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Astral Plane
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==Things To Do== [[File:Astral dreadnought.jpg|right|300px]] As noted, the [[Githyanki]] live in this strange place, doing raids and other mean shit. But they do have a need for trade and commerce, specifically in armaments and other military goods, and they're too stuck up to dirty their hands with digging up iron or manufacturing anything if they can help it. One of the most prolific reasons to be here, though, is creating a [[demiplane]] through various [[magic]] spells or [[psionics]] powers. Even as the most frugal interpretation of the rules, having your own private demiplane is simply great. Aside from creating truly anonymous planar prisons for hated enemies, you can naturally build your own stronghold in such a place, or use it as an agricultural business or factory site to assemble items, or whatever. Another great thing, because the Astral touches everything, you can spend time searching for links to other planes, anywhere. So what's the problem? The problem is that the Astral is, as stated before, a non-bounded infinity, and thus you need to both want to leave and have a means of doing so in order to do so. Various editions of D&D have had various means of bringing this about, and the most common (and cheap) of them involve looking for rippling circles of color that represent physical exit points from the Astral to other planes. Some of them are one-way, others are invisible, and most require a tuning fork to attune your frequency to the destination. Only super high-level magic allows for people to simply pass from plane to plane without death or a hop into the Astral.
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