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*Dungeons & Dragons
Yggdrasil World Ash Tree and the Great Wheel Cosmology
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<blockquote data-quote="Sword of Spirit" data-source="post: 9862672" data-attributes="member: 6677017"><p>If you want the most complete and precise way of doing it, you'll want to use the 2e Planescape sources. 2e cosmology (ie, Planescape) basically assumes anything from a 1e source is true except where 2e sources contradict it. There are a lot of 2e cosmology sources so that ends up contradicting a lot of it. To cover all the Outer Planes well, you'll need not only the original 2e Planescape campaign setting, but also 3 other boxed sets (Planes of Law, Planes of Chaos, and Planes if Conflict), and the Planewalker's Handbook wouldn't hurt.</p><p></p><p>Since you will most likely be acquiring these from DrivethruRPG / DMsGuild (there is usually a big D&D sale at least once a year) you can search the pdfs for "Yggdrasil" to find all the info on where it connects. It doesn't attach to every plane in 2e, but it has connections to quite a lot of places.</p><p></p><p>3e took the 2e Planescape cosmology (itself a revision / extension of 1e's), called it the Great Wheel cosmology, and selectively changed some significant elements (like the Astral Plane and the quasi and para elemental planes).</p><p></p><p>4e did something completely different, and there are things you can take from it or import into it, but it's trickier than with other editions.</p><p></p><p>5e's cosmology is IMO, closest to 2e's, but stripped down, importing some content from every other edition (including 4e), and then adding its own innovations.</p><p></p><p>Unless you plan to run a game solely using a single edition's lore, you will have to make some judgment calls to resolve contradictions. My recommendation is to choose the lore of whichever edition you prefer as your baseline (this need not be the same as the rules edition you play, so if your players are familiar with 5e rules, but not completely drenched in its cosmology, it should be easy to choose any other edition's cosmology as your baseline) and then selectively import everything you like from other editions, which will mean replacing some of that baseline.</p><p></p><p>Since I feel like 2e Planescape is the richest and most comprehensive body of planar lore, I use it as the baseline for my 2014 5e D&D. I use most the additional material from 5e that adds to it, but rarely import things that contradict it, although the way I handle most 5e planar lore I don't like is with a "some people believe that" unreliable narrative angle. So most Prime Material Plane planar sages believe the multiverse looks like it does in the picture in the 5e PHB, while sufficiently educated but not expert Primes think it looks more like a simplified 1e Manual if the Planes, and only the inhabitants of the other Planes are likely to know that it really looks more like 2e Planescape.</p><p></p><p>And of course if you want to include Spelljammer in all of this (since it is integrated into the cosmologies of its editions) you have your work cut out for you, since it is very different in 5e than in 2e. I took the opportunity to to sort of merge the diverging views together into something more expensive, and ended up fixing some of the various elements if Spelljammer that always bugged me (though I like it in general).</p><p></p><p>I enjoy this sort of thing, and feel free to ask any more questions you might have about it.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9862672, member: 6677017"] If you want the most complete and precise way of doing it, you'll want to use the 2e Planescape sources. 2e cosmology (ie, Planescape) basically assumes anything from a 1e source is true except where 2e sources contradict it. There are a lot of 2e cosmology sources so that ends up contradicting a lot of it. To cover all the Outer Planes well, you'll need not only the original 2e Planescape campaign setting, but also 3 other boxed sets (Planes of Law, Planes of Chaos, and Planes if Conflict), and the Planewalker's Handbook wouldn't hurt. Since you will most likely be acquiring these from DrivethruRPG / DMsGuild (there is usually a big D&D sale at least once a year) you can search the pdfs for "Yggdrasil" to find all the info on where it connects. It doesn't attach to every plane in 2e, but it has connections to quite a lot of places. 3e took the 2e Planescape cosmology (itself a revision / extension of 1e's), called it the Great Wheel cosmology, and selectively changed some significant elements (like the Astral Plane and the quasi and para elemental planes). 4e did something completely different, and there are things you can take from it or import into it, but it's trickier than with other editions. 5e's cosmology is IMO, closest to 2e's, but stripped down, importing some content from every other edition (including 4e), and then adding its own innovations. Unless you plan to run a game solely using a single edition's lore, you will have to make some judgment calls to resolve contradictions. My recommendation is to choose the lore of whichever edition you prefer as your baseline (this need not be the same as the rules edition you play, so if your players are familiar with 5e rules, but not completely drenched in its cosmology, it should be easy to choose any other edition's cosmology as your baseline) and then selectively import everything you like from other editions, which will mean replacing some of that baseline. Since I feel like 2e Planescape is the richest and most comprehensive body of planar lore, I use it as the baseline for my 2014 5e D&D. I use most the additional material from 5e that adds to it, but rarely import things that contradict it, although the way I handle most 5e planar lore I don't like is with a "some people believe that" unreliable narrative angle. So most Prime Material Plane planar sages believe the multiverse looks like it does in the picture in the 5e PHB, while sufficiently educated but not expert Primes think it looks more like a simplified 1e Manual if the Planes, and only the inhabitants of the other Planes are likely to know that it really looks more like 2e Planescape. And of course if you want to include Spelljammer in all of this (since it is integrated into the cosmologies of its editions) you have your work cut out for you, since it is very different in 5e than in 2e. I took the opportunity to to sort of merge the diverging views together into something more expensive, and ended up fixing some of the various elements if Spelljammer that always bugged me (though I like it in general). I enjoy this sort of thing, and feel free to ask any more questions you might have about it. [/QUOTE]
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