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There are some exceptions, with the Raven Queen dwelling in the Shadowfell and Torog dwelling in the Underdark, but most deities live in the Astral Sea. Gods, it should go without saying, usually call the Astral Sea their home, ruling over their precious Dominions. Driven by a lust for raiding and conquering, they use the Astral Sea as an impregnable defense against retaliation, whilst constantly searching for new portals that might lead to new worlds to attack and plunder. Githyanki are an ancient race of piratical raiders, driven to torment all other peoples out of paranoid fear of once-again falling to slavery, as their ancient ancestors did in the face of the Illithids.
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As such individuals either directly serve the gods, or seek to complete the transformation into godhood, it goes without saying that they can be found here.
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Mostly they stay in their chosen Dominions, but one occasion may be given cause to travel the greater Astral Sea or even make their way to Sigil.Įxarch is the general term given to the staggering variety of lesser divinities, saints, proxies and other divine powerhouses who aren't strong enough to be considered full gods. These are the souls of mortals who worshipped the gods and were chosen to enter the Astral Sea for their afterlives.
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Although mostly bound to their prison of Baator, they still have freedom enough to roam the Astral Sea, either in service to wary gods of evil or else pursuing their own wicked plots.Įxalted are one of two races covering what, in past editions, were known as Petitioners. They are particularly common in Sigil, whose "blade and spikes heavy" architectural style, abundant razorvine, and acidic smog is all very homey to them.Ĭouatl are arrogant and vainglorious feathered serpents who seek to slay evil as part of their endless, convoluted dance for status and prestige in their meritocratic society.ĭevas, whilst more associated with the Prime Material, are also found here in considerable numbers, since they are former angels.ĭevils are descended from fallen angels who betrayed their divine master and murdered him, being cursed into hideous, twisted shapes. This term covers anything from planar adventurers to divine servitors to Exalted and Outsiders it just serves as a catch-all for anybody either living a nomad's lifestyle in the Astral Sea or using it as a way to get from place to another.īladelings are a nomadic race of razor-skinned humanoid mercenaries, created by the god Bane from his loyal human servants in the Dawn War only for them to turn their backs on him when he abandoned them in favor of the goblinoids. Most are locked up within Carceri, but others roam freely through the Astral Sea.Īngels, needless to say, proliferate here it is their birthplace, the center of their civilization, and the primary focus of their duties.Īstral Travelers are, obviously, any beings who have reason to be roaming around the Astral. The Astral Sea is full of many different creatures, and in the best D&D tradition most of those probably want to have you for lunch.Ībominations are rare but terrible monsters, living weapons created by the gods and the Primordials alike during the Dawn War but too wild and malevolent to control afterwards.
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The Astral Sea is covered in brief in the Manual of the Planes, and has its own dedicated sourcebook The Plane Above: Secrets of the Astral Sea. Originally, it wasn't going to look like this, but when the Great Lattice of Heaven was shattered, everything was broken, leaving it in its current oceanic state. For example, here, one can find not only Arvandor and Celestia, but also Mechanus, Baator and Chernoggar (analogous to the Great Wheel's Acheron).Īs its name suggests, the Astral Sea physically manifests itself as a great sea of shimmering starlight and ethereal mists, with other "sub-planes" existing as islands (usually a lot bigger inside than out) floating in the Astral, alongside other various planar detritus. However, it blends elements of the Outer Planes as a whole into itself, as its various Dominions serve roles analogous to many planes from previous editions. Comparing it to the original Great Wheel is difficult because it serves as both a Transitive Plane, much the original Astral Plane, and as a residence for celestial beings. The Astral Sea is a Dungeons & Dragons plane in the World Axis cosmology from the the 4th edition of the game. A Dominion glimmering within the Astral Sea.