Waypoint stellar stations punch tunnels into the Strand for starships to travel through. Because Waypoints are the only way for many to travel large galactic distances (across hundreds of star systems), they are extremely valuable. In wartime, they become popular blockade targets. In times of peace, they become thriving societies with hundreds of shops, restaurants, homes, and more.
Using a Waypoint
Waypoint stations all have an important feature called a Needle, a 500-foot long, 15-foot diameter structure that pierces into the Strand. Some stellar stations simply extend this spire outwards from the core, while others build elaborate habitable rings to enclose it. Once active, a Needle pulses with dim light and allows for travel into the Strand.
To cross into the demiplane, a pilot must fly the starship within 500 feet of the NEedle and take the Interstellar Leap starship action, spending an appropriate amount of fuel based on its ship class. The starship cannot move as it charges its engines over the course of 1 minute, after which it vanishes into the Strand in a burst of light. If the process is interrupted, the fuel is consumed, but the starship remains in the Material Plane.
From the Strand, the Needle appears as a ghostly beacon of light, and any starship preparing to jump into the Strand also takes on this ghostly visage. Objects gradually fall towards the Needle like a punctured vortex.
To return to the Material Plane, starships must simply fly within 200 feet of a destination Needle and wait for 1 minute, after which it exits the Strand.
Traveling through the Strand
The time required to travel through the Strand between Waypoint Needles constantly fluctuates. Crossing the distance from a Waypoint to the nearest Waypoint takes between a week to a month, and pilots are advised to make multiple Waypoint stops when crossing long distances.
While inside the Strand, pilots must take care to avoid debris of stranded ships, lost asteroids, or planar dangers. Crew members also avoid exiting the ship, as the intense distortion and radiation of the demiplane can be harmful. For every hour an unaccustomed creature spends in the Strand without proper protection, it must succeed on a DC 20 Constitution saving throw or decrease its maximum hit points by 2d6.