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<blockquote data-quote="cbwjm" data-source="post: 6986011" data-attributes="member: 6788732"><p>Unless you're doing it for enjoyment, you may want to follow CCS's advice and keep it fairly simple to start with, only detailing the planes as needed for the games. I'm sort of doing that myself for my group's homebrew world. </p><p></p><p>So far I have the following planes of existence:</p><p></p><p>The Prime.</p><p>The Feywild.</p><p>The Shadowfell.</p><p>The Elemental Planes which merge some of the older 2e elemental planes (I think the planes as presented in the 5e DMG are similar) with 4e so that I have separate planes of the 4 main elements; border planes of ice, magma, ash, and ooze; and in the middle of all this, the elemental chaos. I haven't detailed any of the outer planes as of yet.</p><p></p><p>I've detailed this as it came up in my games, the Prime is of course where the main adventures are set. I had an elemental theme to my first adventure which is going to be continuing in the future so I fleshed out the elemental planes a bit. In another story arc, the PCs helped resolve a crisis in an elven kingdom where they discovered a planar orrery that showed the Feywild was passing close to the Prime, allowing an ancient elven enemy (originally from the Shadowfell), to extend a piece of itself into the Prime and start corrupting the wood elf kingdom. The Feywild itself is the original home of the elves from which the current elves escaped to the Prime around 10,000 years before the current storyline.</p><p></p><p>While I do find fun to create an entire cosmology or campaign setting, it is also a lot of work, much of which may not be seen by the players. If you're fine with that, then create away, otherwise I'd say only do what is needed for the campaign and develop and build upon it as needed.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 6986011, member: 6788732"] Unless you're doing it for enjoyment, you may want to follow CCS's advice and keep it fairly simple to start with, only detailing the planes as needed for the games. I'm sort of doing that myself for my group's homebrew world. So far I have the following planes of existence: The Prime. The Feywild. The Shadowfell. The Elemental Planes which merge some of the older 2e elemental planes (I think the planes as presented in the 5e DMG are similar) with 4e so that I have separate planes of the 4 main elements; border planes of ice, magma, ash, and ooze; and in the middle of all this, the elemental chaos. I haven't detailed any of the outer planes as of yet. I've detailed this as it came up in my games, the Prime is of course where the main adventures are set. I had an elemental theme to my first adventure which is going to be continuing in the future so I fleshed out the elemental planes a bit. In another story arc, the PCs helped resolve a crisis in an elven kingdom where they discovered a planar orrery that showed the Feywild was passing close to the Prime, allowing an ancient elven enemy (originally from the Shadowfell), to extend a piece of itself into the Prime and start corrupting the wood elf kingdom. The Feywild itself is the original home of the elves from which the current elves escaped to the Prime around 10,000 years before the current storyline. While I do find fun to create an entire cosmology or campaign setting, it is also a lot of work, much of which may not be seen by the players. If you're fine with that, then create away, otherwise I'd say only do what is needed for the campaign and develop and build upon it as needed. [/QUOTE]
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