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*Dungeons & Dragons
Yggdrasil World Ash Tree and the Great Wheel Cosmology
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<blockquote data-quote="TheFantasyHistorianYT" data-source="post: 9864637" data-attributes="member: 7053841"><p>That was awesome thank you! When I did an overview of the other settings, Spelljammer and Planescape seemed cool, but it wasn't until I looked at the World Cosmology that it clicked for me and I had that "Aha!" moment of how incredibly useful those other settings are and another reason of why they exist on top of just printing more settings. I am glad to see that I wasn't wrong in my "Aha!" moment lol. </p><p></p><p>I appreciate the advice on the judgement calls along with Whizbang Dustyboots advice on it. I am currently using 5e as a baseline just because it is the most familiar. Since Planescape is incredibly rich with lore, I have been using it with a bit of Spelljammer and the other Manual of the Planes to greatly enhance it. If anything contradicts with 5e, I take 5e over it, BUT I will add it if it can still fit somehow. Probably the harder way of doing it, compared to taking Planescape as the baseline as you mentioned haha.</p><p>-For example, I was thinking of adding the Quasi-elemental planes and since there were two planes with the name of "Plane of Ash", I ended up keeping the 5e Para-elemental "Plane of Ash" and swapped the Quasi-elemental one with the old Para-elemental name "Plane of Smoke."</p><p></p><p>Other things I have run into:</p><p>1. Different deities and the realms they control which may or may not exist in 5e. If I can add them without contradiction I will, but I am not focusing heavily on them anyway. Only if it helps giving an overall picture of a plane. Norse Pantheon on Ysgard for example I liked a lot. </p><p>2. 4e's overhaul, especially with the Abyss and the hiatus of the Blood War. I've pretty much just disregarded 4e except for other bits of useful information, especially that of Shadowfell, Feywild and the retcon of Ravenloft into Shadowfell. I plane on keeping the Fugue Plane though. </p><p>3. 5e Spelljammer threw me for a loop on the Astral Plane because I kept finding answers that said the Astral Sea is another name for the Astral Plane, but found out that the 5e Spelljammer Sourcebook says the Astral Plane consists of BOTH the Astral Sea and Wildspace. Phlogiston and the Flow are gone. Crystal spheres around the planetary systems have disappeared and Wildspace expanded. Now players can Spelljam their way straight to the Outer Planes without needing to find the corresponding colored portal in the Astral Plane?</p><p></p><p>Is there anything else I should look out for as far as contradictions that I can reconcile?</p></blockquote><p></p>
[QUOTE="TheFantasyHistorianYT, post: 9864637, member: 7053841"] That was awesome thank you! When I did an overview of the other settings, Spelljammer and Planescape seemed cool, but it wasn't until I looked at the World Cosmology that it clicked for me and I had that "Aha!" moment of how incredibly useful those other settings are and another reason of why they exist on top of just printing more settings. I am glad to see that I wasn't wrong in my "Aha!" moment lol. I appreciate the advice on the judgement calls along with Whizbang Dustyboots advice on it. I am currently using 5e as a baseline just because it is the most familiar. Since Planescape is incredibly rich with lore, I have been using it with a bit of Spelljammer and the other Manual of the Planes to greatly enhance it. If anything contradicts with 5e, I take 5e over it, BUT I will add it if it can still fit somehow. Probably the harder way of doing it, compared to taking Planescape as the baseline as you mentioned haha. -For example, I was thinking of adding the Quasi-elemental planes and since there were two planes with the name of "Plane of Ash", I ended up keeping the 5e Para-elemental "Plane of Ash" and swapped the Quasi-elemental one with the old Para-elemental name "Plane of Smoke." Other things I have run into: 1. Different deities and the realms they control which may or may not exist in 5e. If I can add them without contradiction I will, but I am not focusing heavily on them anyway. Only if it helps giving an overall picture of a plane. Norse Pantheon on Ysgard for example I liked a lot. 2. 4e's overhaul, especially with the Abyss and the hiatus of the Blood War. I've pretty much just disregarded 4e except for other bits of useful information, especially that of Shadowfell, Feywild and the retcon of Ravenloft into Shadowfell. I plane on keeping the Fugue Plane though. 3. 5e Spelljammer threw me for a loop on the Astral Plane because I kept finding answers that said the Astral Sea is another name for the Astral Plane, but found out that the 5e Spelljammer Sourcebook says the Astral Plane consists of BOTH the Astral Sea and Wildspace. Phlogiston and the Flow are gone. Crystal spheres around the planetary systems have disappeared and Wildspace expanded. Now players can Spelljam their way straight to the Outer Planes without needing to find the corresponding colored portal in the Astral Plane? Is there anything else I should look out for as far as contradictions that I can reconcile? [/QUOTE]
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