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Yggdrasil World Ash Tree and the Great Wheel Cosmology
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<blockquote data-quote="Sword of Spirit" data-source="post: 9864787" data-attributes="member: 6677017"><p>Seems to me like you're aware of the major ones (which means there are probably actually at least 2 other very big categories of contradictions I'm forgetting about at the moment, lol).</p><p></p><p>One thing you will also run into is that demon princess and fey beings and such were all given deity ranks in 2e, rather than arch-fey and arch--fiend being different types of godlike beings like in 5e. You'll have to decide what to do about that. I eventually ended making them all different categories of what I call Mythic Beings with different strengths and weaknesses. So deities are the most powerful in certain ways (that tend to be highly relevant to mortals) but not necessarily in every way. (Primordials and some Titans could take on Greater Powers in a straight up fight.)</p><p></p><p>One extremely useful book for the connections between the pantheons and the planes is On Hallowed Ground. One of my favorites. It actually tells you which deities from pantheon A are friends with deities from pantheon B, etc. It included the traditional D&D fantasy-historical pantheons as well as the 2e "single-sphere" (as in Crystal Sphere, so the specific campaign settings) pantheons and the non-human racial ones. And if you are liking that and want more info on the deities and pantheons, you'll want 2e Legends & Lore and Monster Mythology, because those are major sources that On Hallowed Ground draws from and extends.</p><p></p><p>Since you were noticing the Spelljammer redo, the real quick description of the much more detailed way I resolve it is:</p><p>1) Crystal spheres and the Phlogiston exist, and it is the most popular way to travel between the worlds.</p><p>2) The Phlogiston is a third region of the Ethereal Plane, that can be reached via the Deep Ethereal, but you can't really take a Spelljamming ship into the Deep Ethereal.</p><p>3) Some stars on the insides of crystal spheres are actually portals to the Astral Plane as in 5E Spelljammer.</p><p>4) The Astral Plane is less commonly used for transport between crystal spheres because it is riskier, but it is faster so it gets used by the brave or powerful sometimes. It's really hard/slow to take a Spelljammer ship to a color pool (and the ship won't fit through) so Spelljammer ships mostly just go from one sphere to another. You could hitch a ride to the Astral and then jump overboard and get yourself to a color pool though. (I also speed up most Spelljammer travel times, because they are too slow in 2e).</p><p>5) Instead of Wildspace being both the Material Plane and the Astral Plane as 5e says, it is the Border Astral Plane. Cosmologically it exists as part of the Astral Plane, so it doesn't directly connect to the Ethereal Plane for example, but its properties are more like the Material Plane.</p><p>6) Generally the planets that make up standard campaign settings are part of the Material Plane, while all the moons and asteroids and the occasional weird Spelljamming aware world are part of the Border Astral.</p><p>7) There are way more people living in regular Material Plane worlds than living out on all the weird Spelljamming places, but it doesn't always look that way because the weird sphere ones tend to get in the big Phlogiston rivers, while the more typical ones with large Material Plane majorities are off on the smaller flows.</p><p>8) This one isn't just my house rule, but is basically stated (though usually just in an off-hand way like everyone should just know it) in Planescape and Spelljammer lore: There are a lot of Material Plane worlds out there that worship the fantasy-historical pantheons, which is why they are considered multi-sphere pantheons rather than single-sphere pantheons like the Forgotten Realms. (I took this info and used it to inform #7 above). In fact, you learn from On Hallowed Ground that the most powerful and widespread pantheons are the Greek, Norse, Celtic, Elven, and Dwarven (the "Five Great Pantheons"). They have a huge number of worshippers across numerous worlds, as do the others like Egyptian and Finnish.</p><p>9) Finally, most pantheons don't like space invaders messing with their worlds (part of the reason they are off the major Flows), and space-farers know this, so they steer clear of Material Plane worlds and keep a low profile if they have to land on one. This keeps groundlings ignorant of Arcane Space in general, and explains why your standard campaign settings aren't at risk from the dangers of space.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 9864787, member: 6677017"] Seems to me like you're aware of the major ones (which means there are probably actually at least 2 other very big categories of contradictions I'm forgetting about at the moment, lol). One thing you will also run into is that demon princess and fey beings and such were all given deity ranks in 2e, rather than arch-fey and arch--fiend being different types of godlike beings like in 5e. You'll have to decide what to do about that. I eventually ended making them all different categories of what I call Mythic Beings with different strengths and weaknesses. So deities are the most powerful in certain ways (that tend to be highly relevant to mortals) but not necessarily in every way. (Primordials and some Titans could take on Greater Powers in a straight up fight.) One extremely useful book for the connections between the pantheons and the planes is On Hallowed Ground. One of my favorites. It actually tells you which deities from pantheon A are friends with deities from pantheon B, etc. It included the traditional D&D fantasy-historical pantheons as well as the 2e "single-sphere" (as in Crystal Sphere, so the specific campaign settings) pantheons and the non-human racial ones. And if you are liking that and want more info on the deities and pantheons, you'll want 2e Legends & Lore and Monster Mythology, because those are major sources that On Hallowed Ground draws from and extends. Since you were noticing the Spelljammer redo, the real quick description of the much more detailed way I resolve it is: 1) Crystal spheres and the Phlogiston exist, and it is the most popular way to travel between the worlds. 2) The Phlogiston is a third region of the Ethereal Plane, that can be reached via the Deep Ethereal, but you can't really take a Spelljamming ship into the Deep Ethereal. 3) Some stars on the insides of crystal spheres are actually portals to the Astral Plane as in 5E Spelljammer. 4) The Astral Plane is less commonly used for transport between crystal spheres because it is riskier, but it is faster so it gets used by the brave or powerful sometimes. It's really hard/slow to take a Spelljammer ship to a color pool (and the ship won't fit through) so Spelljammer ships mostly just go from one sphere to another. You could hitch a ride to the Astral and then jump overboard and get yourself to a color pool though. (I also speed up most Spelljammer travel times, because they are too slow in 2e). 5) Instead of Wildspace being both the Material Plane and the Astral Plane as 5e says, it is the Border Astral Plane. Cosmologically it exists as part of the Astral Plane, so it doesn't directly connect to the Ethereal Plane for example, but its properties are more like the Material Plane. 6) Generally the planets that make up standard campaign settings are part of the Material Plane, while all the moons and asteroids and the occasional weird Spelljamming aware world are part of the Border Astral. 7) There are way more people living in regular Material Plane worlds than living out on all the weird Spelljamming places, but it doesn't always look that way because the weird sphere ones tend to get in the big Phlogiston rivers, while the more typical ones with large Material Plane majorities are off on the smaller flows. 8) This one isn't just my house rule, but is basically stated (though usually just in an off-hand way like everyone should just know it) in Planescape and Spelljammer lore: There are a lot of Material Plane worlds out there that worship the fantasy-historical pantheons, which is why they are considered multi-sphere pantheons rather than single-sphere pantheons like the Forgotten Realms. (I took this info and used it to inform #7 above). In fact, you learn from On Hallowed Ground that the most powerful and widespread pantheons are the Greek, Norse, Celtic, Elven, and Dwarven (the "Five Great Pantheons"). They have a huge number of worshippers across numerous worlds, as do the others like Egyptian and Finnish. 9) Finally, most pantheons don't like space invaders messing with their worlds (part of the reason they are off the major Flows), and space-farers know this, so they steer clear of Material Plane worlds and keep a low profile if they have to land on one. This keeps groundlings ignorant of Arcane Space in general, and explains why your standard campaign settings aren't at risk from the dangers of space. [/QUOTE]
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