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Saturday, August 12, 2017

Gnomenheim Adventure Path 00: Part 1

The Road Thus Far....

GM: Loren

Players: "Iaqino", "Geoff", "Gloff".
                "Valen".
               "Caleph", "Enolo", "Gordok", "Konato", and "Tyra".
Missing or Presumed Dead: "Willow", "Yew", "Crash" and a "Khan".



Location: Miner's Chamber
The party had just defeated some duergar miners and a roper. As they had been through an exhausting series of events they all agreed to make camp and rest up. After looting the bodies, they disposed of them in the convenient pool of level at the end of the cavern. Iaqino (Tiefling Rogue), Gloff (Half-Orc Druid), Yew (Air Genasi Bard), and the Khan (Human Warlock) slept in a Tiny Hut that was evoked by the music of Yew. It was positioned to block an entrance to the chamber and remain opaque ensuring nothing could get in. Geoff (Goliath Barbarian) and Willow (Paladin of the Raven Queen) would sleep in the chamber. Willow would take watch allowing everyone to rest up.

As they recovered after a full nights rest, Geoff was the first to be awakened by a quick groan from the earth as pebbles rained down on him. It seems a cave in was occurring. Before he could react, the floor gave way spilling everyone further down into the earth. Yew's enchantment had expired during this and everyone tossed about.


Location: Community Hall of Amberlight

Geoff had landed with a thud and rolled down onto a cool stone surface. Behind him was a mound of rubble, the remnants of the mining chamber their were just in. As the dust settled he could easily see Iaqino and Gloff. Willow, Yew, and the Warlock were no where to be seen. A purple creature wearing Caleph's clothes was half buried under the mound, his lower half crushed by tons of rubble.

Before waking the others Geoff took it upon himself to explore where they were. He was in a constructed chamber some 100 wide x 150 long x 30 feet tall. There was pillar supporting the hall ever 20 feet, and at the very end was a Green Marble statue of a female gnome holding a golden bowl over her head as water cascaded down from the ceiling. Behind that was two sealed archways that were 15 feet high. Surprising the hall was light by amber crystal embedded along the wall providing ample light. He even walked to the statue and tested the water hoping for it to be magical.... it was just clean water. Yet he did discover the the fountain was above a grate that drained into a lower level some 40 below. Seeing that things were safe he slapped Iaqino and Gloff awake.

Iaqino and Gloff searched glance around for their other companions, and like Geoff assumed that they were buried under the debris and "didn't" make it. They were shocked to find out that Caleph was a creature similar to the one they had encountered before. They thought over how had this happened??? Could it have infiltrated the group in their sleep? Onward to there mission they put their losses behind and started looking for a way out. As they searched, the area had a weird smell. It smelled of soot. Iaqino had discovered that the archways were sealed some how and required a small diamond that fit into a depression on the side. Gloff and Geoff look toward the fountain and both thought to check the bowl. Sure enough there was a blue diamond shaped crystal.

They opened the left archway, immediately a cloud of soot and ash spilled outward. Iaqino quickly closed the archway again. They tried again with the other archway and the hallway was musty, but Iaqino could see at least a dozen figures move up and shuffle toward them. Again they quickly closed the door and devised a plan to take care of the new threat. They would create a barrier of flame and Geoff would smash the burning bodies to bits.

Location: The Mountain Caverns of Amberlight

In order to test his skill, Valen, a high elf ranger headed for the mountain north of Gnomenheim. There was a rumor about disappearing villagers who would return days later, any act kind of off and then just leave. Many family were broken as a result. Valen had an idea what could be behind the cause, this would be a way to prove his skill and merit. He had found a cave entrance high in the mountains, there were some human bones outside of it. This did not seem like a lair or the work of some animal so he descend into the cave. For days he wandered the maze of passages, avoid the detection of a duergar patrol lead by a dark elf. As he went deeper he he discovered the ruins of a Svirfneblin settlement. Here there was a meeting of several individuals, it peaked his curiosity that a variety of surface dwellers would be down he unprepared.
Yet when they came together they forms changed becoming purplish humanoids who spoke in a language he did not understand. He watched them for an hour until they resumed their alter ego and went there separate ways. He managed to track three down and dispatch them over the next couple of days as they kept to the ruins. He had found no evidence that this was their lair, but they had an interest in the area.

What attracted his attention was another sound of doors open and closing, he went quickly to investigate. He entered another charred hallway, and seems more of the undead gnomes were heading toward the sound as well. Having the advantage he waded into their midst and dispatched them rather quickly. The door began to open once more and he saw the silhouette of three figure in the archway at the end of the hall.
   
Location: The Open World
Months and weeks had gone by since Vespa (Dragonborn) was missing. She was a close friend of Celeph (Wood Elf Druid), who was heavy with heart that he had not heard from here. Despite the best efforts of the Druid Circle, they could not divine where or what had happened to Vespa. What was most troubling is that the eldest druid had received a vision....

"Vespa must be found. Key to a potential Great Calamity"

Caleph took it upon himself to search for Vespa. He explored where he thought she could be but could find no trace. He had met others and asked around and still no clue or trace could be found, even among the sages and magic-users. His heart was heavy as the last of his possible leads yielded no results. The curious thing is this town, people seemed to have remembered him. Some vaguely recalled a dragonborn in his company, others however said he was here many of a time on his own. The last time he allegedly visited her was just a few weeks ago. Apparently he joined a caravan that traveled to Gnomenheim. He quickly joined the next one headed in that direction. The journey was uneventful, but he had met some interesting companions along the way and offered to hire them for a quest. He felt it in his bones that he was so close and figured he might need the strength in numbers. His first choice was Tyra (Rock Gnome Bard), who seemed very booksmart and would come in handy. Enolo (Human Ranger) shared a respect for nature and could be a trusted companion. Gordok (Dwarven Fighter) seemed to be capable muscle. Lastly there was Konato (Human Void Mage) who seemed capable enough to provide extra fire power.

When the reached Gnomenheim several individuals admitted to seeing him at the tavern, some magical shops, and lastly at the adventurer's guild. Tyra was able to find out for him that indeed an elf who looked liked Caleph was here and traveled on a guild quest to a mine nearby. They gathered supplies and headed to the mines that were a days travel away.

Unbeknownst to them an elephant stabled at a local tavern had recognized Caleph and decided to follow them. Peanut had been missing Crash. 


Location: The Mine
Caleph's party had found the mine entrance. A paladin, named Glagg, carrying a sack was leaving the entrance and recognized Caleph. Excited they journeyed downward into the depths they were on the right path!
In the lower level of the mine they found some evidence of a skirmish, there was one tunnel that seemed to have been recently set ablaze. Another tunnel lead to an underground river that poured deeper and deeper into the earth. They followed it and even came to a ransacked duergar fort. The remains of several dwarves and purplish humanoid were found as well, the bodies mutilated. They were so close.

Having a dwarf in the party should prove useful, and that is why Caleph hired one. Gordok recommended  to follow a side tunnel, rivers were wet and overflowed. It was the safest bet. No sooner had they began to proceed down the tunnel a slight shift in the earth was felt and the tunnel collapsed. They were determined to go through the tunnel, but saw the uncertainty of the dwarf had. Perhaps not all dwarves were natural spellunkers. Seemed like they should follow the river.

Location: The Zangar Mire
The cavern had a strong flowing river going down the center of the cavern. Caleph's party followed the water until it came to another opening into a massive chamber of softly glowing light. They had just entered above fungal forest. They were some 40 feet above the forest, the water streamed down onto the cavern floor creating a seemingly shallow mire. Stair were carved into the stone some 15 feet wide that lead down to the cavern floor. The squawks of the creatures could be heard echoing within the mushroom forest.  Caleph and Enolo decided to go ahead. Caleph vaguely recalled what creatures could be making the sounds, but was not too sure. As they scouted ahead, Tyra recalled a story about a creature known as a cockatrice, it was known to dwell undergound and could potentially turn someone to stone. By themselves they were dangerous, but in a group they could be deadly. Konato used his magics to communicate with Calpeh alerting hom of the danger. They regrouped and decide to journey forth in a greater number hoping to pass without a trace and alert the wildlife.

Location: Community Hall of Amberlight
As Iaqino's party open the door and were ready to attack the zombies they began to hear the scraping of still and the sound of someone hacking their way through the zombies. When the door finally opened a elven ranger was their to great them with a heart triumph of victory. Geoff was extremely disappointed that there was nothing left to fight. Introductions were quickly made, and Iaqino and crew wanted to know if there was a way out. Valen let them know there were ruins beyond but he has been down here for days improving his skill. As they shared  the circumstance on how they both ended up here, Valen's interest was peaked when the mention of the purple humanoid was mentioned. Being somewhat familiar with these beings, he confirmed that their friend Caleph was indeed a doppleganger. Who know how long it could have been, even if its real name was Caleph. Intrigued Valen said he would be happy to accompany them and he could deal with them along the way.

They once again were faced with a decision of how to get out of here. They were going to again try the other archway. After opening it again, they better saw that the hallways was covered with at least and inch deep of soot. Valen had commented that the soot seemed to be the result of some gnomish/technological magic. It seem that soot and ash here may have been a great number of people that were incinerated here. After all while wandering the ruins he had come across some husks of gnomes, that when touched fell part at a touch into soot. They closed this archway.

Eventually it was decided to give the grate behind the fountain, the statue stood upon a grate which drained into a lower level. A hatch within the grate, had a visible shaft that went 40 down and a mithral ladder was attached to the wall. They attempted to open the grate, but it was rusted shoot. Each of them pulled, until the ranger with his grapple and the combined effort of everyone managed pop open the grate. As they went down they noticed another diamond shaped depression just under the grate.

At the bottom of the shaft was a 10 x 10 room with a wooden door. They cautiously took a step outside and saw a canal with swift cool water water. Like in the previous hall, there were amber crystals embedded in the walls to illuminate their way. As Valen said, this was once a settlement of deep gnomes that had been long abandoned. They decided to go up stream of the canal along a walk and found a small stone chest with a couple of iron maces. It seems this was a weapons lockers a guard would have had. As they were examining the small side passage, a flock of cockatrice appeared from another smaller passage and began to attack.

Valen managed to hit one with some bullets from his sling, unfortunately his sling had sailed along with the last bullet. Iaqino was hit twice by the pecking of the cockatrice, he began to stiffen. Gloff called upon the power of stone and sent thunderous wave energy along the floor. It knocked most of the cockatrice into a side canal and they were swept away. The last remaining cockatrice took the full furry of Geoff's blows as he had nothing to fight the entire time. There was only pulp left....and a permanent stain on the walkway from the powerful strike from Geoff. Iaqino did not farewell, as he turned to stone. They quickly regrouped to the room with the ladder and tried to figure out what to do next.  

5E D&D Magic the Gathering Campaign Setting

Individuals familiar with Wizards of the Coast and Hasbro know of Magic the Gathering. This CTG was one of the first of its kind to come out in the 90's spanning numerous expansions and having a profoundly rich story line. After nearly two decades of wishing and various fan made materials, there are "Official" Magic the Gathering campaign resources available.

There are a series of books, "Art of Magic the Gathering", that is currently featuring each of the main planes involved in the TCG and novels. Although the products are Art Books, they are actually well done systems neutral campaign books featuring the rich history, locations, beasts, personas, and a wealth of information with the worlds of Magic the Gathering. In addition Wizards of the Coast have been making "Art of Magic the Gathering: Plane Shift" series as free supplements for 5E Dungeons and Dragons. Each supplement give you some game mechanics to create a campaign; complete with race, class, and background options using the 5E system.

Magic the Gathering: Plane Shift - Amonkhet

Magic the Gathering: Plane Shift - Innistrad

Magic the Gathering: Plane Shift - Kaladesh

Magic the Gathering: Plane Shift - Zendikar

https://www.amazon.com/Art-Magic-Gathering-Amonkhet/dp/1421595117/ref=sr_1_6?ie=UTF8&qid=1502530622&sr=8-6&keywords=Amonket






Now to be fair, there are no maps published for many of these worlds. Most of the maps that have been published can be found in the various novels, computer games, comics, calendars, and early story decks from the settings. Phyrexia.com has a collection of images of maps from various supplements. They feature maps from Dominaria, Mercadia, and Phyrexia.



 

Sunday, August 9, 2015

Famous Spellcasters: Andrew Wells

Name: Andrew Wells
World: Earth/Buffy the Vampire Slayer Universe
Spells: Per Circumstance.
Magical Items: None.

"How could he do this to me? He promised we'd be together but he was just using me. He never really loved...hanging out with us."
-Andrew Wells, Super-Villian, DM, and Watcher. 

Andrew Wells was born in Sunnydale, CA and lived with his older brother and Aunt. Like his brother, Tucker, he was very intelligent and gifted. However, he lacked a certain charm, that made him awkward and a target for bulling. He has a soft and gentle heart, and spent many of his years growing up pouring over old grimoires and surrounded by his interest and fantasy and science fiction. Due to the fact that the Hellmouth allowed the supernatural to come forth, he and his brother developed a natural skill for demonic conjuration and summoning. His older brother Tucker was very skilled summoner and admired his brother greatly.

After his brother left, he was alone. He soon developed a closer friendship with Warren and Jonathan, fellow outcasts of Sunnydale Highschool. He fell sway under the charms of Warren and Jonathan and joined there group known as "The Trio". Together they harassed Buffy, the Slayer for perceived wrongs. Warren who tried to posses the Slayer by building a replicant was the only one who was really wronged. Jonathan was an occultist who knew some spellwork, whom Andrew felt a kinship with.... while Warren was like his brother in many ways that he admired. To Andrew this would be fun.

However, the Trio was thwarted time and time again. It wasn't till Warren up'd the ante in frustration by trying to unleash the First Evil and open the Hellmouth beneath Sunnydale like so many others. Warren would not be humiliated again, unbeknownst to Jonathan and Andrew, he had a gun to end the Slayer's life. As fate would have it, an innocent bystander, Tara was killed instead. This enraged Willow, who in her own right was a powerful witch, went complete Dark and was hellbent on revenge. Warren, Jonathan, and Andrew were her targets. Warren was killed, but Buffy and the others did their best to contain Willow and free her the blood rage. Andrew and Jonathan escaped to Mexico.

While in Mexico, the First Evil, manipulated Andrew and convinced him to finish what they started. It is truly unclear as to why, Andrew killed Jonathan and opened the Hellmouth enough. Buffy and crew managed to contain it as best as possible, but the damage was done. Over the next year Andrew was held hostage, but later "reformed" and became an ally to the Slayer. He was joined the order of the Watchers and helped trained new Slayers. Over the years his knowledge has increased making him a young expert on the subject of demons.

Andrew as a spellcaster is extremely knowledgeable. At a young age he mastered several ancient demonic language, and was skilled enough to summon forth and control demons. This was most likely due to his brother and his interest into fantasy and science fiction. Not only was he well versed in magic, but was a skilled in science... managing to bring back an extinct species of demons through his understanding DNA and Biology. Like wise he was well versed enough to follow and improve upon Warren's design of replicants.
Not only skilled with Sorcery and Science, he has a vast knowledge of science fiction and fantasy lore.
He plays Dungeons and Dragons, watches Doctor Who, knows Star Wars and Star Trek, Babylon 5, red Dwarf, the X-files, Marvel and DC Comics, Spy and Horror Movies, and a bit of Anime thrown in too!
He also is very caring and tenderhearted, a side which often clashes with his bravado. 

Thursday, July 30, 2015

Character Profile: Consonant Opposition of Ironclaw


 "This is the last cycle, we will see each other in the next if not now"
-Consonant Opposition, Wandering Scholar.

Within the lands of Ironclaw he is known as ConOpp, as  nickname. His truename is hidden. He is an exceptionally long loved being who draws from a well of arcane/divine power. He is a scholar on most parts only interacting when certain things are threatened. He tends to ignore making any personal relationships as it usually goes sour, as people find it hard to understand his ways.
As he has journey through lifetimes he does have experience with many skillsets. He can usually find an answer for you in time.
 While journey in the lands of Jadeclaw, the balance of predator to prey is reflect as he take on a more lepine appearance. In this form, he is much more toward action that quiet reflection. The powers he has, he hold in check, relying on his wit and agility more. He often finds himself in the roles of an adviser and burdened with leadership. He take the responsibility seriously, but eventually leaves for the freedom of the open road to directly help those in need.

When shapechaning to a wild form, he is often mistaken for a large red fox, but is a maned red wolf. In this form, the arcane might and quick wit and agility go hand in hand keeping the balance in check.


Wednesday, August 28, 2013

Famous Spellcasters: Waldo the Wizard

Name: Waldo
World: Cereal Mascots
Faction: General Mills Mascots
Magical Items: Red Balloons, Red Balloons with Yellow Star, Purple Bell, Orange Bridge, Green Clovers, Blue Diamonds, Clover Hat, Pink Hearts, Purple Horseshoes, Hourglass, Key, Magic Mirror, Blue Moons, Yellow Moons, Full Blue Moon with Yellow Smile,  Pot of Gold, Gold Pyramid, Rainbow, Orange Stars, Yellow Stars, White Shooting Star, White Torch, and Blue Tower glyphs.

Waldo the wizard for a brief time in 1976 was the mascot for the Lucky Charms cereal. He replaced the Leprechaun, but was soon recalled when people demanded Lucky back.

Like Lucky, Waldo knew the secret of the shapes and new how to create magic with them. The Clovers had power over luck, the Balloons had power over levitation, Heart had power over life, the Horseshoes controlled speed, the Hourglass controlled time, the Moon had power of invisibility, the Rainbows controlled teleportation, and the Stars controlled flight.

Waldo and Lucky gained the power to control the seas when they subdue an angry whale. It is known that both have incorporated other magical glyphs for winter or competitive events. The Bell, Bridge, Pyramid, Torch, and Towers are some examples. The glyphs they hold can be combined to create various effects, not just the ones listed above. The extent of their power is unknown.

It is believed that Waldo may have left to deal with Count Chocula, Franken Berry, Yummy Mummy, Boo Berry, Fruit Brute. Rumor has it he managed to seal Yummy Mummy within the Gold Pyramid and used the power of the Blue and Yellow Moons against Fruit Brute. However, he was most likely captured by Count Chocula..

Tuesday, July 2, 2013

Responding to "The Many Worlds of D&D" Part 2


5E Planar Set Up

   As explained earlier 5E D&D is coming up with a new model for the planes, which incorporates 4E & Classic Edition Ideas. Like Pathfinder's own interpretation, these models are very similar to that of the Celestial Spheres that early philosopher's came up with to explain the nature of the universe. As almost with all models the Prime Material Plane, our physical universe, seems to always be at the center. However, it only takes into account the planes as described in the now closed D&D universe.

   Ironically, the proposed 5E planar model is very similar to a concept I have been working on which incorporates the sum of the d20 systems cosmologies and other gaming/storytelling systems. It incorporates the traditional Great Wheel of the Outer Planes, the Expanded Spherical Model of the Inner Planes, adds the revised Feywild and Shadowfell Transitive Planes, while incorporating the 4E Elemental Chaos in a twist to pay homage to original D&D. This is known as the "Con Clave" model. (Yes it has a triple meaning...1) Literal Translation means "With Key", 2) Refers to my internet handle, 3) Refers to the "Rule of Three" if you know my internet handle.)
 
 Keep in mind that this is just a 3D visual representation of a portion of a temporal thread. Each module is a small point on a timeline, each section connecting with one another via the Elemental Chaos and the Outlands Spire. At that junction is a thin membrane known as the Vortex Dimension, where Mystara's Immortal "Old Ones" dwell. Keep in mind the model rotates, as the energies of the Positive and Negative planes churn everything around. Here is the guide for the Modular Temporal Prime Piece: 

1) Prime Material Plane: The Known Universe containing all campaign worlds.

2) Astral: Transitive plane, act as a buffer between the Prime Material Plane and the Outer Planes.
-Gate of Souls: Apex of the Outlands Spire that pierces the Astral. It is through this pinpoint in reality that souls pass onto the Outer Planes.

3) Ethereal: Transitive plane, acts as a buffer between the Prime Material Plane and the Inner Planes.
 -Border Ethereal: Acts as permeable membrane in which matter and energy is bought forth from the Inner Planes. The Plane of Dreams here helps shape the Prime Material Plane, a portion known as the Phlogiston can be accessed to make interstellar travel faster.

4) Feywild: Transitive plane and buffer between the Positive Elemental Plane. This is the First World created by the gods and stretches into the Ethereal from which it was formed. The Feywild eventually becomes part of the Shadowfell, where the Unseelie dwell.. It anchors in the Outer Planes as Arborea/Olympus.

5) Shadowfell: Transitive plane and buffer between the Negative Elemental Plane. This is the what is left of the First World as the forces of Entropy consumes it, as it breakdown it often echoes the Prime Material Plane. Eventually though through cyclic movement it is renewed eventually in the Feywild once more. It anchors in the Outer Planes as Gehenna. It is believed through the influence of the Yugoloths, Ravenloft was created in the Shadowfell.

6) Positive: Portion of the Inner Planes, that is a fundamental state of the universe of growth. It's energies nourishes the Feywild, and connects directly to Limbo in the Outer Planes. (Why Limbo? Limbo is the ultimate expression of creativity, where reality is constantly in a state of flux)

7) Negative: Portion of the Inner Planes, that is a fundamental state of the universe of entropy. It's energies keeps the continual growth of the Feywild in check, and connects directly to Mechanus in the Outer Planes.
(Why Mechanus? Mechanus is the ultimate expression of Oblivion in the sense that it solidifies reality through the qualitative and quantitative nature of the plane.) 


8) Inner Planes: The Inner Planes is where all matter and energy from reality are formed, it is buffered by the Ethereal Plane and threatened by the Elemental Chaos. At the very heart of the Inner Planes is the Well of Souls, were all life comes from. Traditionally the Inner Planes are composed of Six Elemental Planes: Air, Earth, Fire, and Water; Four Para-Elemental Planes: Ice, Lava, Ooze, and Smoke; Eight Quasi-Elemental Plane: Lighting, Mineral, Radiance, Steam, Ash, Dust, Salt, and Vacuum. Just as a side note Wood and Metal Plane are often overlooked. The Elemental Plane of Metal is the border between Earth and Mineral.
While wood is part of the Living Inner Planes.
-Living Inner Planes: The area in the center of the Inner Planes are the Living Inner Planes. The band twist and turns upon itself like a mobius strip. They are collectively known as the Planes of Flesh, Ichor, Spirit.
The Plane Ichor is found at the center, while Flesh is the mobius strip, and the void surrounding them is Spirit. These planes where first hinted at in Ravenloft and expanded from Warlands of the Accords RPG. Note that the Plane of Wood is part of the Plane of Flesh.   
-Well of Souls: At the center of the Living Inner Planes is the "Wells of Souls" Here all spirits our created.

9) Outer Planes: The classic "Great Wheel" concept is kept, however the Outlands Spire is utilized more.
The Outlands Spire is the apex of the Outer Planes where all souls are funneled through. However, in reality the spire is a bulge in reality from Elemental Chaos. There is a thin membrane beneath the Outlands Spire, known as the Vortex Dimension. This area is part of the Temporal Prime and Far Realm, and is a gateway where reality can shift. On Mystara it is known that Immortal known as Old Ones can be found here, it is believed that these Old Ones are the energy remnants of dead gods, akin to what the Astral Planes does. These beings protect reality from the Far Realm Old Ones. 

10) Elemental Chaos
That energy is from the Inner Planes is what give the momentum to move through time. Whatever force that birthed the Inner Planes, also created a force that seeks to extinguish the energies. The Elemental Chaos causes a bulge in the Outland in the form of the Spire. Oddly enough it can be access through certain layers of the Abyss. At the very bottom of it leads to the Vortex Dimension.

11) Far Realm: Is an expression of the 4th Dimension. As the multitudes of possibilities strain reality, it is expressed as the Far Realm. It is the end result of the interactions of the Positive and Negative energies constantly moving as well. 

12) Temporal Prime: If you can clear the chaos of the Far Realm, one can identify the 3rd Dimensional Temporal Threads. Here time itself can be traversed, visits to alternate timelines, as well as alternate Primes.
When viewing the Temporal Thread in 4D you can see multiple phantom images of the same thread. The thread frays out and splits, tangles, and merges as the forces of probability and conformity struggle.

Monday, July 1, 2013

Responding to "The Many Worlds of D&D" Part 1


   The other dimension or planes in the D&D Universe is something that every character seems to have a fond memory of. For most the other planes are the legendary places of the afterlife where gods, demons and devils dwell. For wizards and adventurers they are places where one can readily explore, as they are just adjacent dimension on which our reality is built upon. As 5E is attempting to raise D&D from unlife, a new article "The Many Worlds of D&D" attempts to preview what may happen.

   When D&D was first created, the idea of these realms where rather simple. Plane of Energy, Plane of Entropy, Plane of Matter, Plane of Time, and Plane of Thought. These various planes contained other areas in which certain gods or worlds existed. In addition it explained our universe as we know it, a large place full of possibilities.

   As AD&D came into being, the 5 Modular explanation of the planes was redefined into what we call "The Great Wheel". It said there were three major areas: Inner Planes, Prime Material Plane, and the Outer Planes. As a buffer around the Prime Material Plane, there are the ethereal and Astral Planes, which allowed the prime not to be heavily influenced by primal elemental energies or divine forces. The concept of the great wheel was carried over from 1st Edition to 2nd Edition with minor changes, mostly going into detail upon the planes themselves. This culminated when an entire campaign setting was developed known as Planescape, which set the benchmark for the planes.

   When the Golden Age of 3rd Edition and the d20 Universe came along, the "Great Wheel" model was still uphold. However, due to the fact that the d20 system was inclusive to other genres and world, it did allow some measure of reinterpretation. New areas were discussed like the Far Realm and the First World of the faerie, even the new campaign setting Eberron bought hints of new mechanics involving the planes. The "Great Wheel" is consider a balanced approach, while other interpretations were accepted as well. The models of the Great Tree patterned after the Yggdrasil of the Norse Pantheon, The Great Mountain from the Roman-Greco Pantheon, The Great Pyramid from the Mayan Pantheon, Grecian Celestial Sphere model, The Twin Rivers of Darkness and Day from the Pharonic Pantheon, and even the original Immortals 5 Planar Realms were accepted. People forget that d20 allowed the greatest freedom of interpretation. As the main theme of this era was that you the player's were truly in control of your world, not the game mechanics.

   Sadly the great divide came when d20 was forced to shut down, and the 4E spewed forth. Much of it was saved an honored by its successor, Pathfinder. However, the ruinous 4E era bought forth an alternate prime material plane of Oerth, and destroyed the Great Wheel. The Astral Sea replaced much of the Outer Planes, while the Inner Planes were redone as the Elemental Chaos which collapsed into the Abyss. Some of the transitive planes like the Plane of Shadow  was renamed the Shadowfell, and the faerie plane became the Feywild. It shook some things up and is attempting to reconcile with 5E.....

Reason for this article is in the defense of Spelljammer, the for mentioned article seems to treat this campaign setting as a problem. Spelljammer takes the terrestrial fantasy D&D campaign into wildspace. The author claims one of the biggest failing was the fact that you could travel to any D&D world. That in my opinion was one the best reasons you could get it, bypassing planar travel! It also started you thinking on the influence of gods...in how a cleric power was affected by wildsapce travel. The "Phlogiston" was also an interesting explanation of deep space. One could simple see that area as "Hyperspace", when a spelljammer shifts to an area of the border ethereal allowing them to cover the distance between systems in a shorter length of time.
Spelljammer is a great setting which is worth a try, especially if you like sci-fi dramas, but with Asteroid Dungeons and Stellar Dragons!