Micah Sweet
Level Up & OSR Enthusiast
As it's own thing, yes. I disliked it as the face of D&D.Okay but Counterpoint, 4E is cool.
As it's own thing, yes. I disliked it as the face of D&D.Okay but Counterpoint, 4E is cool.
They are discussed (from Chapter 2 of the 2014 DMG):
The Plane of Smoke is bad for your health.Any idea why Plane of Smoke was replaced with Plane of Ash (which used to be the Negative Quasi-Elemental Plane attached to Fire)?
DuuuudeThe Plane of Smoke is bad for your health.
Nope, probably because Ash sounds cooler than Smoke?!Any idea why Plane of Smoke was replaced with Plane of Ash (which used to be the Negative Quasi-Elemental Plane attached to Fire)?
Exactly. I haven't seen this new PHB, but from what I hear there are no lists of gods for cleric players to look at in it.They did just that in 5.0, with examples from different settings and history provided in the cleric domain descriptions.
The elemental movement of Tree/Wood equates the elemental substance of Air, in the sense of expanding and encompassing. For D&D I imagine the Plane of Air with massive floating islands made out of entangling roots and branches.Other idea is the wood elemental plane mixed with a "world tree" used to travel between planes.
In the Norse traditions the three roots of Yggdrasill are "routes", shamanic journey "ways" to the realm of the corpses, the realm of the æsir, and the realm of the jǫtnar.I figured the roots would extend into the "material planes", the Fey, Shadow, and Prime planes.
The branches would allow travel to the fantastical outer planes.
True, although I choose the Prime because the jotnar are natural or elemental entities. Midgard was created from and walled off from Jotunheim, the giants pushed back due to the actions of the Aesir. It seemed to be accepted that you could walk there if you knew the way. I can easily picture Níðhöggr chewing in his root in the Shadowfell, or the Underdark for that matter. And, the Fey feel more Vanir than Aesir, to me, anyway. I could see clerics of the Aesir, and warlocks bargaining with the Vanir.In the Norse traditions the three roots of Yggdrasill are "routes", shamanic journey "ways" to the realm of the corpses, the realm of the æsir, and the realm of the jǫtnar.
For D&D, one of the three routes corresponds clearly to Shadowfell. The æsir translate better into D&D "archfey" who have epic levels and who live in the sky of the Feywild. 4e and 5e relocate the Eladrin from the Outer Planes to the Feywild, and any Norse figures within D&D do well to likewise become Fey.
The jǫtnar translate into D&D Elementals and Giants. These are the spirits (minds, souls) of the natural landscapes and waterscapes, including a specific mountain or a specific sea. Their spirit can manifest as if in a humanlike or beastlike form, but they are part of the Material Plane, the actual natural feature itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.