Astral topography
Posted: Fri Aug 17, 2018 9:23 pm
I have hard time grasping the Astral in Earthdawn. Is it supposed to be essentially a mirror of the regular world or is it assumed that it has its rich internal structure with many worlds with complex interconections? I know that there are supposed to be elemental planes. Are there a part of Astral? Are there many other planes of this kind? How should I imagine them? Something completely "conceptual" or more like actual locations where you can interact with sentient beings? For example, are there some cities or equivalent settlements? Can some Namegivers inhabit it? Is there actually a way to make a stable passage between the regular world and those planes?
I am asking because three main analogues I think of is Shadowrun's astral, World of Darkness' Umbra and the plethora of such "planes" in Chronicles of Darkness. In all these games other "planes" have very rich internal structure and you really can feel that the setting is big and "metaphysically diverse." I always liked it that way. In the case of Earthdawn, I find it slightly difficult to imagine what is the intended role of Astral. Is it a viable option, say, to have a campaign that is set there ninety percent of time (like you can easily do it, e.g., in old Mage)?
I am asking because three main analogues I think of is Shadowrun's astral, World of Darkness' Umbra and the plethora of such "planes" in Chronicles of Darkness. In all these games other "planes" have very rich internal structure and you really can feel that the setting is big and "metaphysically diverse." I always liked it that way. In the case of Earthdawn, I find it slightly difficult to imagine what is the intended role of Astral. Is it a viable option, say, to have a campaign that is set there ninety percent of time (like you can easily do it, e.g., in old Mage)?