ||
| + | Here are ways that the astral plane can affect the material plane. | ||
| + | |||
| + | MANIFEST ZONES, COTERMINOUS AND REMOTE | ||
| + | The astral plane doesn’t produce manifest zones on the material plane, and it never becomes coterminous or remote. It touches all of the planes at various points. These are visible in the astral plane as color pools and allow travelers to exit the astral plane into the connected region. However, these points are generally imperceptible on the other side of the pool. Identifying the astral point and opening the gate requires magical tools that the people of the Five Nations have yet to master. The three civilizations mentioned earlier—Argonnessen, | ||
| + | |||
| + | ASTRAL ARTIFACTS | ||
| + | The astral plane produces nothing on its own, and it has no unifying theme. But it is filled with the ruins and remnants of countless civilizations and worlds. Githyanki plunder can provide treasures drawn from across the planes. Ruins and hermitages could provide relics from the past; adventurers could recover titans’ treasures from a Cul’sir outpost, Dhakaani weapons from a floating piece of an Imperial garrison, draconic wonders from the ruins of Sharokarthel. Beyond that there is the possibility for astral explorers to discover tools or resources that truly have no place in this creation. This could be anything from a new form of dragonshard or some other material that simply doesn’t exist on Eberron… to an iron flask holding an entity who comes from a previous iteration or Eberron or another creation entirely. | ||
| + | |||
| + | One uniquely astral tool is the astral key, an object that allows the bearer to open an astral color pool from either side. This allows access to the astral plane, but only from a specific point. Depending on the power of the item, the key could be tied to a single specific point or it could have the power to open any pool the bearer can find. Note that the people of the Five Nations don’t currently possess astral keys; such an item could be a relic of one of the civilizations that has mastered astral travel, or it could be a unique prototype or breakthrough. Despite the name, an astral key could be any shape; it could be a dagger that slices through the veil of reality or a paintbrush they must use to paint a doorway in the air. | ||
| + | |||
| + | ASTRAL STORIES | ||
| + | For most creatures, the astral plane is simply the space that lies between the planes. It’s a path to be traveled, not a destination. But there are many ways that it can drive a story on its own. The adventurers might have to pursue a fugitive who’s slipped through a pool point and into a ruin. They could be tasked to explore a region of the astral sea, to bargain with a Githyanki smuggler, or to help a mad scholar who’s determined to reach Sharokarthel. They could acquire an iron flask holding some unknown spirit from a previous world—what will it take to open it, and would it be better left alone? Here’s a few other ideas. | ||
| + | |||
| + | An Ancestor’s Call. An Aereni adventurer is ordered to bring their adventuring companions to Shae Mordai, and from their send to Pylas Var-Tolai. An ascendant councilor—one of their distant ancestors—is conducting experiments in creation, and wants their descendant to test the lands beyond the portal. Is this just coincidence, | ||
| + | |||
| + | Storming the Castle. An enemy of the players has built a fortress in the Astral Plane. Using a spell similar to magnificent mansion, they can retreat to their fortress from any location; this allows them to have their evil lair wherever the adventure is taking place. The adventurers could be on a desert island or in a small rustic village, but they’ll still have to pursue the necromancer Demise into her Tower of Death when things go wrong. | ||
| + | |||
| + | The Undiscovered Country. A Morgrave scholar has discovered three astral keys. One opens a pool-point in Sharn, and they want a group of adventurers to help them explore the other side. The pool-point leads to a Cul’sir outpost in the astral plane. Is it abandoned, or are their ancient giants still lingering in this place? Was it just good fortune that the scholar found the keys, or does someone want the adventurers to stumble into the forgotten outpost? | ||
| + | |||
| + | Q&A | ||
| + | This article presents my vision of the astral plane and how I will use it in my Eberron. It surely contradicts various canon sources—Eberron or otherwise—regarding the Astral Plane, and I’m not going to try to reconcile every contradiction; | ||
| + | |||
| + | What’s the deal with silver cords and spirit forms? | ||
| + | |||
| + | There are multiple ways to enter the astral plane. It is possible to enter it physically by using plane shift, gate, or by opening a pool portal (using an item like an astral key). In this case, the traveler is physically present and can suffer lasting harm and death. On the other hand, astral projection separates the caster’s spirit from their body and allows them to enter the astral plane as a spirit form tethered to their body by a silver cord. The advantage of this form of travel is that you can’t be permanently harmed while in “astral form”; if you’re reduced to zero hit points, you return to your physical body. | ||
| + | |||
| + | The Ascendant Councilors of the Undying Court typically travel the astral plane in spirit form, which allows them to venture into unknown regions without fear. | ||
| + | |||
| + | What about the psychic wind? | ||
| + | |||
| + | What about it? It’s a dangerous local weather condition that operates just as described in the Dungeon Master’s Guide. | ||
| + | |||
| + | If creatures in the Astral Plane do not age, do some people travel there simply to avoid death? It seems more hospitable than Risia for such a purpose. | ||
| + | |||
| + | Absolutely! I’ve called out a few examples of this—the trio of Seekers in the dragon skull, the prince of Ohr Kaluun. You could have a Khunan archmage, another remnant of a long-forgotten society. Keep in mind that this trait isn’t unique to the astral plane of Eberron; it comes directly from the Dungeon Master’s Guide: “Creatures on the Astral Plane don’t age or suffer from hunger or thirst.” So there are certainly hermits who come to the Astral Plane to experience immortality. But there’s a number of reasons why it’s not commonplace. | ||
| + | |||
| + | It’s actually easier to reach Risia than it is to physically enter the astral plane. Manifest zones can serve as gateways to Risia; entering the astral requires the use of powerful magic or an astral key. The people of the Five Nations don’t have access to such magic; you can’t just decide to go to the Astral Spa. | ||
| + | The Aereni don’t actually want eternal LIFE; they seek spiritual evolution and believe life and death are part of that journey. The ultimate path of the Undying Court is to become an ascendant councilor; they spend most of their time in astral form because they are no longer bound by their physical form and exist as part of the divine gestalt. There are certainly Aereni outposts; I can imagine a tower where an Aereni poet has been working on a particular poem for a century. But for most Aereni, such a retreat would be a temporary measure, not an ideal way to spend eternity. The living elves of Pylas Var-Tolai certainly cycle out every few decades or centuries. | ||
| + | The Astral Plane is essentially a vast, vast desert. If you live there you won’t age and you won’t know hunger and thirst; but you’ll also live isolated from all contact with mortal society, in a vast empty void. There are unquestionably people for whom that’s a worthwhile trade, and that’s the point of hermits; if all you want to do is to study conjuration for a thousand years, building an astral workshop is an alternative to becoming a lich. But offered the casual choice, not everyone would be interested in eternal life if it means sacrificing all contact with the world and living in an endless gray void. | ||
| + | As noted in the traits, if you spend too much time in the astral plane you actually start to lose track of time—as noted with the giant who doesn’t realize that thousands of years have passed. It’s immortality, | ||
| + | So the short form is that there definitely are hermits in the Astral Plane who dwell there because they desire immortality. There’s philosopher dragons, old Sarlonan wizards, a handful of giants. But they’re a few grains of sand in a vast desert; the odds you’ll actually encounter them when you travel in the astral plane are quite low, unless you have some hint as to where their hermitages lie. | ||
| + | |||
| + | That’s all for now! This topic was chosen by my Patreon supporters, and it’s only their support that makes articles like this possible; if you’d like to see more articles like this or have a voice in future topics, follow the link. | ||
| + | {{page> | ||
| + | {{tag> | ||
| + | {{tag> | ||