Category Archives: a sundered world

A Sundered World: What Is Going On…Also Mind Flayers

It has been awhile since we last talked about A Sundered World: I moved and have been busy with a new job, play-testing a Super Dungeon Explore expansion, reading up on 13th Age and Numenera, Josh has been busy with his existing job (and his schedule got a bit wonky for awhile, too), etc.

So partly this update is to say that we are still working on the Dungeon World version of A Sundered World (with other systems to come). The page count breached pages out of a projected 150, and we are still working out the gazetteer, class playbooks, equipment, magic items, monsters, and more.

The other part is to talk about the direction we are taking mind flayers or, given that mind flayers are considered Product Identity by Wizards of the Coast, whatever we end up calling our version of them. Mind you none of this stuff is specific to A Sundered World; it could easily fit in any setting with a Far Realm.

Which should frankly be all of them.

A LONG TIME AGO, IN A REALM FAR, FAR AWAY
Mind flayers come from the Far Realm, a void beyond the known regions of the Astral Sea, where space, time, and reason have no meaning or appreciable purpose. Instead of starting out as defenseless tadpoles they look more like facehuggers: vertebrae-like tails and spidery limbs extend from a fleshy mass covered in eyes of various shapes and sizes. Since they can crawl about this already makes them more dangerous, but they also possess an array of primitive psionic abilities that can induce panic in potential victims, hide them from sight, maybe even a one-target mind blast?

Instead of having to be implanted in a victim they just latch on to your spine, digging through flesh and bone with their sharp limbs to get a nice, solid grip. Once the victim is immobilized it is only a matter of suffering through an incredibly painful, lengthy transformation, and that is where baby mind flayers come from.

Sigh. They grow up so fast…

Josh pitched this idea awhile back after reading Perdido Street Station, likening them to the handlingers. I loved the idea of making them more parasitic, but also wanted to make them more dangerous on their own. Since they can move, attach themselves, and are pretty good at hiding I think it will add a lot of tension when creeping into (or trying to escape from) a mind flayer enclave or vessel. This also better allows for someone to get it removed before the transformation is complete, paving the way for a compendium class or one possible origin for psionics.

SAMEY PSIONICS
I think it is kind of silly that 3rd Edition mind flayers had the exact same suite of psionic powers across the board, with customization basically limited to slapping on spellcasting/manifester levels until you get something reasonable. Since mind flayers are derived from other creatures one idea is to have what mind flayers do be layered on top of an existing creature (think 3rd Edition template), even going so far as to affect what kind of psionic powers that they develop.

For example a dwarf mind flayer could manifest powers that let it manipulate metal (or even transform its body into weapons) and regenerate quickly, while an elf would be more graceful, mess with your mind, and manifest precise bolts of telekinetic force. This is not meant to replace one explicitly defined list with another, but give you some thematic groups that you can use or change as you see fit. In Dungeon World this is a pretty simple matter of citing some flavorful moves, while 4th Edition and 13th Age would require power groups and a list of psionic features and/or nastier specials respectively.

OTHER ANCIENTS
Something I pitched while we were talking was if mind flayers were servants, creations, or even just somehow related to an ancient one (probably something that at least looks Cthulhu-ish given all the face-tentacles). Other ancient ones would have their own humanoid-turned-horror servants, like Dagon’s deep one hybrids. This not only adds more variety, but also makes it easier to develop plots where agents working for various ancient ones oppose each other. The characters might have to work for one, or ultimately choose the lesser of two or more impending dooms.

A Sundered World: Shaman Playbook Draft

We have shown you quite a few locations within A Sundered World, so this time I figured we would change gears and give you a preview draft of the shaman playbook (note that there are level 6-10 moves, but I want to get the initial stuff hammered out first).

Shaman
Before the Sundering spirits inhabited all manner of objects, from rocks to trees to rivers to mountains. When the Sundering hit many of these spirits many went insane when they were not outright destroyed. A number survived, though most were wounded by the event. Shamans discover these weakened spirits and give them a new home: their bodies. In exchange the shaman is empowered by the spirit, able to do things that she could never do otherwise.

Stats
Your maximum HP is 8+Constitution.
Your base damage is d8.

Starting Moves
Choose either dwarf, elf, halfling, or human, then choose a spirit companion.

Spirit Companion
You have made a bond with a spirit companion. It can speak any languages you do. Unlike an animal the spirit is about as intelligent as a human. Normally the spirit dwells within you, offering you its strength and sharing your senses, but it can also manifest itself to act independently. Choose one of the following spirit archetypes:

[ ] Bear
Bear is strong and tough. When your spirit is withheld your Armor increases by 1 and your melee attacks gain the Forceful tag.

[ ] Snake
Snake is fast and slippery. When your spirit is withheld you take +1 to evade danger, slip past someone, or escape from someone’s grasp.

[ ] Tiger
Tiger is swift and ferocious. When your spirit is withheld you can run as fast as a horse, and your melee attacks gain the Messy tag.

[ ] Wolf
Wolf is a stalwart warrior and companion. When your spirit is withheld you take +1 when you stand in defense of a person or you and an ally attack the same enemy.

Your spirit’s aspect determines what sort of benefits it grants while manifested in the world. Choose one aspect:

  • Might: When the spirit aids someone in combat, they deal +1 damage.
  • Tough: When the spirit protects someone, they gain +1 armor.
  • Tracker: When the spirit helps someone track a creature or detect the presence of creatures or objects using its sense of smell, take +1.
  • Wise: When the spirit imparts its wisdom, take +1 to Spout Lore.

You start with these moves:

Summon Spirit Companion
You can conjure your spirit companion at any time, causing it to manifest itself nearby. While it is manifested you lose the benefits of your Spirit Companion archetype, but you and others can gain the benefits of its aspect. Due to your spiritual connection you both share the same hit point total.

Spirit Healing
When your spirit invests a bit of its energy to heal you or someone else, roll+CON. *On a 10+ the target regains 1d6 hit points. *On a 7-9 the target regains 1d4 hit points, but your spirit is exhausted. Choose one:

  • Take -1 ongoing to use this move until you rest for the night.
  • You cannot summon your spirit companion for the next hour or so.
  • You take 1d4 damage.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Speak With Spirits
You are capable of hearing the voices of the spirits that inhabit the Sundered World. When you attempt to communicate with the spirits of the world, roll+CHA. *On a 10+, they are helpful and will provide you with information about the surrounding region that they know. *On a 7-9 they will help you, but want something in return. The GM will tell you what. *On a miss the spirits of the general area are offended; take -1 ongoing to use this move until you leave or you make amends.

Alignment
Choose an alignment:

Lawful
Adhere to the traditions of your clan or the tenet’s of your spirit companion.

Chaotic
Willfully break or violate your clan’s traditions, or disregard your spirit’s teachings.

Neutral
Help an animal or spirit of the wild.

Gear
Your load is 9+STR. You start with dungeon rations (5 uses, 1 weight), and a totem symbolic of your animal spirit, tribe, or clan. Choose your clothing:

  • Loose-fitting leathers (0 armor, 1 weight) and 5 coins
  • Thick hide armor (1 armor, 1 weight)
  • Carved wooden shield (+1 armor, weight)

Choose your armament:

  • Rune-carved staff (close, two-handed, 1 weight)
  • Massive club (close, +1 damage, two-handed, 2 weight)
  • Spear (reach, thrown, near, 1 weight)
  • Pair of claw bracers (hand, +1 damage, two-handed, 2 weight)

Choose one:

  • Adventuring gear (1 weight)
  • Poultices and herbs (2 uses, 1 weight)
  • Halfling pipeleaf (0 weight), 3 antitoxin (0 weight)

Bonds
Fill in the name of one of your companions in at least one:
____________ helped me find my spirit, either intentionally or accidentally.
____________ does not get along with my spirit.
____________ could benefit from the spirit’s wisdom.
Your spirit knew one of ____________’s ancestors. Did they have a good or bad relationship?

Advanced Moves
When you gain a level from 2-5, choose from these moves.

Ambush
When you summon your spirit and immediately have it aid someone in combat, that person takes +1 forward.

Chimeric Spirit
Choose another spirit archetype. You can only gain the benefits of one spirit archetype at a time, and it takes a few minutes of meditation to change the archetype.

Cunning Spirit
Choose one move from the ranger class list.

Dual Nature
Choose another aspect for your spirit. It can bestow either benefit to you or your allies.

Heightened Senses
While your spirit is withheld take +1 to Discern Realities made to spot something, and you can see in the dark.

Imposing Spirit
Your spirit gains the Large tag, and your size increases a bit as well. In addition when your spirit is withheld you deal +1 damage, and when it it manifested it deals +1d4 damage.

Improved Aspect
The bonus from one of your spirit’s aspects increases by 1.

Mentor Spirit
Maybe your spirit is encouraging, or maybe it is overly critical of your every move. Regardless when you try to do something and miss, take +1 forward the next time you attempt that action.

Nurturing Spirit
When you use Spirit Healing, on a 10+ it heals 1d8 hit points, otherwise it heals 1d6 hit points (even on a miss).

Restraining Attack
Your spirit’s attacks are capable of pinning enemies down, whether by grabbing, constricting, or tackling. When your manifested spirit aids someone in combat, on a 10+ the target is also restrained until the spirit lets it go or it manages to escape.

Spirit of the Land
Choose one move from the druid class list.

Shielding Spirit
When your spirit surrounds a creature to shield it from harm, the target gains 2 armor and any damage to the target is instead dealt to you.

A big problem was trying to figure out the mechanical benefits of the spirit companion. I wanted it to be different from the ranger’s animal companion and hirelings, as well as not be as complex as another character (one version had the spirit companion able to use basic moves). Obviously there could be more archetypes and aspects, but I want to see if this is something that people even like before adding more.

Naming Conventions & Background

The Perks of Being A Myth Junkie

In the Forgotten Realms, there is the kingdom of Cormyr, which is essentially Camelot with war wizards. This works well for FR. You can use names like King Azoun IV and Cormyr instead of Arthur Pendragon and Camelot, because ultimately the archetype of a kingdom built on the ideals chivalry and justice is a familiar one to fantasy readers.

The Forgotten Realms is a new coat of paint on a familiar canvas, and that’s one of the things that makes it a great, classic fantasy setting. The intention of a Sundered World however, is to take these familiar archetypes, chuck them into the blender and spatter them on the wall.


I think that if we are going to go full-gonzo with the setting, then there needs to be a solid ground of recognizable mythology to work from. An ascetic society of warrior philosophers made up of bipedal, humanoid snails is cool enough, but if we call it “Tibet” then suddenly we make a deeper connection to it as an audience, because it is grounded in something familiar. Likewise, I think that as a GM if you lead players to a fallen palace filled with mad angels, it makes more of an impact if you call it Mount Olympus, than if you call it “Holandeus Sozz” or something.

Many epic fantasy stories end with the heroes preventing a giant, world-shaking catalysm of cosmic proportions. The thing I find cool about a Sundered World is that the story ultimately begins with someone’s failure to save the world. I think that it’s important for the world’s background to be something familiar to many fans of fantasy and mythology, so that where the world is presently has more impact.

Furthermore, on a more practical level I wouldn’t want to inadvertantly tread on anyone else’s IP, so going with public domain concepts, like Netherworld instead of Shadowfell, or Apollo and Thor instead of Pelor and Kord, is wisest move. 

The other consideration, is that we fully expect readers who want to use our material will take the basic ideas and spin somethings off in wildly different directions,which is great. I think it is easier to replace concepts, if we use something more instantly recognizable. D&D settings have many analogs to real-world legendary kingdoms and heroes, as well as divine pantheons, so this way it becomes easier to plug a Sundered World into your Greyhawk or Nentir Vale games.

Gizmoduck5000

What Is In A Name


Quick: if I say Thor, who (or maybe what) do you envision? Chances are you are thinking of a big guy in a viking helmet wielding a big hammer. He might have a beard, too. What about Zeus? Probably a bearded guy in a robe packing a lightning bolt. How about the Stormcaller? While you might still envision Thor or Zeus, there are quite a few other thunder gods that might pop into your head.


Names carry a lot of weight beyond simple visuals. Mention a culture that worships Thor and people are likely to run with the whole viking concept; longships, runes, horned helmets that I hear tell they did not routinely wear into combat, etc. This is fine if your vision is exactly the same, or similar enough, but what if your vision of the culture only borrows a bit from it, if anything at all?


What if your Thor wields a wooden spear that calls down lightning wherever it strikes, or what if he just channels lightning? What if he is a level 30 stormsoul genasi fighter with a +6 thundering warhammer? What if he is a women, or a troll? Female troll? And this only addresses the physical appearance; what about the personality and history? At what point does using the name Thor become meaningless and/or misguiding?


I ran into this problem when running Epiro. I told players that it would be a kind of Greek-ish setting, by which I meant that I would use Greek names, weapons and armor would look Greek, and that there would be lots of Greek monsters like manticores and hydras. Unfortunately players started assuming that the king of the gods would be Zeus, and he would look human, and bone everything in sight.


(The players have yet to encounter a god, so all I will say is that most of these assumptions are false.)


This would have been fine if I was trying to push a fantasized Greek campaign, but this was not the case. I was trying to make it easier for the players to mentally visualize some things, but there were still wizards, druids, clerics that worship one god (and can constantly and reliably call in favors without repercussions), paladins, plate armor, a lack of unique monsters (like the minotaur, manticore, hydra, medusa, etc), and so on.


This is not to say that I am against drawing from real world languages, or even using real world names. If a fantasy culture is intended from the get-go to at least look reminiscent of a real-world one, then names (along with description and other images) can help reinforce that mental image. Sidon sounds kind of Greek, while Dorsen sounds kind of Celtic. Mes-Atbaru conveys the idea of an ancient place, before recorded history, but I do not get a clear picture of any particular culture.


Mount Olympus on the other hand conveys a very specific place, at a specific time, with a specific history and culture. If that is what you want, good, but if not then I see no issue coming up with your own evocative name that better fits your wants and needs. I think that A Sundered World could benefit from a strong mythology, ideally one that will get creative juices flowing and inspire both stories and characters. I even think that it is fine to draw inspiration from existing mythology. Where I disagree is by recycling stories and names with strong associations. 

For the most part, anyway.


Some names like Oberon and Titania I am actually pretty okay with. I still think they are not entirely necessary, but neither name paints a clear picture of an appearance and history or seems too firmly rooted in “our world”. At least nowhere near as much as Odin does. Same goes with Asmodeus and Autocthon. I think that by using evocative but not immediately identifiable names, you will be able to drag and drop them into whatever game you want without having to change much or deal with the baggage.

The short of it is that when it comes to names and mythology, avoid the obvious stuff. If you want to convey a culture, use names that do not heavily imply too much…unless of course that is your intended goal.


Antioch

Luansidhe – The Faerie Moon

Before the great Sundering, the realm of Faerie was a lush, verdant mirror to the Prime Materia, brilliantly teeming with life and ruled by capricious spirits. The ancient tales of the Fey say that the faerie lands had grown out in all directions from Duan, the great World Tree and that the rest of the myriad worlds of the multiverse were but fruit on the end of her branches.
Perhaps it was the splitting of Duan’s trunk by the ax of the celestial Chernobog that allowed the Sundering to happen in the first place, but when the veil between worlds was violently torn, the other planes bled into the faerie causing mass devastation. Mortal beings from the Prime ransacked faerie enclaves, while entropic energies from the Netherworld wilted and withered the flora of the perpetual fey springlands.
Panicked…the Fey sought refuge in the last strong of vestige of energies that had permeated their former home, on the great moon Luan. Many of the surviving fey became refuges on the land they renamed to the Luansidhe (Faerie Moon), planting a godtree sapling at each pole, and using their magicks to reshape her face into a more hospitable land for them to settle upon. The fey Summer Court, planted their tree on the light side of the moon, while the Winter Court planted theirs on the dark side of the moon, with the unaligned fey settling the lands between, and the monstrous Fomorians living within the moon’s subterranean core.
Summer Court
The fey of the Seelie Court settled in the lands surrounding the Dayspring Tree on the moon’s northernmost point. The Dayspring Tree absorbs darkness and toxicity through it’s vast system of roots, while radiating a warm, healing aura from it’s foliage that gifts the fey people with vitality and longevity. The impurities that are consumed by the great trees roots are distilled into it’s fruit, the juices of which are a deadly poison that is highly prized by assassins across the multiverse.
Because of their proximity to the Dayspring Tree’s bright, reinvigorating light the fey of the Seelie Court eventually became known as the Summer Court. The fey of the Summer Court are primarily comprised of high elves, satyrs, centaurs and wood nymphs. They revere inspiration, passion, valor and all things that ignite the flames of the heart. Summer fey are widely regarded as producing the most beautiful songs and poetry in the multiverse, but they are also the most openly warlike and imperialistic. They revel in acts of love and pleasure, particularly with members of other species, and celebrate acts of daring and bravery.
Summer Court fey are also renowned for their skill at magically shaping their darkwood trees into weapons and armor. Even their ships are constructed entirely of magically shaped wood (think Jurian tech from Tenchi Muyo). Each Summer Court “Dryark” has a Dryad navigator who establishes a connection with a sapling planted by a fey pilgrim along a path known as the Hamadryad Way”, which then draws the ship toward it in an inexorable fashion.
The court is ruled by the Summer King, known as Oberon “The Black-Handed” and his consort Titania. The Black-Handed is named for his withered and burnt sword hand, an injury he had sustained in a great, ancient battle by plunging a sword wrought entirely of cold iron into the heart of the Fomorian King Arawn – an act that freed the fey people from the cruelty and subjugation of the Fomorians and made Oberon a hero and king.
Winter Court
The Winter Court was once known as the Unseelie Court in the time before the Great Sundering. Long ago when there was a single unified fey court, The Winter Queen Mab was the consort of Oberon. Though the fey don’t prize monogamy as mortals do, the Black-Handed’s indiscreet dalliance with the mortal songstress Titania was an insult that the prideful queen could not bare. In a rage, Mab fled the court for the lands of the Goblin King Conchobar, taking fully 1/3 of the court with her, and for centuries thereafter dedicated herself to thwarting and undermining Oberon’s court.
After the Great Sundering, the Unseelie Court settled the lands surrounding the Eventide Tree, which devours life and light through it’s leaves and branches, while bleeding a gloaming coldness into the very ground that in turn protects it’s denizens from enemy incursions, which is what keeps the forces of the often indignant Summer King at bay. The fruit of the dusk tree can be distilled to make healing potions and other curatives. It’s said that this fruit is an important reagent in rituals that grant eternal youth to mortals, such as the one that granted the Summer Queen Titania her immortality.
Winter Court Fey are guileful and full of pride. They view deftly executed games of intrigue as the highest form of art, and revere cunning, ruthlessness and subterfuge above all. Though they are prone to cruelty and they have no love of mortals, the fey of Winter are not abjectly evil as much as they are insulated and self-interested. This survival mechanism is a necessity in a society where deception, manipulation and casual betrayal are a part of daily life.
The Winter Court Fey, comprised of high elves, changelings and goblinkin, tend to be skilled spies, negotiators and mercenaries. The watershapers of the court can form beautiful sculptures of water richly dyed which are then magically frozen into solid, dry and unmelting ice crystal. In fact, even the weapons and armor of Winter Court warriors are also made from magically shaped and hardened Ice Crystal.
The Winter Court do not have their own means of transdomain conveyance like the Summer Courts’ Dryarks. Instead, they have a reflecting pool which acts as a magic portal between their capital city of Frostspire, and it’s twin pool in the city of Silverspire at the edge the Bhalen’lad Cluster, where they hire transport to other domains as needed. As a result of this open pathway, they maintain primacy in trade relations with the mortal races.
Ironheart
Ironheart is the name for the cold iron core of the Luansidhe, as well as the home of the imprisoned Fomorian scourge and their king, Arawn the Heartless.
However, the first inhabitants of the moon’s core were the cyclops. In the most ancient of times, cyclops were a race of beings created by the clockwork Primordial Antikythron to act as custodians of it’s giant mechanical body of spontaneously forming pistons and gears. Slowly, the cyclops attained sentience and will of their own, after which Antikythron banished them along with it’s other organic components, becoming a self sustaining monstrosity of independently functioning mechanisms.
The liberated cyclops took refuge on the faerie moon in the time before the sundering, where they lived and worked and crafted, often making forays planetside to trade with the denizens of faerie. When the fey rebelled against their cruel Fomorian overlords, the cyclops formed a treaty with Oberon, fighting alongside the various faerie tribes and helping construct a prison that would hold their mutual enemies for eternity.
The prison of Ironheart is designed as a sphere of pure cold iron, which feeds upon the innate magical energies of the Fomorians, keeping them in a dormant state. Though still physically imposing beings, the powerful magicks that helped them rule over the other fey and threaten the cyclops and races beyond the realm of Faerie are dampened.
After many centuries, the fey forgot about the treaty they held with the cyclops, and after the Sundering they quickly moved to colonize the moon which resulted in a great war between the former allies. To make matters worse, the Dayspring and Eventide trees that were planted to terraform the moon fed on the energies leeched from the Fomorians by their prison, which weakened their magical bonds and allowed them to escape. The Fomorians made a pact with their former gaolers and joined forces with the cyclops, but were ultimately defeated once more by the combined might of the Summer and Winter Courts as well as the Wyld.
Ironheart no longer keeps the Fomorians imprisoned and dormant, but it does serve as their home, having become a great subterranean city in the years since the Sundering where they dwell along with their cyclops allies. The city is ruled by Arawn the Heartless, whose cold iron pierced heart was replaced by another godtree sapling, which fused with the ancient Fomorian king keeping him alive, and giving him great powers and an empathic link to the godtrees of both fey courts. He and his subjects are always scheming ways to reassert dominance over the faerie and peoples beyond the moon.
The Wyld
The lands between the warm embrace of the Summer Court and the Grasping, icy talons of the Winter Court are known as the Wyld. It is a vast expanse of lush, overgrown forestland that is inhabited by wood elves and other fey, as well as firbolgs and awakened animals who live together in independent tribal communities.
The denizens of the Wyld revere freedom and independence above all things, and recognize no king or queen. Though they have no unified ruling body beyond the leadership of their individual tribes, the free fey of the Wyld are unified in support of the Horned King, a sort of folk hero who defies and thwarts the expansion of both Summer and Winter, as well as incursions by Arawn and his Fomorian scourge. This is done through the Wyld Hunt, a practice of meticulously planned and executed guerilla strikes upon the forces and infrastructures of their enemies.
Whereas the Summer Court fey are masters of light and wood magic, and the Winter Court fey are masters of ice and water shaping, the Wyld Fey are masters of magical animal husbandry. Among their number are many awakened animals, such as intelligent, talking beavers and scholarly bison. Wyld Fey are able to form powerful bonds and partnerships with wild animals, who help them cultivate crops, build villages and even fight in battle. Imagine a stampeding army of firbolgs with stone tipped spears charging forth on angry dire bear mounts.
Some Wyld Fey shamans are even able to summon Astral Narwhals for passage tot he outlying territories and planetoids if the ancient beasts deem the fey’s cause worthy enough.
No one knows for sure the true identity of the Horned King. He appears as a cloaked and hooded figure in hunter’s leathers with stags horns growing from his cowl, and wielding a mighty lightning spear or ornate bow. Some say it is the once mortal bard Taliesin, former husband of Titania who was cuckolded by Oberon. Some say it is Duan, spirit of the original god tree, some say that the Honed King is just a symbol and a diversion, and that it matters not who is beneath the hood.
The Illusory Moon
The Dream Moon, otherwise known as the Monstrous Moon, or the Illusory Moon is the shadow of Luan, the body of an ancient primordial and sister to the world tree Duan. Before the sundering, both Luan and her shadow were visible to the people of the Prime, Fearie and the Netherworld, but after the sundering it can only be seen from the Faerie Moon.
The Illusory moon slowly and inexorably orbits the Luansidhe in phases, much like the moon did before the sundering. Each phase lasts close to a century, and the fey people have come to fear the Dream Moon’s waxing and rejoice in it’s waning. Despite it’s name, and it’s incoporeal body, the Illusory Moon is no mere illusion. Though their nature is uncertain, things most certainly live on that moon. The ancient tales call the Illusory Moon the mother of nightmares, and that Luan had sacrificed her life to keep the Monstrous Moon imprisoned within a pocket dimension. It is said that the nightmarish nature of the Dream Moon is what caused the fey to learn the practice of trancing in order to escape the danger of sleep.
Adventure Hooks
  • Pirates and sellswords paid with leprecaun gold have been taking over Ark Branches along the Hamadryad Way, meanwhile Cyclops have annexed the reflecting pool in Silverspire. Why are the Fomorians trying to cut the Faerie Moon off from the rest of the multiverse? Are they finally declaring all out war, or up to something more insidious?
  • A prince of the Summer Court has absconded with a princess of the Winter Court into the Wyld. But is this a simple case of star-crossed lovers, or is this a plot of the Horned King and the wyldlings to undermine the power of the Courts?
  • The Dayspring Tree has been poisoned! It is held within a sleeping state during the waxing fullness of the Illusory Moon, it’s boughs and branches quivering in the throes of constant night terrors, tainting the land around it. Who could have done this and why? Surrounded by foes on all sides, the heroes will have their work cut out for them solving this mystery.

Aurora: The Wandering Empire

Long, long ago in the time before the Sundering, there were gods who held dominion over the celestial heavens and influenced the people of the Prime Materia through angelic servants and mortal clerics. The expansion of their sovereignty was held in check by the Primordials, ancient elemental beings with whom the gods harbored longstanding enmity.

When the veil between worlds was ripped open, gods and primordials and mortals from across the multiverse were suddenly thrown together, the immediate result being several large scale conflicts erupting all at once. Eventually the utter chaos of this cataclysmic event subsided with all sides suffering heavy losses. Most of the gods and primordials however had killed eachother in the great pandemonium.
When the Primordials died, the elementals under their auspices were freed of their bounds and flew into utter bedlam, essentially becoming like wild animals.

When the gods died, many of their angelic servants lost all sense of purpose, and begun aimlessly wandering the ruined realms of their dead gods while slowly going mad over the long centuries. Some angels took their gods dogma and followed it to the most extreme degree. Angles of the God of law will hunt down and mercilessly punish criminals wherever they find them; angels of the god of war constantly see to ignite the flames of strife and conflict, angels of the god of love enthrall and force people to become lover slaves to one another, etc.

The servants of the slain god of light (we’ll call him Pelor, or Helios, or Torchy) had an entirely different idea. They found a new sun god in the form of an infant celestial deity fathered by the light god upon the goddess of knowledge, and they began to raise this godchild up in the image of their former master. Though a font of great divine power, and viewed by many mortals as a being of awe inspiring puissance, the godling is still a child by the reckoning of the immortal celestials. Where once the gods presided over the angels with absolute authority, now the angels influence the will of a god to their own ends, which is pretty much preserving their way of life from before the Sundering and the following wars.
The godchild sits in isolation and tranquility within the uppermost room of the highest tower in a grand, golden city floating upon a great magical cloud and surrounded by honor guards of armored angels, as well as an armada of levitating cathedrals that are capable of devastating foes with blasts of seering radiant light. This floating space Vatican travels along the Angel Roads, great pillars that fold two points of space together for quick travel from back when the celestial realms of Empyrean and Apollyon were whole, bringing light, warmth and protection to the people who live in the desolate outer reaches of known space. 
For the various peoples who live on the dark edges of space, this grand floating city of gleaming golden towers is the closest thing to daylight that they know. They offer their love, devotion and obedience to the goldchild, who in turn consumes this energy and uses his will to power the the whole grand procession at the behest of the archangels who rule the divine armada. Because the city’s regular procession, the folk along the Angel Roads have come to know it as “Aurora”, after an old world term meaning “sunrise” from the days when there was a sun.
Though the godchild rules in name, most actual decisions are made by Araehel, the archangel who discovered, protected and mothered the infant deity (angels do not have any innate gender, but some choose to take on either a male or female aspect). Besides Araehel, there is a council of seraphim who debate and rule on a number of issues concerning Aurora and the worlds she visits. The council is split into two parties, one who wants to focus on improving their existing territories, and another, led by council member Sabrael who wants to broaden the cities influence and involve Aurora in other conflicts. Michratheon is another member of the council who was secretly a servant of the dead god Asmodeus, and seeks to subtly disrupt and undermine the city, in an effort to ruin it from within.
Michratheon also secretly runs an extensive criminal network within the city itself through “his” underlings Uziel and Zaradhel.
Aurora itself is home to a number of pilgrims from all around it’s orbit, who live in the lower levels of the city and perform menial labor in exchange for a pittance and being within close proximity to the godchild. Many of these become soldiers in the ever growing army of Aurora, and they support the angel Sabrael’s vision of an expanded empire. The mid-levels of the city are populated by deva, a race of humanoids who were once the angelic servants of many gods, but gave up their divine aspects in lieu of going mad without their gods. They represent the merchant and artisan castes of Aurora.
There is another purpose to the procession of Aurora and it’s radiant glow. Beyond known space is a force of utter destruction. A vast, nonsentient space virus that knows nothing but the instinct to consume. The Nihil (working title) is a immense organism not unlike a giant amoeba that lies hibernating beyond the reaches of the various inhabited realms of space. Before the Sundering, the Celestials had to eke out a civilization in their earliest days by driving this organism back further and further to allow for their expansion into the stars. That makes this thing the natural predator of angels and gods. Now, the only thing keeping this ancient threat pacified is the procession of of the golden city. Imagine an immense cloud of utter blackness, with the faint light and dying screams of partially digested souls within it. Now imagine this is the size of a continent. Travel too far out amongst the stars, beyond where even the astral krakens and other wild celestial beasts roam, and you may find yourself within the Nihil’s obliterating embrace.

Campaign Front
The godchild has been kidnapped! Who had the power, resources and motive to do it?
Was it one of the archangels hoping to further their own ends? Was it mortal forces who learned the truth behind the facade of Aurora? Was it worshippers of another god? A cult dedicated to the worship of the Nihil?
And what happens when the one thing keeping the Nihil at bay is taken out of the picture?

A Sundered World: Drow Draft

I have already elaborated at length as to why I do not like drow-as-written, and since I do not expect WotC
to give this iconic Underdark race any depth, Josh and I came up with a different origin and flavor to back them up. As always, let me know what you think.

During the Sundering, the elves opened up gates that allowed them to evacuate to the moon. Other things made it there as well, or laterwhich we will cover in a blogpost specifically about the Feywild/Faerie/Wyld/whatever we end up calling itbut not everyone did.

Like the drow.

The drow were in a bad place at a bad time. When the barriers between words was shattered, each plane, with their own rules, layout, and denizens tried to fill in the gaps. The severity and end result of which plane, if any, would come out on top in any given place was…unpredictable to say the least; not only were the drow unable to maintain their own gate, but their home was flung into the far reaches of the Astral, and it was assumed that they were lost or destroyed.

They were not.

Drow dwell within the dark regions of the Astral, venturing forth to ambush astral vessels or hunt, though some houses are willing to trade or hire themselves out. Their homes are large motes of stone that vary in size and shape—though generally the more powerful the colony, the larger the mote—and riddled with numerous passages (think floating termite columns). Though gravity on the Astral is usually subjective, these tunnel networks are still useful in disorienting intruders, making it easy to separate and dispatch them.

Physiology
For the most part drow are similar to other elves, except that their skin is very pale, and in some cases semi-translucent. Hair color is generally black or white, but other colors can manifest as a result of one or more transmutations.

Drow undergo ritualistic transmutations as reward for their accomplishments. These can range from additional eyes or limbs, venomous fangs, chitinous skin, and so on. As a rule of thumb the more spider-like a drow appears, the more powerful it is. For D&D, this would be reflected as optional powers that you can add to drow (boosting their XP value), while for Dungeon World this would just add moves.

Society
We are sticking with the matriarchal society, but alignment-wise they would range from Lawful Evil to Neutral Evil, or either Neutral or Evil in Dungeon World parlance. Definitely toning down the random betrayals and murder, as there is really no way that any kind of meaningful society could flourish if almost everyone was Chaotic Evil. Plus, I want there to be other reasons for drow adventurers beyond “inexplicably good renegade”.

We are also kicking around the idea of giving them something like a “hive mind”, making them like Borg, only with spider-bits instead of machines. I think this would be more appropriate if their insect theme was ants or wasps, but as with the alignment shift above I want to make sure that there is a fairly easy way to play a drow.

Hierarchy
At the top of the food chain is the Spider Queen. She appears as a drider, but her entire body is covered in a hardened carapace, and there is little to indicate that she was once an elf. I imagine her face being a largely expressionless mask—kind of like that scene in Mimic where they realize that the bugs are mimicking them—behind which is a grotesque conglomeration of eyes, mandibles, and hair.

The drow worship and offer sacrifices to her, making her the source of their divine magic and considerably powerful, comparable to Asmodeus (Next), an apocalypse dragon (Dungeon World), or a level 30+ solo controller (4th Edition D&D).

The matrons look similar to the Spider-Queen, but the humanoid half of their bodies are still mostly recognizable as elf. Each drow house is lead by a single matron. They are very capable in combat and able to channel powerful divine magic, but tend to keep a handful of heavily mutated warriors (aka, royal guard) on hand just in case.

Priests are drow that have yet received the same “gift” that their matrons have, but are still trained in martial combat—wielding daggers or swords instead of snake-whips—and have access to divine magic.

Warriors who prove themselves enough are elevated to royal guard, ranked just beneath the priests that they are assigned to protect. It is because of this that they are the subject of numerous transmutations, oftentimes retaining only a vaguely humanoid shape.

Weavers are arcanists that specialize in thematic “spider” magic: they can summon spiders—including spider-like demons and devils—conjure sheets of webs, bind creatures, poison, and such.
The typical rank-and-file warrior retains most of its elven appearance. They wield swords (often times two), poisoned javelins, and wear a kind of carapace armor that is mechanically identical to studded leather.

As for spell-like abilities, I am shying away from faerie fire and levitate. Darkness is fine, but I think giving them something like web, the ability to envenom one of their weapons, or even something more mundane like advantage on climb checks makes more sense.

Spidership
Spiderships are, as their name implies, vessels built in the shape of a spider, complete with articulated limbs. I am thinking something like the Necron tomb spiders. Raiders attack by initially launching a salvo of ballista bolts at a vessel. Cables attached to the bolts allow their warriors to board while preventing escape.

Puppeteers specialize in telekinetic magic. This allows them to manipulate the legs, which they use to grasp onto ships, either to prevent them from escaping or to just crush them. The “strands” are visible to anyone able to detect magic, and can be severed with either abjuration magic or a cold iron weapon.

A Sundered World: Bodil’s Bounty

One of the problems I ran into during my first draft of A Sundered World, was figuring out where people got the basics like food and water. Since it was not immediately important in the greater scheme of things (like sailing around the Astral Sea to loot the ruined dominions of the gods), I made a mental note about spirits being able to provide food, or maybe that things could still somehow grow in astral space despite a lack of sunlight or water, and left it at that.

Bodil’s Bounty is a free realm located just at the edge of the Bhalen’lad Cluster, near a gulf of unclaimed space that divides it from the Platinum Span. Much of the realm is dominated by jagged mountains and thick forests, though there are enough open fields to support several villages of hard-working humans and dwarves, in no small part due to their patron spirit: Bodil, an old, powerful bear spirit that lays claim to much of the region, though she was not always so.

The Sundering shattered the mountains that represented her corporeal form, wounding her greatly and forcing her into a state of hibernation while she recovered. Some centuries later while she slept dwarves tried to settle, building fortresses and riddling the mountains with tunnels in their search for metal and gems. This wracked her spirit form in pain, but not only was she still recovering from her previous wounds, their work was akin to slowly drilling holes into the flesh and bone of a living creature. She was powerless to stop them, and her pleas were ignored.

A massive horde of orcs arrived and slaughtered most of the dwarves, keeping a few on hand for slave work and other orcish amusements (both of which promised a painful demise). Bodil appeared to them again, offering to free them if they left her mountain forever untouched. The dwarves agreed to this, swearing blood oaths, and with her help were able to drive the orcs off. Though the dwarves could no longer mine the mountains, the rest of the region had plenty to offer in the way of farmland and lumber, so they established fortified villages to exploit those resources instead.

Eventually the orcs returned, and given that a fortress filled with dwarven warriors could not withstand them, neither could a handful of villages. The villagers fled to the ruined fortress within mountains, hoping that if they ran far enough that the orcs would be satisfied with easy spoils and leave. They were not: from the mountains the villagers could not only see the columns of dark smoke rise from the smoldering remains of their former homes, but also the black formations of orcs marching towards them.

The story of Bodil and how she saved the dwarves decades ago was a local legend: survivors of that night and relatives of avenged victims occasionally visited the mountains to give thanks to her, and she was the subject of many tales. They would need a miracle if they were to survive this, and so they begged and prayed to her. Her answer was destruction on a scale that neither side had seen before, nor expected: where before Bodil had merely freed the dwarves, giving them an edge, this time she summoned arctic winds to hold them in check, and unleashed thunderous roars to shatter their ranks. 

It has been many years since the Second Orcfall, and the villagers have long since rebuilt. They treat Bodil as something akin to a deity, making regular visits to her shrine within the mountains–now known as Bodil’s Teeth–so that they may pray and offer sacrifices. These acts of devotion empower her, granting her the strength to protect them from more powerful threats, as well as allowing the land to grow food more quickly and in greater abundance. It is for these reasons that Bodil lays claim to the region, something that the Bhalen’lad nobility only grudgingly accepted because they are a notable source of exported food.

However, Bodil is not the only spirit to inhabit the demiplane. Among potentially others the river Sindri also gets along with the villagers, providing fish and water in exchange for prayers, songs, and wine. Bodil enjoys his company well enough, especially since it means that the villagers can bring her fish as part of their offerings. On the other hand the Oak Sisters are an enigmatic pair that dwell within the Blood Forest. While their mother, a large oak tree, spends her time tending to the forest and crafting animals, they embody a more savage side of nature and hunt anything within the forest’s border, something that people have learned through harsh examples.

Characters 
For Next and Dungeon World the druid and ranger make sense, though a barbarian could also work.

I envision Bodil occasionally appearing to the villagers, either in person or through an avatar of stone, to select one of them to teach druidic magic. The commoner and guide backgrounds (Next-only) are obvious choices, but a noble or knight might also be stationed there as a kind of ambassador for the Bhalen’lad Cluster.

For 4th Edition, I would round out the class choice with shaman (especially with guardian spirits), sentinel, berserke, hunter, and fey pact warlock/hexblade. Aside from humans and dwarves, there could be a satyr or wilden dwelling within the Blood Forest.

Adventure Hooks 

  • Before Bodil came into power, a darker force inhabited the land. It was almost roused during both orc invasions, but since she has come into power she has been able to keep it dormant. She has been been regularly training druids for the day when it finally re-awakens.
  • Dragonborn crusaders from the Platinum Span invade Bodil’s Bounty, attempting to establish a steady supply of food for their crusade against Tiamat’s Reach (or vice-versa).
  • A chunk of aberrant star, or perhaps a mass of land with its own dormant spirit, collides with the region. This could corrupt one or more spirits, or cause conflict between them.
  • Angels from the Golden Road and/or pilgrims that worship them arrive, hoping to convince them to worship “true” gods.

Bonus Featurette: Duergar 
Dwarves were crafted from stone by Moradin before the Sundering, and as they get older gradually “return” to stone. At first this starts out with skin becoming more rock-like, which can make them resilient to damage (including disease and poison, even more so) and allow them to benefit from rune magic by carving them directly into their skin, but eventually they start to move more slowly and sleep longer, sometimes for years at a time (which can make it difficult to determine when a dwarf has truly, fully returned).

Duergar are the result of devils abducting sleeping dwarves. They take them to the Iron Circle, where ritualists carve infernal signs into their flesh, transforming them into powerful, durable vessels: once possessed, the devil is able to access the dwarf’s memories and skills, and dwarves that begin to slumber typically have several centuries of experience to draw from.

A Sundered World: Acamar

Now that we have shown you various methods of travel and a fairly unconventional city, I think it is time for an adventuring locale. Next stop, Acamar!

Acamar is one of many corpse stars that float within the Deep Astral, where the silvery light fades into a gloomy, grey twilight. Those that wander too close feel it before they see it: paranoid fear grips the mind, flashes of things skulk at the edges of sight, alien voices whisper from the shadows, and nightmare-filled sleep prevents any meaningful respite.

Though dead, or at least in a state so similar as to be virtually indistinguishable, its mere presence can warp space and time, driving away only reason. Even vessels utilizing ley-line navigation to escape can find themselves somehow drawn back, though many a sanity-stripped crew has willingly flown into its dark embrace.

Those that do manage to flee with their minds intact–mostly, at any rate–describe it as a hollow, shattered sphere made of an oily black substance. A disc of debris, composed of stone and metal chunks of various shapes and sizes, ranging from flecks to horse-sized (or even larger), surrounds it for tens of thousands of feet. The metal is oddly enough, cold iron, which makes Acamar even more dangerous given how magic reacts to it.

See, it is very difficult to get arcane magic to “stick” to cold iron. It can be done, but is is a laborious task with often temporary results. This quality makes it ideal for forging weapons capable of slicing through magical barriers, and armor that repels it, which makes it unfortunate that cold iron only seems to be found within and around corpse stars.

The surrounding disk, combined with nodules that stud its surface, disrupts divination magic–so good luck avoiding it or plotting an escape course–and also makes it difficult to weave and sustain magic. This extends to the magic that operates and holds astral vessels together: get to close, and your ship could end up dead in the water, as it were. Of course iron is not the only, or even most severe, danger.

Mortal cultists, many mutated into barely recognizable shapes, pray and and offer sacrifices in hopes of reviving the dead and not-dead star (also power, which is where star pact warlocks come from). They venture forth in obelisk-like ships to abduct victims and acquire supplies, as Acamar is inhospitable to most forms of life. Aboleths and other tentacled horrors (like whatever I might end up having to rename mind flayers due to WotC’s licensing), pursue old and terrible agendas. They often utilize mortals as tools to further their goals, which sometimes conflict with each other.

Finally, Acamar is host to many more alien and/or chimeric entities. Some, like star worms, have only base instincts, while others, like astral kraken, are as ancient and cunning as all but the oldest of dragons.

So, why would anyone want to go there?

Well, there is plenty of cold iron to be had, just floating about for the taking. Though arcane magic is easily foiled, divine magic and psionics have been proven to be as reliable as the user. Properly shielded mining ships skirting the edges of the debris field can make a hefty profit in a fairly short period of time (especially considering that, again, it only seems to be found near corpse stars), compared to dredging it out of a shifting elemental zone…so long as they do not run afoul of monsters or obelisk.

Another reason is knowledge. Knowledge is power, and the denizens that call Acamar’s cavernous bowels home have it in abundance, including ancient magic, how to create magic items, the location of powerful artifacts, and more. Some, like the aboleths, retain an almost photographic memory ranging back thousands of years, but would need to be persuaded to both part with it, as well as adhere to any bargains made.

Others record what they discover–whether from visions that Acamar deigns to impart, intuited through the movement and patterns of stars, or even from the minds of consumed victims–into memory shards, organic archives, or, more crudely, etched into the walls.

It is also possible that you end up there whether or not you want to. Characters might run afoul of an astral storm and deposited in the Deep Astral. They could also be unwitting passengers on a vessel whose pilots end up going insane. They might even be abducted by an obelisk, or be paid by a border colony to rescue abducted villagers.

A Sundered World: Mes-Atbaru, City of the Dead

Note: Josh and I had some pretty busy weeks, and had to communicate these ideas mostly through email, which is part of what contributed it to being around a week late. Sorry for the delay, but hopefully it is at least partly worth the wait.


A lot of mortals have rituals where the wealthy dead get buried in tombs or burned with their treasure. Since in A Sundered World the souls of the dead manifest and stick around for awhile, being buried with your stuff would be kind of boring, and burning it would be even more counter-productive because then you would not have the opportunity to interact with (read: defend yourself from) would-be looters.

Besides, rich or poor, not all undead are shambling zombies or brainless skeletons. Being undead means that you do not spend a lot of your time sleeping (typically none, except for vampires), which gives them a lot of free time. Since many at the least retain shreds of their personality, not only are not all of them flesh-craving monsters–though some do love them some flesh–but they can also get bored. What if you could take your treasure and celebrate your newfound unlife?

Normally when I think about a city populated primarily by undead, I envision a bleak, crumbling, hopefully isolated necropolis, filled with undead both unintelligent and free-roaming. Maybe there are some haunted areas, where the scenery changes to force the characters to bear witness–or maybe even become participants–to a past atrocity. In other words, a hostile place for most character builds and creature types.

Mes-Atbaru is, well, pleasantly different. No, I mean that. It is really not a bad place.

Located within the midst of a demiplane with strong ties to the Netherworld, most of the realm consists of a lifeless, black desert. A dark river of icy water cuts through it, nourishing nothing. Mes-Atbaru is nestled within the center, a shining beacon in the darkness where undead can indulge their various hungers and instincts, and prolong their sentience through continual exposure to exciting and changing experiences (which is particularly important for ghosts, who can become haunts or wraiths if their memories wane too far).

Though nothing natural dwells with the surrounding desert or river, the city itself is situated even more firmly within the shadowy grasp of the lingering echoes of the Netherworld. The closer one gets to the center of the city, the more blurred and uncertain the line between life and death becomes, as ghostly figures become tangible and opaque, allowing them to more easily work alongside shades and visiting mortals (and be imprisoned if they become problematic).

To call the city ostentatious is an understatement: the streets are brilliantly lit by magical lanterns that can instantly shift color, costumed skeletons continuously parade through the streets, engaging in carefully instructed performances, illusionary fountains spray multi-colored water, set to flawlessly orchestrated music, restaurants cater to any taste (no matter how exotic or grim), flying undead offer tours above the city, as well as less innocent vices such as brothel houses and gambling halls.

Even for undead living in the city costs something, whether money or memories. For undead and mortal alike, there is no shortage for demand for bodyguards and menial labor as the city is constantly repaired, buildings modified or newly constructed, and the undercity excavated. Skilled artisans, performers, and guides can likewise frequently find work as the city grows to accommodate new arrivals and tastes.

Mortals have a slight edge in that they rent themselves out as temporary vessels so ghosts can engage in various, well, “physical activities”, innocent and not. Blood can also be donated to vampires, who are willing to pay extra to take it directly. Both services are often employed by the living servants to help pay for their owners’ residence and excesses.

Finally the truly desperate can always opt to pawn off memories; the more emotional and/or rare the memory, the more it is worth, and there are more than a few adventurers that use this secondary market to greatly supplement their income.

The city is ruled by the flamboyantly-dressed and gregarious lich, Lord Theobald Rictus. He is a frequent sight, touring the city to personally observe (and participate) in events, patronize establishments, and, if need be, harshly enforce his will through powerful magic and servitors.

Despite his continual presence and reputation, denizens still sometimes vanish from the streets. Mortals are sold into slavery, butchered as delicacies, and/or have their memories extracted for use in vice dens or sold to information brokers. For undead, ghosts are the ones typically in danger as their essence can be distilled and their memories sliced.

Adventure Hooks 

  • The characters must guide a soul to the city. It promises to reward them with a portion of its treasure on arrival.
  • Smugglers along the transspatial leylines have been engaged in a bloody conflict over the newly emerging street market for ectoplasm, and must stop it at it’s source. 
  • A legendary minstrel has consigned his afterlife to an indefinite regular gig in Mes-Atbaru. Now that his days are numbered, he needs the characters help to renege on his deal with Lord Rictus.
  • A conclave of ancient liches have come to Mes-Atbaru and they don’t really appreciate Rictus’ fresh look on the afterlife. They intend to drag the undead denizens of the city back into the shadows where they belong. What side do the characters fall on?

The Name
One point of consternation is the name of the city. Mes-Atbaru, to me, gives it a suitably ancient sounding name, because the place was not always, as Josh described it, an undead version of Las Vegas with a 24/7 Mardi Gras going on. Josh wanted to go with something more suitably lively and upbeat, like San Lucent. Melissa pitched Datura, which is a kind of witchweed that can induce hallucinations and/or death.

What do you guys think? Do you like any of them, or have something else to pitch?

A Sundered World: Traveling

So after reading the comments from my first take at revising the structure of the world and talking to Josh, we decided to just stick with the original, more “gonzo” vision of the setting and try to work out some of the issues that I identified. So, let us start again, this time with traveling.

In my original campaign the first two characters had to book passage on a small skiff to get to a tiny, forest-covered island where they ran into a clockwork horror. To give them more leeway, I gave Josh’s character an astral vessel and a crew. This allowed them to go where they needed to, while instilling the impression that everyone would need one.

This does not need to be the case.

Inside the demiplanes (or pockets, dominions, sanctuaries…still thinking of a name for these) where the natural world (or Prime Material Plane, if you prefer) is the most dominant, physics are somewhat more of a thing. So if there is lots of water, you can row to get about. Since there is wind in the astral, there is wind in the demiplanes as well, which can be used to sail.

Outside there is nothing to really slow you down, and creatures can also travel via willing it (or just fly or swim if they could do that normally). So, I see now reason why mundane vessels cannot simply pick up speed before leaving a demiplane, a crew cannot just communally will their ship (perhaps the act of rowing with the belief that it should move the ship, does), or simply have swimming creatures tow the ship.

The benefit of this is that it allows characters who do not have to have access to an expensive magical vehicle to still get around, as well as something to look forward to (ie, an expensive magical vehicle that they can use to get around). Astral vessels still have use (probably higher speed and maneuverability), but to add some variety Josh and I have come up with some other options.

Anima Reactor
The denizens of Asmodeus, in keeping with their fiendish nature, delight in using black ships that are powered by the souls of the dead. An anima reactor emits an agonizing wail while in use, which can instill a sense of dread in mortals (especially in animals). Even worse, souls contained within a reactor’s soulcage can be harnessed in an emergency to fuel magic, in particular necromancy.

Elemental Collider
Dwarves and humans have managed to invent a kind of magic device that, through the forced collision of incompatible elemental…well, elements, can easily hurtle a ship through the astral. They are fast and environmentally healthy, except when they explode: the insurgence of conflicting elements must be carefully regulated by an engineer to ensure safe operation.

Navigation
The astral sea is vast, and despite the planar collapse it is still pretty empty. To help deal with the issues of navigation, many sailors rely on the stars or ley lines. Ley lines criss-crossed the world prior to the Sundering, and their energies register with those that can sense spirits. Sometimes they extend from one demiplane to another, but most commonly they are used to orient a sailor.

Angel Gates
Not all travel requires the use of a ship. Angel gates are magical constructs, similar in function to a teleportation circle, but rely on the Angel Roads that existed before the Sundering. Activating them requires a substantial amount of celestial essence, prayer, angel hearts, or powerful miracles.

Other forms of travel exist, such as astral whales and dragons (especially in the case of the githyanki), but hopefully this starting list is more inline with the fantastical nature of the setting that I initially conveyed. I will try to do an update of more stuff at least once a week as Josh and I hang out and kick ideas back and forth.

Next week, I think we will talk about a city where the dead go to celebrate before finally passing on.