#forgotten realms campaign setting
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forgotten-realms-atlas · 2 years ago
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Forgotten Realms Campaign Setting Box Set - 1993
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Whilst I toil away at mapmaking, I did reward myself with a bit of treasure! In my deep plunges into the interwebs, I did in fact stumble across a wonderful artifact indeed. (But do forgive me for the photo quality, I was too excited for touch-ups!)
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From thirty years ago, the “New Edition” of the Forgotten Realms Campaign setting! What a find! Though the box itself has a few dings and dents (a sign of much love, I’m sure), the treasures inside this chest were in far better condition.
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Near mint, if I do say so myself! We see here our good friend Elminster here in some of my favorite art of him, but a Drizzt Do’Urden can also be spotted on the Grand Tour of the Realms, among other familiar faces.
I have not yet read through all of these, but soon I will be able to dispense what knowledge I find!
In addition to these fine books, the set came with a number of loose papers and maps, of which I had never seen before in digital or physical form. 
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Four in total! Two of eastern Faerun, and two of western. Once I am able to do so safely, I will be creating high resolution scans of these maps to share on this very blog, so do keep your eyes out!
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But even more ingenious, included in the box was not one, but two of these! The transparent overlay seen here is made to show scale, and to be moved across the maps. As they all are drawn to the same scale, the overlays can be used between any of them, and having two copies of the overlay means more than one can be placed at a time, or, in case one is lost, there is a backup. These will provide themselves invaluable in reconstructing maps of the realms.
It also makes me wonder why we do not see these more often in more modern reproductions of these maps. I have not seen such overlays in any other piece of media for the Realms or any other setting, but they seem so useful, as well as inexpensive to produce! Perhaps this can be traced to the phasing out of overhead projectors and other such common technology of the 80s and 90s that saw the use of transparencies such as these. Wet erase markers faded out of use, and purchasing transparency films has become more difficult over time. Still, I hope that tools such as this can make a return. If nothing else, it sure beats getting out strings to try to measure the distances!
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Following the maps, we find these sheets of symbols. My first thought was, are these sticker sheets? But thankfully, no! No aged glues or sticky pages greeted me (for surely stickers would not age well over three decades). These are actually cards, meant to be cut out and referenced. I am infinitely grateful that the previous owners of this box did not do so, since being in one piece has kept these from being lost or damaged, in the way small pieces often are. 
The first three pages include runes and symbols. Some are for factions, such as the recognizable harp of the Harpers on the first page. Some are magical, namely the runes in green, and others are simply to convey a message. 
The last two pages are the symbols of various gods and powers in the Realms, though some of the page is still dedicated to runes. Again, I will be creating scans, both front and back, to share.
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And yes, the backs of all of them contain some information about the image on the front. I cannot wait to make copies so that I feel confident in cutting out and using the cards, while still keeping the originals in good condition.
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The final portion of this treasure chest of information is a bestiary. The pages are unbound, but punched to fit into a ringed binder. I adore all the art. Like before, I will create scans, and perhaps write on more specific aspects of the creatures therein.
But before I go to work on my maps again, I grant you the most wonderful gift that this box has to offer: 
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Thank you all, and safe journeys, travelers~
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another-rpg-sideblog · 2 years ago
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The Forgotten Realms (Faerun, 1372DR by David Bishop)
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oldschoolfrp · 1 year ago
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Among the powerful, reclusive mages of Halruua, each Elder receives a skyship and the secret of recharging it. (Jeff Butler cover for Forgotten Realms supplement FR16: The Shining South by Tom Prusa, TSR, 1993)
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robotbeetle · 8 months ago
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day XXX of wishing Dnd would release official 5e content of the questionable non-european continents they created like thirty years ago and have never acknowledged since. Zakhara, Kara-tur, Maztica, you could've been great and I think of you often.
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disgruntledexplainer · 7 months ago
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D&D elves
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atticollateral · 3 months ago
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Is anyone looking for another player for an online D&D campaign? I'm SOOO bored and wanna play w/ people. I'm so willing to make new friends online if it means I get to participate in my favorite game >^<
If u wanna PM me w/ game setting & platform (IE. Game Setting: Faerun, Sword Coast & Platform: Discord) I can get back to you with my details & availability ^^ (If you're doing a game and taking new players I will hop in there if you ask, I don't have a to join a fresh campaign!)
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friendlyforestbeast · 1 year ago
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I’m king now 💅
This is so dumb and I’ll never finish it I’m sorry
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forestsofcernutis · 5 months ago
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Solo roleplaying grants instant gratification if compared to amateur writing, despite seemingly having a lot in common.
If I was writing some cheap fantasy this night, as I sometimes do, I would be thinking about originality and style and characters and other things that make good piece of art.
But if you have dice and some oracles of your choice you can just have fun with little guy that is your PC (or PCs) and your world by stacking tropes from your favourite media together and seeing how will it develop due to dice rolls, because you yourself have no idea what happens next. And nobody cares that story sucks, that characters are cardboard and that "prose" is as bad as in children's fairytales, as long as you have fun.
And if you are simultaneously creative and honest with yourself, you can even challenge yourself intellectually.
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general-grey · 1 year ago
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honestly the current bg3 brainrot feels like such a homecoming to me. i almost forgot how much i loved this setting just overall.
i never had much opportunity to actually play in forgotten realms settings on tabletop sessions which is. fine. homebrew is nice.
but i REALLY REALLY like forgotten realms. and its lore. and i grew up on the drizzt books.
i am so happy to see its reemergence now
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eelslippers · 8 months ago
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I so desperately want to run a fall out inspired oceanfaring campaign set in a world based on 1950's scandinavia with some eldritch horrors inspired from terraria
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grimbiliah · 9 months ago
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I don’t remember if it was NADDPOD or some other piece of media that put the idea in my mind that the circles of hell represented the deadly sins, but I was thinking about it recently for a dnd campaign I’m running and realized it dnd make sense because there are 7 sins and 9 circles.
The main reason I was thinking about this was because in said campaign the players have a necklace with a big gemstone on it in which lived an evil wizard who can’t leave. He’s been in there for a while, and some things have changed while he’s been trapped.
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So after I had this realization about the circles and the sins I thought it would be really funny if the wizard remembers their being 7 circles for the 7 sins and is baffled by the fact that their are 9 circles now.
“What, did they add 2 sins? Is murder and larceny bad now?”
I don’t actually know what the two extra sins would be, so lmk if you have a funny idea.
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andromedasummer · 2 years ago
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having a bit of a shit day. going to read dnd books abt it.
#my reserved book (adulthood rites) is here and the trilogy anthology of the first Drizzt books are on their way as well#someone in the library has realized someone (me) is getting Louise Erdrich books out. i got out the sentence and returned it#so they put out plague of doves. i got that out and began reading it. they put out the roundhouse (ive already read that one)#and when they recognised i havent taken it they mustve gone for another because today i found the night watchmen!#which is a recent one by her and about her own grandfather#i also found tales from the yawning portal which i wanna go through cos forgotten realms#and baldurs gate descent into avernus which also forgotten realms#i was hoping to get waterdeep dragon heist but they didnt have it :(#they do have dungeon of the mad mage which is the sequel and i will take a look through but i doubt it will be for me#its essentially one giant dungeon crawl and i need a balance of roleplay/exploration/battle in my campaigns. esp as a dm#so i would have to heavily rework it if i wanted to run it. which sucks because im REALLY enjoying the waterdeep dragon heist#campaign arcane arcade did and knowing they wont follow it up with the sequel book because its so grindy is a shame.#god dragon heist is a fantastic adventure its tied for the campaign i want to run the most with icewind dale#i have icewind dale and its fucking AMAZING absolutely would recommend it#i started the arcane arcade campaign of it this morning and i am so jealous that they have the beedle and grimms set#i would fucking KILL for a beedle and grimms box set. look them up theyre sick as hell#like their platinum curse of strahd box? i dont have curse of strahd which makes me wish i had 500 usd to drop on it so bad GOD#anyway shit day with the jack news and i have period pain and chronic pain and took a hard fall walking to the library#but the books are helping me :)
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nebulousfishgills · 7 months ago
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Honestly, it's not a bad likeness considering my constraints (mostly for scarring and tattoos). I picked the face preset that I think looked most like Olivia Cooke when I held up a picture to it. It's not perfect, but pretty close.
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Then praise be my new best friend, Basket of Equipment mod, which allowed me to get as close as I could to Emily's canon outfit (green tank, jeans, and dark boots. There were some actual tank top options but they refused to accept the dyes)
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...but then I remember that mods give me the power of gods and I go and mod Astarion again, except this time he looks more like her first husband:
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(The white doublet was me having a giggle)
And then, naturally... the 100% canon occurence of them fucking in the woods.
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I love this game.
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moinsbienquekaworu · 1 year ago
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I love worlds with specific rules and tonnes of lore building blocks so I can make my own little guys and put them there. Give me the dollhouse and a dollmaker and let me customise a few things
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prokopetz · 6 days ago
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Doesn't Hasbro have a strong incentive to make a "lite" version of D&D with a pared-down paperback rulebook and sell it as a casual-friendly overpriced starter kit with a bunch of dice, figures, treasure cards, etc.? It could be a strict subset of the normal 5E rules (I guess - not that knowledgeable about TTRPG design). That way they could sell you all the same books. Seems like a slam dunk
Hasbro's present marketing strategy for Dungeons & Dragons is to try to position every D&D group as potential purchasers of every D&D product. Among other things, this is one of the main reasons that every campaign setting other than the Forgotten Realms is being repackaged as a series of tourist destinations for Forgotten Realms based campaigns to visit, and why there's been a strong move away from focused, topical sourcebooks and toward big, messy "book of everything"-style anthologies that consciously avoid focusing too much on any one type of character or campaign. It's also why the core books make a lot of noise about how wonderfully modular the rules are without actually providing any meaningful modularity in practice – if the game was designed to make it easy to pick and choose modular components, they'd risk fracturing the player base into distinct subsets with different preferred sets of modules.
All this in mind, it's fairly easy to see why there's currently no official "light" version of D&D. Under the paradigm of every single D&D group as a potential purchaser of every single D&D product, a version of Dungeons & Dragons 5th Edition that was actually, meaningfully simpler than the core product would function in practice as a competing game (what if people decide they like the simpler version better and just play that instead?), and the last thing you want is to compete with yourself. TSR learned that the hard way! With substantive simplification off the table, the only introductory version of Dungeons & Dragons Hasbro can offer is one with exactly the same rules which simply has less content, and tells people to buy the full version if they want more – which is exactly what they're selling in the various starter sets that are presently available.
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disgruntledexplainer · 5 days ago
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Space travel in D&D (not spelljammer)
So there is a D&D campaign setting called Dragonstar, which is kind of like a space opera but with more magic. (don't worry I'm going somewhere with this)
The general premise is that every D&D world (or at least every 3rd edition / D20 D&D world) is in fact a separate planet in a large galaxy, and some of these planets have developed interstellar travel capabilities. Specifically, there is a grand empire founded by a coalition of dragons from a specific world, each of which takes turns ruling it's entire expanse. The spacecraft are technological, but interstellar travel is achieved through giant magical spheres which can teleport users near, not not exactly to, any planet in the galaxy. Whenever a Chromatic Dragon (one of the evil species) becomes emperor, it begins a massive campaign of horrifically violent invasions to expand it's borders, while whenever a Metalic Dragon (one of the good species) becomes emperor, it focuses on making sure all of the invaded planets are uplifted and prosperous, trying to make up for the actions of their evil kin. The current emperor is Chromatic (a red dragon specifically), and his invasions have just begun. There is a section of the galaxy that is currently unexplored, and it is this section that most other D&D worlds take place in.
This produces an interesting, and grim, situation where all of the countless D&D worlds are under threat of an invasion they are completely unaware of, and are ill-equipped to repel. Except... some actually DO have a chance. There are a number of D&D worlds I can think of who can, and indeed occasionally HAVE, developed space travel canonically, and I think if they formed a coalition they could stand some chance of repelling an invasion. Lets go over a few.
Before we start, though, I want to go over some of the things required to produce at least an inter-planetary civilization, and some hurdles that these planets would have to deal with. First off, the planet would need to develop a viable spacecraft. It would need to be able to get into space, survive the vacuum of space, and get back to the ground. It would also need to have a working life support system, particularly something to refresh the air. Finally, it would need to be able to do all of this after leaving it's planet's orbit. This last part is more of a tall order than one might expect, since the magic on each planet at least theoretically comes from a different (often planet-specific) source. This means that in order to function, the ship either needs to be technological in nature, or needs to run off of a form of magic that will continue functioning in the void between planets.
OK, lets start with the planets which have already canonically developed interstellar travel. For this purpose I am ignoring spelljammer canon, both because it's version of space if incompatible with that given in Dragonstar, and because it's... frankly kinda silly.
You might be surprised to learn that the first planet to develop space travel would be Athas. You know, the post-apocalyptic hellscape where civilization has literally degenerated into the stone age and all life is slowly dying out. However, we aren't talking about the present state of the planet, but rather how it was 14,000 years ago, when the sun was blue and the planet was covered in life and water. During that time, only two sentient species lived on the planet, the Rhulisti (a kind of halfling) and the Kreen (giant praying mantisis); of these, the Rhulisti were the most advanced. They developed a form of mystic tech known as Life-Shaping, which involved shifting the life force around within a creature to produce controlled mutations. While the Rhulisti died out with the coming of the Green Age (or rather deliberately mutated themselves into other species like halflings, elves, and humans), some of them did not. There is a comet called The Mesenger which appears periodically in the sky, which is actually an ancient, living Rhulisti spacecraft. If there are any Rhulisti still on board, it stands to reason that there might be others who left the planet before the Green Age began, and began colonizing other worlds within the system. If this is the case, then the problem of getting into space is solved: they're already there, and they have the "tech" to get back up if they want. They also have a means to get back down and life-support systems as well. Frankly, though, I don't think they're ever coming back down; life on Athas is just way too garbage to bother, and they could probably scavenge all the water and raw materials they need from the asteroid and kuiper belts of their system to live comfortably enough. If the Athas system is invaded, the actual world of Athas would be easily crushed, but the Rhulisti could just hide in the asteroid belt until everything blew over and then just go back to... whatever it is they have been doing for the past 14,000 years.
Next up is another weird one: Dragonlance. At first glance, the world of Dragonlance would seem to be a terrible candidate for a space-faring world; it's technology is medieval, it's magic depends on the presence of it's moons and the nearness of it's gods (at one point the planet got teleported by one of it's gods to another system away from its moons and it's now very confused gods, resulting in almost all of it's magic disapearing, with the exception of magic drawn from the soul or the chaotic energies of the Graygem). HOWEVER, there is one species which can, and likely has, gotten into space: the Tinker Gnomes. Blessed with an incredible intellect and cursed with a complete lack of common sense, tinker gnomes have an ingrained obsession with advancing a particular field of study, the pursuit of which consumes they're (often very short) lives. Individual Tinker Gnomes can advance their field of study by decades within a short period of time, but when they die all of these developments are often lost since Tinker Gnomes rarely read each-other's notes, and nobody else can understand them. In all likelihood, dozens of tinker gnomes have developed, built, and flown spacecraft of a variety of sorts, but all died due to a mistake that any other species on the planet would have been able to point out (like forgetting to add life support or choosing to cushion the fall of their landing ship with feathered pillows instead of... anything else). Perhaps a few HAVE gotten into space... and aren't quite sure how to get back down. I fully expect the orbits of Krynn to be littered with bizarre looking spacecraft and the dead gnomes who once piloted them. Needless to say, Krynn would be a sitting duck, but the floating wrecks might confuse, spook, and delay the invasion for a couple days at least.
Now for the ones who are almost there. The first that comes to mind is Eberron; honestly that world is a mere generation or two from launching a fully-functional spacecraft. This is for several interrelated reasons: Dragonshards, Dragonmarked Houses, Elemental Binding, and Soarwood. Dragonshards are a kind of crystal with magical properties, that come in three varieties, each keyed to a different, useful purpose. The Dragonmarked Houses are trade guilds run by powerful families with the innate ability to use useful but minor spell-like abilities that can be enhanced by one kind of dragonshard to achieve incredible feats of magic, and the guilds themselves often use another kind of dragonshard to help them mass-produce useful magic items. Elemental Binding is a process invented by the Drow and perfected by the Gnomes of Zilargo that involves binding an elemental into the third kind of dragonshard, producing a source of infinite energy. Finally, Soarwood is a kind of wood native to the homeland of the elves which is naturally buoyant in air, so that things composed mostly of soarwood can actually float in the air. All these combined allow the Elves, Gnomes, and the Dragonmarked Houses to collaborate to create wonders beyond any single wizard's ability to produce, including creating airships and submarines. For getting into orbit, elemental binding provides a practically infinite source of propulsion, and Soarwood makes it so that they don't have to worry about lifting something so heavy as a rocket so high up. Theoretically, someone could fly an eberron airship up right now and he would end up in space eventually. Regarding life support, elemental-bound submarines also use an air elemental to cycle and purify the air in the cabin. If the soarwood hull is sealed tight, it should be able to keep everyone breathing inside. Once in orbit, Airships could collaborate with each-other to produce combat space-craft out of metal, which wouldn't need to worry about leaving or returning to the surface and could just spend their time defending. The Dragonmarked could use Dragonshards to enhance their abilities to duplicate a number of classic sci-fi technologies: Lyrander heirs act as pilots or man the weapons (using the stormship binding methods to produce a ring of beta radiation and ionized gas they can direct at targets), Deneith heirs could provide energy shields, Sivis heirs could handle communications, Cannith heirs could act as engineers and repair-men, and Orien heirs could control teleportation circles to bring people aboard without landing (good for combat ships), or be in charge of interplanetary navigation by virtue of their natural ability to teleport. That's right folks, we have our first interstellar civilization candidate! After a couple more generations, the Arcane Congress might be able to develop methods to achieve the things the Dragonmarked can do without marks or shards, but it will work for now. Additionally, even though Eberron magic would NORMALLY only work near the planet, because it needs proximity to the ring of dragonshards floating in orbit to provide energy, a ship fully outfitted this way would have enough large dragonshards in it producing enough magical radiation to make sure that any magic keeping the ship together wouldn't fail, and that spellcasters could still cast spells. Indeed, when in orbit around their own world their spells might actually be SIGNIFICANTLY ENHANCED by the proximity of the enormous dragonshards that form the ring, making planetary defense easy. Dragonmarks don't need Dragonshards to work anyways. Ultimately, all of this together essentially means that the Dragonmarked Houses (specifically they're governing body The Twelve) would dominate the orbit of the planet for a VERY long time, and their military branch, The Blackwheel Company, would be the de facto defenders of the planet. Facing an invasion, I actually think Eberron could hold their own, so long as they kept close to their ships.
Next we have Theah, from the 7th Sea RPG, which was adapted into D&D during the D20 boom. Theah is currently in the age of restoration (AKA Swashbuckling Time), but for a variety of reasons their technology is advancing a lot faster that it normally would. A LOT FASTER. To compound this, they are surrounded by the ruins of technologically and magically advanced species from before humanity's emergence. One species in particular, the Tessera, had developed extensive magnetism-based technologies that included rail guns and even flying cities! Of these species, the Tessera's tech would be by far the most useful for getting the Theans to space: first, the fact that the Tessera were able to get their cities to float using magnetism at all means that Theah's planetary magnetic field must be WAY stronger than our own, enough to support the weight of a city. Second, the fact that they were able to float the cities means that it should be possible to use Tessera tech and the planet's magnetic field to launch a ship into the air, perhaps even into orbit! this would mean that the Theans wouldn't need to spend nearly so much time and resources developing ships to beat their planet's gravitational field, and getting down should be much easier too. All they would need to do is backwards-engineer the tech, which would require cooperation between the Explorers Society and the Invisible College (or rather La Academia de Ciencia del Profeta y Salvador, since most of the scientists of the Invisible College have gone back to their original places of work of the Reformed Vaticine Church of the Prophets in Castile with the deposition of Cardinal Verdugo and the decline of the power of his Inquisition). As for life support, it so happens that while Thean science in in general more advanced than it should be for the time, Thean medical science is leagues ahead of where it should be, and if it continues to be so they should be developing air-scrubbers in no time. Tessera tech even comes with rail-guns as I mentioned, meaning that when Theah does go to space, they may very well go into space armed to the teeth with advanced weaponry. On top of this, they may be able to get larger ships into orbit if they make them out of Dracheneisen, a special material that is as light as a feather but as strong as steel and easily shaped; if they can find more of it in the Drachenberg Mountains in Eisen and Ussura, they could make entire warships out of the material and launch them into space battle-ready, and landing such ships would be laughably easy if they had wings. As for magic... well, most of the magic of Theah probably wouldn't work far from its surface (Bargainer sorcery in particular is implied to require the Barrier to word, as it feeds parasitically off of it and damages it at the same time, while Glamour and Nacht have heavy ties to planes of existence unique to Theah and Pyryem and Laerdom both draw on the power of semi-divine entities to function), and those that don't (like Druid geasa and vaticine Miracles) would not be much use in space, and are notably weaker than magic in other worlds. But the Vaticine Church isn't particularly fond of most magic anyways, so that actually solves a problem rather than causing it. A downside of this is that, like most other worlds, Thean spacecraft would be strictly interplanetary instead of interstellar, but if faced with invasion a Theah so armed could repel it, albeit with some difficulty.
Now for one that would seem to be a good candidate for spaceflight, but isn't. By far one of the most technologically advanced worlds in D&D is the unnamed world in the Dragonmech rpg, which possesses steam-powered mechs the size of cities. Unfortunately, the kinds of technology that world has aren't very well suited to space travel, being large, heavy, inefficient, and ultimately flightless creations, and the fact that they are STEAM powered would mean that they would be constantly leaking precious resources just to keep their ships powered if they made one. On top of that, much of their environment has been completely wrecked by the Lunar Rain (basically their moon shifted in its orbit close enough that debris and entire living creatures began falling off of it, resulting in a searing rain of fine dust and giant meteors and terrifying monsters everywhere, not to mention the enormous tides which essentially washed away most of the other continents on the planet). The inhabitants of Highpoint are in no condition to be developing space-flight right now; they are too busy just trying to survive, and all of their extensive innovations are bent to that singular endeavor. Which is a shame, because they are one of the few planets whose magic would likely still work offworld with no caveats, since it seems to originate from some kind of cosmic energy (AKA the kind of stuff the Dragon Empire would likely be using). One benefit of this, though, is that they have been so busy fighting alien monsters for so long that if the Dragon Empire were to invade, they could probably hold their ground, except against an orbital bombardment, and I struggle to think of a reason why the Dragon Empire would even consider invading such a mess of a world to begin with; if anything they're worse off than Athas, and are a few bad days away of being exterminated by their own moon.
As for other worlds... OK, I know Oerth (Greyhawk) and Torril (Faerun) are supposed to have developed spelljammer vessels according to the spelljammer books, but I just can't see it. Both of them have heavily localized magic systems. Oerth derives it's power from the Great Wheel cosmology and "cosmic balance", so if they went to any world that WASN'T part of that cosmology (like Athas, Eberron, and Theah), their spelljammer engines would stop working, leaving them dead in space with no life support. Torril would have it even worse; their magic originates from the Spellweave, a network of energy that connects all living things ON TORRIL SPECIFICALLY, and over the course of the history of that world the Spellweave HAS LITERALLY DIED MULTIPLE TIMES. But did magic "die" on other worlds? no. This indicates that the Spellweave only provides power to the wizards and sorcerers of Torril, nowhere else, and if they were to travel to ANY other world their spelljammer engines would fail IMMEDIATELY. Even with the wizards of both worlds often being way more powerful than those in the worlds I previously mentioned, this problem would be too great to circumvent. And forget about using technology to produce spaceflight; those worlds are strictly medieval. If invaded, their spellcasters would definitely be able to put up an impressive fight (both worlds boast a surprising number of spellcasters above 20th level, which is pretty rare), it is unlikely they would be able to do anything about an orbital bombardment, or even know that it's coming.
Most other worlds would have similar problems, with most of them having extremely localized magic systems and low tech levels. They would fall like dominoes to the Empire without the aid of Eberron, and maybe future Theah and the Rhulisti if they find a way to leave their respective planets.
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