Big Mac wrote: ↑
Thu Jun 13, 2019 5:44 pm
What would you do differently, now that you know the Points of Light setting better?
I think I would focus in an adventure exploring the remains of destroyed worlds, as I believe Nerathspace only has one world, as the others were blown up during the Dawn War. And this means that there aren't "alien" civilizations in Nerathspace (unless they were founded by settlers from other spheres).
Perhaps, those remains still have outposts of Nerathi settlers that aren't aware Nerath is no more. Perhaps others have old ruins of former Arkhosian and Turathi outposts; or even more rare ruins, from other less known civilizations such as the empire of Mira. As for the "alien" settlements, I need to study a bit about Spelljammer, but I guess the classical illithid and beholder cities in an asteroid, or a giff colony (though, I would have to convert them to 4e). Perhaps also some forward elven regiment from that elven super civilization.
Are there canon Astral Sea locations you would include in a campaign (that you didn't know about before)?
The Forgotten Sanctuary, from "Secrets of the Astral Sea" would be an interesting locale to add to Nerathspace.
Would you build "Nerathspace" and then do an old-style Spelljammer campaign?
With old style, do you mean traveling in wildspace? Yes, I would mix both styles. I have reconciled the fact that the spelljammers can travel in the planes saying that a few specific ships have especial helms that allow plane shifting, so not all spelljammers can do such a feat. Something I would emphasize should be that "Nerathspace" is more dangerous than the traditional crystal spheres, with all that creatures from the Far Realm having replaced the stars and their starspawn prowling in the wildspace, and the lack of planets and safe "trade routes" and stuff.
There is also the ever present threat of Iktha-Lau, the primordial who "created" the void of outer space (ie. wildspace) before the Dawn War, and that is still out there, roaming freely across the void...
Do you use the "Planejammer" stuff from Manual of the Planes and replace Wildspace with the Astral Sea?
Do you use Wildspace and the Astral Sea alongside each other?
I would combine both things. If the players get an modified spelljammer with the plane shifting helm, they can go to the Astral Sea. If they haven't, then they have to get by with the common wildspace. And so, I would have to create newer places for the wildspace.
Would you use Spelljammer to connect Nentir Vale, Forgotten Realms and Eberron?
Yeah, I guess so.
Have you looked into expanding the Spelljammer material from Living Forgotten Realms?
Didn't knew there was Spelljammer stuff in LFR. Can you point me out to the adventures?
Have you looked into incorporating the Spelljammer content from the Blades of the Moonsea trilogy?
Would have to read that trilogy, as well.