The Missing Planes
These days, there are two schools of thought in the Planewalker Guild regarding the Inner Planes.
The established, traditional one claims that besides four elemental and two energy planes, there are also four paraelemental planes (Ice, Magma, Ooze, and Smoke) representing the mixture of two true elements, and eight quasielemental planes (Ash, Dust, Salt, Vacuum, Lightning, Mineral, Radiance, and Steam) representing the mixture of one true element with either positive or negative energy. The traditionalists also say that the Ethereal Plane touches upon each of the eighteen or so Inner Planes, and that the Shadow is merely a demiplane within the Ethereal. (We’ll leave their ideas regarding the Astral, Ordial, and Outer planes aside for the moment.)
The new, and currently more popular theory claims that the Inners consist of only four elemental planes (Air, Earth, Fire, and Water) and two energy planes (Negative and Positive). The up-and-coming sages believe that the so-called para- and quasi- elemental planes are nothing more that border regions of these six planes, where multiple elemental and energy traits overlap to form unique ecosystems.
Regardless of which school of thought it prefers, a body must recognize that there are indeed several odd and interesting areas of the Inner Planes that spawn few planewalkers, yet draw the interest of many. Whether you call them paraplanes, quasiplanes, or borderline areas, is of secondary importance.
In order to bring the attention of the planewalking community to these areas, and possibly aid a few young explorers, I hereby bring the information drawn from the records of the Guild and present it in the standardized post-FW form. These documents do not describe the inhabitants and locations to be found on the plane, only the prevalent planar traits and general conditions that any planewalker may find relevant.
Note that the term “plane” is used in order to maintain simplicity, and not necessarily add my voice to the supporters of the Old ways. My Mimir chokes when I dictate the phrase “border-regional anomaly of combined planar traits” multiple times in a single paragraph.
Read MoreThe Spelljamming Fleet
Valis, Custom Octopus/Ethership [Flagship | Just Recovered]
Built from Drake’s plans (maps by Cormac) by the EIN in payment for services rendered during the Unhuman War II.
Ship Value 85,000 gp
Helm Value 490,000 gp
Crew Pay per Month N/A
Taxes per Year N/A
The Flowfish, Tradesman [Subcontracted Out]
Subcontraced to adventuring group (see contract below). Doing regular runs from Bral to Grainfields asteroids, as well as periodic runs to the Grinder in Greyspace to trade for luxury items. Capt Wilhelmina Uft
Ship Value 15,000 gp
Helm Value 490,000 gp
Crew Pay per Month N/A
Taxes per Year N/A
Four annual payments of 50,500 gp have been made (6 payments remain).
The Dauntless, Hammership [Active Service]
On the SpiralSpace, GreySpace, GreatSpace trading loop. Capt. Sleestack, 1st Officer Kaa
Ship Value 50,000 gp
Helm Value 490,000 gp
Crew Pay per Month 1,043 gp
Taxes per Year 500 gp
Killroy’s Folley, Turtleship [Active Service]
Currently doing exploratory service looking for new business opportunities. Crewed by a predominantly hadozee and grommam crew and kitted out for exploratory phlogiston travel in search of new markets.
The Infernal Contraption, Gnomish Sidewheeler [Active Service?]
Taken from an extraspatial vortex in the Phlogiston outside the GrommSpace sphere as it was the only viable means of escape. Just before leaving the Vortex Etsuriko rechristened it “The Infernal Contraption,” painting the name in Shou ideograms on the rear of the ship. Originally powered by a psihelm, it is now fitted with a major helm (the EIN took possession of the psihelm).
The Morray, Eelship [Subcontracted | Lost Contact]
Subcontraced to adventuring group (see contract below) Specializing in transport of meats to Bral (Gentle Repose Spells used to preserve them). Mostly intra Sphere runs. Capt. Thurdin Orcslayer
Ship Value 15,000 gp
Helm Value 490,000 gp
Crew Pay per Month N/A
Taxes per Year N/A
Five annual payments of 50,500 gp have been made (5 payments remain). Lost contact with the ship 9 months ago (right after the previous payment).
The Door To Excess, Octopus [Lost in an Extradimensional vortex]
Left behind in an extraspatial vortex in the Phlogiston outside the GrommSpace sphere, Captained by Kaolin.
While raising funds to purchase this ship the party was approached by higher order members of the Seekers, who offered to provide funding and broker the deal if the PC’s would accept a particular mission. All other Seeker ships were currently off-rock and unavailable. The Party accepted the deal.
When they arrived at the Laughing Beholder Bar to meet their prospective employer it turned out to be an Illithid who named himself Thought Taker. The mission was stated as being an expedition to a little known Sphere so that he could “retrieve an item,” anything else found is fair game for the Party. Despite reservations they accepted, both because they had already committed themselves to the Seekers, and also because of the 35,000gp value Fire Diamond Thought Taker offered to seal the agreement………
Random Access, Dragonfly [Destroyed]
Destroyed by Scro Raiders in the Flow outside WinterSpace while transporting the Kong Child to GrommSpace 5044 OC
Stray Manor – The Lady’s Ward, SIGIL
Stray Manor
- Deeded to Kaolin, Tavist, Ozzy, Drake, Dugan, and Etsuriko directly by Her Serenity for expelling Vecna from Sigil.
- Permanent Guards and Wards (18th Caster Lvl) set on building
- All portals and keys were mapped out by Fenelyn and Kaolin in a four day Portal Binge.
- Drake’s Campestri wander through Stray Manor (1-5 on a d20 when each floor, herds of 3-18 at a time)
- “Astro” – a harriat, or Astral Forrager, this diminutive creature looks like a small brain with a pseudopod. It floats about slowly in the astral plane, feeding on stray thoughts. Found in Stray Manor the day after first testing the Elserryn Gate.
Main Floor
Basement
Second Floor
Third Floor
Fourth Floor
Astral Forrager
Also called a harriat, this diminutive creature looks like a small brain with a pseudopod. It floats about slowly in the astral plane, feeding on stray thoughts. It is often kept as a pet by plane hopping wizards and psions.
In a game with both magic and psionics as well as some planar travel, astral forager may be taken as familiars. They grant a +2 circumstance bonus to saving throws against compulsions. Stats for a typical astral forager are:
Diminutive Aberration-HD ¼ d8 (1 hp); Initiative +5; Speed fly 30 ft. (perfect); AC 19 (+4 size, +5 Dex); no attacks; SQ blindsight 30 ft.; Saves: Fort +0, Ref +5, Will +4; Abilities: Str 1, Dex 20, Con 10, Int 2, Wis 15, Cha 9; Skills: Hide +17, Listen +6; AL always neutral
Read MoreCarrigmoor Rebooted
By Rip Van Wormer, Rebooted for Integration into Planejammer by Loki
After the Great Upheaval, the guilds who had run Sigil for centuries saw the new factions as a terrible threat to their power. Already they had seized control of many of the Cage’s most crucial centers of power. The common histories don’t say how ruthless the Fated were in taking over the office of taxation, or how uncompromising the Godsman takeover of the Great Foundry was. When the Hall of Speakers passed a law declaring dual membership in both a guild and a faction illegal, the guilds were sure it was their death sentence.
A little-known but ambitious gate-city called Carrigmoor was their salvation. Although founded by wizards – refugees from the destruction of an entire world – almost a century before, Carrigmoor had not had much luck persuading planar merchants to use its newly minted portals. Eager for planar-savvy contacts, the masters of the city gave the guilds generous offers of power and influence if they would relocate to Carrigmoor.
The Planewalker’s Guild moved to the Infinite Staircase instead, while others settled for a lesser role in Sigil, but enough of the guilds accepted Carrigmoor’s offer that it was suddenly elevated from Obscure Clueless Hole to Exciting New Place to Be. With the knowledge and experience of the exiled guilds, soon trade and skilled professionals were coming to Carrigmoor from all across the planes. For a time, it seemed as if Carrigmoor would rival the City of Doors itself.
Then, about 200 years ago, Carrigmoor suffered a terrible plague. Reports of the exact nature of this disease are mixed. Some of the oldest guilders insist they symptoms were identical to the plague that decimated most of the Free League soon after Sigil’s Great Upheaval. Others said it was more of a drain on creativity and spirit taken to extremes, a more immediately fatal strain of what was recently known as the Iron Shadow. Still others compared the malady to devil chills or other feared lower planar diseases.
Members of the enigmatic race known as the Merchants Arcane, or simply the mercane, came to the decimated, terrified population of Carrigmoor and told them that they had recently created a city of their own, and that they were offering space for merchants and artisans at very reasonable rates. Desperate for escape, much of the remaining citizenry of Carrigmoor accepted. Only those too poor to leave or too proud to give up their power remained. A few even blamed the mercane for starting the plague, but most dismissed this idea as pure paranoia.
In the past 50 years the factions have begun to take an interest in Carigmoor. Following the examples of the Guilds during the Great Upheaval they have begun to set up bases of operation there and worm their way into controlling the infrastructure of the city. This has resulted in a far more dangerous environment than the old days in Sigil. With no Kriegenstanz to restrain them the conflict between various factions has at times erupted in open and outright violence. The one factor keeping this somewhat civil between them is that too much violence will drive people away as surely as the Plague did.
Read MoreHouse Seven Stars: Bral- The Home Office
Rock of Bral – The Home Office
Lease per Month 5,000gp
Current Value of Commodities 80,000 gp
Taxes per Year (Crown) 1,500 gp
Staff Salaries per Year 12,000 gp (includes fleet)
Seven Stars Salaries per Year 16,800 gp
Stronghold Components: Armory, basic (1); Common Area, fancy (1); Dock Extended (2) x4 laborers; Shop, fancy (1) x2 clerks; Storage, fancy x2 (2 total) x4 guards,x1 mage; Study/Office, luxury (1) clerk;
- The Company Fleet is based here
- Full voting seat on Bralian Council of Captains
- Recently having undergone a Royal Audit and a fine of 40,000 gp for causing disruption during time of conflict, the main office has it’s hands full trying to maintain a voice on the Council of Captains while attempting to remain viable during wartime.
- Tikazata is now instructing a variety of novice healers. The goal is at least one, if not two, healers per ship on every mission.
- Two recent major influxes of funding from EIN. Many are becoming aware of EIN funding and favor granting in relation to the Seven Stars.
- Bronzewood and Flamegems from Oerth in Greyspace as well as Ship’s Weapons and preserved herbs from Thesayles in Greatspace make up the bulk of the income currently. House Moune is rapidly taking away the Grainfields runs, and military/pirate activity has skyrocketed throughout the near spheres.
Image courtesy of SilverBlade’s Suitcase, check out his site for more Spelljammer art!
Read MoreDragonRock, Realmspace
Here is the finished rough map of Dragon Rock as mapped for the Planejammer Game. Enjoy!
Read MoreNetheril Survivors Sphere in Development
The Inimitable Night Druid is at it again! What began as the latest in his Moon of the Month series has, by popular demand, been expanded to a full crystal spere!
Check out the new addition to the Known Spheres below.
Wizards Community – MotM: Mystryl’s Harbor
Read MoreReturn Expedition to the Barrier Peaks
WOTC has a great little article on updating one of my favorite old chestnuts using the recent d20Future Tech as a baseline. Always a good romp, S3 was one I enjoyed playing and later DMing. This doth please me greatly!
Return Expedition to the Barrier Peaks: “With the release of d20 Modern’s Future Tech, the temptation was too great not look back a famed introduction of “future tech” into classic dungeon crawl—namely, Expedition to the Barrier Peaks. The following article makes heavy reference of d20 Modern material; however, for DMs interested in incorporating a bit of future tech into your D&D session, this provides a few helpful guidelines.”
Read MoreDM Genie Files for Planescape, Official Ones!
The conversion of Planescape materials to DM Genie files for those players and DM’s who use the software is now a reality. The first filesets- PSCS Spells and Psionics have now gone live on Planewalker.com
Check ‘em out!
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