What are the ramifications of creating a homebrew world without an Astral Plane?What are all the ways a player can get to the Astral Plane?Do creatures from other planes typically travel into the material plane?What happened to the Barrens of Doom and Despair during and after the Spellplague?Did the spellplague change the cosmology of other crystal spheres too, or just realmspace?Determining what plane you are onWhat D&D creatures are the most appropriate to act as mercenaries?Can Gated Fiends/Celestials Die Permanently?Overview of common languages per planeWhat differentiates “Gods” from other entities in the Forgotten Realm cosmology?Are the Material Planes comprising the various campaign settings surrounded by a shared set of outer planes?How much would an average adventurer in the Forgotten Realms know about the Great Wheel Cosmology?

Why, precisely, is argon used in neutrino experiments?

Was Spock the First Vulcan in Starfleet?

For a non-Jew, is there a punishment for not observing the 7 Noahide Laws?

Why escape if the_content isnt?

Do sorcerers' Subtle Spells require a skill check to be unseen?

What is the difference between "behavior" and "behaviour"?

What Brexit proposals are on the table in the indicative votes on the 27th of March 2019?

Lay out the Carpet

What does "I’d sit this one out, Cap," imply or mean in the context?

Is expanding the research of a group into machine learning as a PhD student risky?

Is this apparent Class Action settlement a spam message?

What is the opposite of 'gravitas'?

India just shot down a satellite from the ground. At what altitude range is the resulting debris field?

Avoiding estate tax by giving multiple gifts

Is HostGator storing my password in plaintext?

What can we do to stop prior company from asking us questions?

How do I find the solutions of the following equation?

What is the best translation for "slot" in the context of multiplayer video games?

Why Were Madagascar and New Zealand Discovered So Late?

How easy is it to start Magic from scratch?

Large drywall patch supports

Customer Requests (Sometimes) Drive Me Bonkers!

Tiptoe or tiphoof? Adjusting words to better fit fantasy races

How to safely derail a train during transit?



What are the ramifications of creating a homebrew world without an Astral Plane?


What are all the ways a player can get to the Astral Plane?Do creatures from other planes typically travel into the material plane?What happened to the Barrens of Doom and Despair during and after the Spellplague?Did the spellplague change the cosmology of other crystal spheres too, or just realmspace?Determining what plane you are onWhat D&D creatures are the most appropriate to act as mercenaries?Can Gated Fiends/Celestials Die Permanently?Overview of common languages per planeWhat differentiates “Gods” from other entities in the Forgotten Realm cosmology?Are the Material Planes comprising the various campaign settings surrounded by a shared set of outer planes?How much would an average adventurer in the Forgotten Realms know about the Great Wheel Cosmology?













16












$begingroup$


I'm currently working on a homebrew world for a campaign of mine, which is currently on hold indefinitely, so there's no time pressure.



Overall design intent:



  1. I don't want my world to be a clone of the general world and lore of D&D (including the Forgotten Realms & the planar cosmology), with the only difference being the Material Plane.

  2. I'm not entirely content with the planar cosmology and pantheons in the Forgotten Realms and other existing settings (Eberron, etc).

Since I personally don't like the Astral Plane in particular, I'm thinking about outright removing it from my world.



However, the DMG states on page 43 on "The Planes":




At minimum, most D&D campaigns require these elements:



  • [...]

  • A way of getting from one plane to another

  • A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function



Obviously, I don't have to adhere to these guidelines. However, I'm aware that a number of spells, creatures, magical items and other things in 5e directly refer to the Astral Plane. Miniman's answer to the question What are all the ways a player can get to the Astral Plane? lists quite a few of these.



Naturally, spells (like Astral Projection), creatures (including playable races like Gith) or magical objects that refer to the Astral Plane simply don't exist (in unmodified form) in this campaign. I'd homebrew something for what happens when you put e.g. two Bags of Holding into each other.



I also know that the Astral Plane can be used as a means of travelling between different worlds, using the color pools located on it. I'm thinking about implementing a Yggdrasil-style World Tree in my world, which would assume this job.



Are there any other ramifications as a result of not having an Astral Plane in a 5e campaign setting?










share|improve this question











$endgroup$







  • 1




    $begingroup$
    initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
    $endgroup$
    – PixelMaster
    yesterday






  • 3




    $begingroup$
    Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
    $endgroup$
    – KorvinStarmast
    yesterday







  • 7




    $begingroup$
    Title seems fine imho.
    $endgroup$
    – Quadratic Wizard
    yesterday






  • 1




    $begingroup$
    I'm deeply puzzled as to how this would encourage newer players to join in.
    $endgroup$
    – AJFaraday
    8 hours ago










  • $begingroup$
    @AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
    $endgroup$
    – PixelMaster
    8 hours ago















16












$begingroup$


I'm currently working on a homebrew world for a campaign of mine, which is currently on hold indefinitely, so there's no time pressure.



Overall design intent:



  1. I don't want my world to be a clone of the general world and lore of D&D (including the Forgotten Realms & the planar cosmology), with the only difference being the Material Plane.

  2. I'm not entirely content with the planar cosmology and pantheons in the Forgotten Realms and other existing settings (Eberron, etc).

Since I personally don't like the Astral Plane in particular, I'm thinking about outright removing it from my world.



However, the DMG states on page 43 on "The Planes":




At minimum, most D&D campaigns require these elements:



  • [...]

  • A way of getting from one plane to another

  • A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function



Obviously, I don't have to adhere to these guidelines. However, I'm aware that a number of spells, creatures, magical items and other things in 5e directly refer to the Astral Plane. Miniman's answer to the question What are all the ways a player can get to the Astral Plane? lists quite a few of these.



Naturally, spells (like Astral Projection), creatures (including playable races like Gith) or magical objects that refer to the Astral Plane simply don't exist (in unmodified form) in this campaign. I'd homebrew something for what happens when you put e.g. two Bags of Holding into each other.



I also know that the Astral Plane can be used as a means of travelling between different worlds, using the color pools located on it. I'm thinking about implementing a Yggdrasil-style World Tree in my world, which would assume this job.



Are there any other ramifications as a result of not having an Astral Plane in a 5e campaign setting?










share|improve this question











$endgroup$







  • 1




    $begingroup$
    initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
    $endgroup$
    – PixelMaster
    yesterday






  • 3




    $begingroup$
    Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
    $endgroup$
    – KorvinStarmast
    yesterday







  • 7




    $begingroup$
    Title seems fine imho.
    $endgroup$
    – Quadratic Wizard
    yesterday






  • 1




    $begingroup$
    I'm deeply puzzled as to how this would encourage newer players to join in.
    $endgroup$
    – AJFaraday
    8 hours ago










  • $begingroup$
    @AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
    $endgroup$
    – PixelMaster
    8 hours ago













16












16








16


1



$begingroup$


I'm currently working on a homebrew world for a campaign of mine, which is currently on hold indefinitely, so there's no time pressure.



Overall design intent:



  1. I don't want my world to be a clone of the general world and lore of D&D (including the Forgotten Realms & the planar cosmology), with the only difference being the Material Plane.

  2. I'm not entirely content with the planar cosmology and pantheons in the Forgotten Realms and other existing settings (Eberron, etc).

Since I personally don't like the Astral Plane in particular, I'm thinking about outright removing it from my world.



However, the DMG states on page 43 on "The Planes":




At minimum, most D&D campaigns require these elements:



  • [...]

  • A way of getting from one plane to another

  • A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function



Obviously, I don't have to adhere to these guidelines. However, I'm aware that a number of spells, creatures, magical items and other things in 5e directly refer to the Astral Plane. Miniman's answer to the question What are all the ways a player can get to the Astral Plane? lists quite a few of these.



Naturally, spells (like Astral Projection), creatures (including playable races like Gith) or magical objects that refer to the Astral Plane simply don't exist (in unmodified form) in this campaign. I'd homebrew something for what happens when you put e.g. two Bags of Holding into each other.



I also know that the Astral Plane can be used as a means of travelling between different worlds, using the color pools located on it. I'm thinking about implementing a Yggdrasil-style World Tree in my world, which would assume this job.



Are there any other ramifications as a result of not having an Astral Plane in a 5e campaign setting?










share|improve this question











$endgroup$




I'm currently working on a homebrew world for a campaign of mine, which is currently on hold indefinitely, so there's no time pressure.



Overall design intent:



  1. I don't want my world to be a clone of the general world and lore of D&D (including the Forgotten Realms & the planar cosmology), with the only difference being the Material Plane.

  2. I'm not entirely content with the planar cosmology and pantheons in the Forgotten Realms and other existing settings (Eberron, etc).

Since I personally don't like the Astral Plane in particular, I'm thinking about outright removing it from my world.



However, the DMG states on page 43 on "The Planes":




At minimum, most D&D campaigns require these elements:



  • [...]

  • A way of getting from one plane to another

  • A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function



Obviously, I don't have to adhere to these guidelines. However, I'm aware that a number of spells, creatures, magical items and other things in 5e directly refer to the Astral Plane. Miniman's answer to the question What are all the ways a player can get to the Astral Plane? lists quite a few of these.



Naturally, spells (like Astral Projection), creatures (including playable races like Gith) or magical objects that refer to the Astral Plane simply don't exist (in unmodified form) in this campaign. I'd homebrew something for what happens when you put e.g. two Bags of Holding into each other.



I also know that the Astral Plane can be used as a means of travelling between different worlds, using the color pools located on it. I'm thinking about implementing a Yggdrasil-style World Tree in my world, which would assume this job.



Are there any other ramifications as a result of not having an Astral Plane in a 5e campaign setting?







dnd-5e homebrew planes world-building astral






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 8 hours ago







PixelMaster

















asked yesterday









PixelMasterPixelMaster

12.2k347115




12.2k347115







  • 1




    $begingroup$
    initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
    $endgroup$
    – PixelMaster
    yesterday






  • 3




    $begingroup$
    Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
    $endgroup$
    – KorvinStarmast
    yesterday







  • 7




    $begingroup$
    Title seems fine imho.
    $endgroup$
    – Quadratic Wizard
    yesterday






  • 1




    $begingroup$
    I'm deeply puzzled as to how this would encourage newer players to join in.
    $endgroup$
    – AJFaraday
    8 hours ago










  • $begingroup$
    @AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
    $endgroup$
    – PixelMaster
    8 hours ago












  • 1




    $begingroup$
    initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
    $endgroup$
    – PixelMaster
    yesterday






  • 3




    $begingroup$
    Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
    $endgroup$
    – KorvinStarmast
    yesterday







  • 7




    $begingroup$
    Title seems fine imho.
    $endgroup$
    – Quadratic Wizard
    yesterday






  • 1




    $begingroup$
    I'm deeply puzzled as to how this would encourage newer players to join in.
    $endgroup$
    – AJFaraday
    8 hours ago










  • $begingroup$
    @AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
    $endgroup$
    – PixelMaster
    8 hours ago







1




1




$begingroup$
initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
$endgroup$
– PixelMaster
yesterday




$begingroup$
initally, tier 1 or 2. However, the world will serve as a setting for all tiers, so the PC's level shouldn't really be relevant.
$endgroup$
– PixelMaster
yesterday




3




3




$begingroup$
Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
$endgroup$
– KorvinStarmast
yesterday





$begingroup$
Just as an aside, the Astral Plane was a thing long before FR became a setting. It was in the AD&D 1e books a a thing. (Greyhawk default world if we view E Gygax as creator, and there were references to it in the OD&D supplements). Thus your reference to FR is irrelevant to the question. The astral plane touches most settings in one way or another. Suggest you edit your question to remove FR reference (it will make for a tighter/cleaner question). Also suggest you tighten your title: what are the mechanical effects of not having an Astral Plane in my setting. Up to you.
$endgroup$
– KorvinStarmast
yesterday





7




7




$begingroup$
Title seems fine imho.
$endgroup$
– Quadratic Wizard
yesterday




$begingroup$
Title seems fine imho.
$endgroup$
– Quadratic Wizard
yesterday




1




1




$begingroup$
I'm deeply puzzled as to how this would encourage newer players to join in.
$endgroup$
– AJFaraday
8 hours ago




$begingroup$
I'm deeply puzzled as to how this would encourage newer players to join in.
$endgroup$
– AJFaraday
8 hours ago












$begingroup$
@AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
$endgroup$
– PixelMaster
8 hours ago




$begingroup$
@AJFaraday the fact that newer players left and that I decided I want a less Forgotten-Realms-like world are unrelated. I suppose "I'm currently working on a homebrew world for a campaign of mine, which is currently indefinitely on hold" would suffice.
$endgroup$
– PixelMaster
8 hours ago










2 Answers
2






active

oldest

votes


















38












$begingroup$

Only the following elements in the core rulebooks use the Astral Plane



While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.



The following spells, items or abilities allow travel to the Astral Plane, and will not have that function if the plane is removed:



  • An 18th-level monk's Timeless Body ability

  • A wild magic sorcerer's wild surge (2% chance)

  • The 9th level spell astral projection


  • Prismatic spray and prismatic wall's violet layer (can also banish to the Ethereal or another plane)

  • The Robe of Stars

  • A torn Bag of Devouring, Bag of Holding, Heward's Handy Haversack, or Portable Hole, or in some cases one of those placed inside the other

  • Ether cyclones on the Ethereal Plane (5% chance)

The only other core rules elements which rely on that plane are as follows:



  • Souls of slain individuals traditionally travel to their final resting place via the Astral Plane. You need to invent a new reasoning for how souls get to their afterlife or the realm of their deity.

  • The Githyanki live on the Astral Plane. Without the Astral, they either don't exist or live somewhere else.


  • Forbiddance blocks planar travel, including specifically from the Astral Plane (as do certain other spells blocking planar travel in general, like antimagic sphere, Mordenkainen's private sanctum and imprisonment); obviously, if you have no Astral Plane, those spells don't do that any more, but of course they still block travel to/from other planes.

You don't need an Astral Plane



Fundamentally, you can completely ignore the Astral Plane. The only significant changes you need to make are explaining how souls and planar visitors get to the realms of the gods, explaining where stuff gets banished by certain spell effects that normally send things to the Astral, resolving very high-level abilities that normally allow astral projection so that they work some other way, and explaining what happens when you place one Bags of Holding inside another.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
    $endgroup$
    – Benjamin Olson
    5 hours ago


















7












$begingroup$

It's impossible to cover every scenario



You are trying to create a homebrew universe, which is awesome. I wouldn't worry too much about trying to cover all your bases but just deal with issues as they come up.



Building an entire universe is incredibly difficult, so don't worry about covering most cases (because you probably can't.) Worry more about building an engaging world and working on inconsistencies as they come up.



My own world and time management



I'm currently running a campaign in my own contained world that technically doesn't have those planes, either. I haven't even really considered the issues around that and I don't plan to unless something specific comes up. There is so much more to work on that creating contingencies for every possible thing is not a good use of my worldbuilding/storybuilding/encounterbuilding time.



It'll be a process



Authors can spend their lifetimes building and filling out their universe. As GMs, we often don't have that luxury - especially if our players are itching to get started.



What you need to do is fill in enough to get you started. Have your main story arc(s) outlined as well as your primary and motivating characters. But you're going to have to be flexible. Your players are going to change it, and you should let them and listen to them. Let them influence you and help build the world they are playing in. It'll likely lead to greater table satisfaction - and they're going to come up with ideas you probably wouldn't have :) And their actions can introduce new characters you hadn't thought of or new regions/worlds/planes interactions that you didn't consider.






share|improve this answer











$endgroup$












  • $begingroup$
    I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
    $endgroup$
    – PixelMaster
    yesterday










  • $begingroup$
    ... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
    $endgroup$
    – PixelMaster
    yesterday







  • 1




    $begingroup$
    @PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
    $endgroup$
    – NautArch
    yesterday











  • $begingroup$
    @PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
    $endgroup$
    – NautArch
    yesterday






  • 1




    $begingroup$
    I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
    $endgroup$
    – PixelMaster
    yesterday










Your Answer





StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");

StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "122"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f143972%2fwhat-are-the-ramifications-of-creating-a-homebrew-world-without-an-astral-plane%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









38












$begingroup$

Only the following elements in the core rulebooks use the Astral Plane



While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.



The following spells, items or abilities allow travel to the Astral Plane, and will not have that function if the plane is removed:



  • An 18th-level monk's Timeless Body ability

  • A wild magic sorcerer's wild surge (2% chance)

  • The 9th level spell astral projection


  • Prismatic spray and prismatic wall's violet layer (can also banish to the Ethereal or another plane)

  • The Robe of Stars

  • A torn Bag of Devouring, Bag of Holding, Heward's Handy Haversack, or Portable Hole, or in some cases one of those placed inside the other

  • Ether cyclones on the Ethereal Plane (5% chance)

The only other core rules elements which rely on that plane are as follows:



  • Souls of slain individuals traditionally travel to their final resting place via the Astral Plane. You need to invent a new reasoning for how souls get to their afterlife or the realm of their deity.

  • The Githyanki live on the Astral Plane. Without the Astral, they either don't exist or live somewhere else.


  • Forbiddance blocks planar travel, including specifically from the Astral Plane (as do certain other spells blocking planar travel in general, like antimagic sphere, Mordenkainen's private sanctum and imprisonment); obviously, if you have no Astral Plane, those spells don't do that any more, but of course they still block travel to/from other planes.

You don't need an Astral Plane



Fundamentally, you can completely ignore the Astral Plane. The only significant changes you need to make are explaining how souls and planar visitors get to the realms of the gods, explaining where stuff gets banished by certain spell effects that normally send things to the Astral, resolving very high-level abilities that normally allow astral projection so that they work some other way, and explaining what happens when you place one Bags of Holding inside another.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
    $endgroup$
    – Benjamin Olson
    5 hours ago















38












$begingroup$

Only the following elements in the core rulebooks use the Astral Plane



While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.



The following spells, items or abilities allow travel to the Astral Plane, and will not have that function if the plane is removed:



  • An 18th-level monk's Timeless Body ability

  • A wild magic sorcerer's wild surge (2% chance)

  • The 9th level spell astral projection


  • Prismatic spray and prismatic wall's violet layer (can also banish to the Ethereal or another plane)

  • The Robe of Stars

  • A torn Bag of Devouring, Bag of Holding, Heward's Handy Haversack, or Portable Hole, or in some cases one of those placed inside the other

  • Ether cyclones on the Ethereal Plane (5% chance)

The only other core rules elements which rely on that plane are as follows:



  • Souls of slain individuals traditionally travel to their final resting place via the Astral Plane. You need to invent a new reasoning for how souls get to their afterlife or the realm of their deity.

  • The Githyanki live on the Astral Plane. Without the Astral, they either don't exist or live somewhere else.


  • Forbiddance blocks planar travel, including specifically from the Astral Plane (as do certain other spells blocking planar travel in general, like antimagic sphere, Mordenkainen's private sanctum and imprisonment); obviously, if you have no Astral Plane, those spells don't do that any more, but of course they still block travel to/from other planes.

You don't need an Astral Plane



Fundamentally, you can completely ignore the Astral Plane. The only significant changes you need to make are explaining how souls and planar visitors get to the realms of the gods, explaining where stuff gets banished by certain spell effects that normally send things to the Astral, resolving very high-level abilities that normally allow astral projection so that they work some other way, and explaining what happens when you place one Bags of Holding inside another.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
    $endgroup$
    – Benjamin Olson
    5 hours ago













38












38








38





$begingroup$

Only the following elements in the core rulebooks use the Astral Plane



While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.



The following spells, items or abilities allow travel to the Astral Plane, and will not have that function if the plane is removed:



  • An 18th-level monk's Timeless Body ability

  • A wild magic sorcerer's wild surge (2% chance)

  • The 9th level spell astral projection


  • Prismatic spray and prismatic wall's violet layer (can also banish to the Ethereal or another plane)

  • The Robe of Stars

  • A torn Bag of Devouring, Bag of Holding, Heward's Handy Haversack, or Portable Hole, or in some cases one of those placed inside the other

  • Ether cyclones on the Ethereal Plane (5% chance)

The only other core rules elements which rely on that plane are as follows:



  • Souls of slain individuals traditionally travel to their final resting place via the Astral Plane. You need to invent a new reasoning for how souls get to their afterlife or the realm of their deity.

  • The Githyanki live on the Astral Plane. Without the Astral, they either don't exist or live somewhere else.


  • Forbiddance blocks planar travel, including specifically from the Astral Plane (as do certain other spells blocking planar travel in general, like antimagic sphere, Mordenkainen's private sanctum and imprisonment); obviously, if you have no Astral Plane, those spells don't do that any more, but of course they still block travel to/from other planes.

You don't need an Astral Plane



Fundamentally, you can completely ignore the Astral Plane. The only significant changes you need to make are explaining how souls and planar visitors get to the realms of the gods, explaining where stuff gets banished by certain spell effects that normally send things to the Astral, resolving very high-level abilities that normally allow astral projection so that they work some other way, and explaining what happens when you place one Bags of Holding inside another.






share|improve this answer











$endgroup$



Only the following elements in the core rulebooks use the Astral Plane



While it's impossible to list every possible Astral Plane interaction in D&D, the list of things in the three core rulebooks which rely on the Astral Plane is actually very limited.



The following spells, items or abilities allow travel to the Astral Plane, and will not have that function if the plane is removed:



  • An 18th-level monk's Timeless Body ability

  • A wild magic sorcerer's wild surge (2% chance)

  • The 9th level spell astral projection


  • Prismatic spray and prismatic wall's violet layer (can also banish to the Ethereal or another plane)

  • The Robe of Stars

  • A torn Bag of Devouring, Bag of Holding, Heward's Handy Haversack, or Portable Hole, or in some cases one of those placed inside the other

  • Ether cyclones on the Ethereal Plane (5% chance)

The only other core rules elements which rely on that plane are as follows:



  • Souls of slain individuals traditionally travel to their final resting place via the Astral Plane. You need to invent a new reasoning for how souls get to their afterlife or the realm of their deity.

  • The Githyanki live on the Astral Plane. Without the Astral, they either don't exist or live somewhere else.


  • Forbiddance blocks planar travel, including specifically from the Astral Plane (as do certain other spells blocking planar travel in general, like antimagic sphere, Mordenkainen's private sanctum and imprisonment); obviously, if you have no Astral Plane, those spells don't do that any more, but of course they still block travel to/from other planes.

You don't need an Astral Plane



Fundamentally, you can completely ignore the Astral Plane. The only significant changes you need to make are explaining how souls and planar visitors get to the realms of the gods, explaining where stuff gets banished by certain spell effects that normally send things to the Astral, resolving very high-level abilities that normally allow astral projection so that they work some other way, and explaining what happens when you place one Bags of Holding inside another.







share|improve this answer














share|improve this answer



share|improve this answer








edited 2 hours ago

























answered yesterday









Quadratic WizardQuadratic Wizard

30.6k3100164




30.6k3100164







  • 1




    $begingroup$
    Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
    $endgroup$
    – Benjamin Olson
    5 hours ago












  • 1




    $begingroup$
    Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
    $endgroup$
    – Benjamin Olson
    5 hours ago







1




1




$begingroup$
Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
$endgroup$
– Benjamin Olson
5 hours ago




$begingroup$
Upvoted, but minor quibble: you mentioned torn bags of holding, portable holes, etc., but not the portal to the astral plane that happens when you put one inside of another. I only mention it because you are clearly trying to be exhaustive.
$endgroup$
– Benjamin Olson
5 hours ago













7












$begingroup$

It's impossible to cover every scenario



You are trying to create a homebrew universe, which is awesome. I wouldn't worry too much about trying to cover all your bases but just deal with issues as they come up.



Building an entire universe is incredibly difficult, so don't worry about covering most cases (because you probably can't.) Worry more about building an engaging world and working on inconsistencies as they come up.



My own world and time management



I'm currently running a campaign in my own contained world that technically doesn't have those planes, either. I haven't even really considered the issues around that and I don't plan to unless something specific comes up. There is so much more to work on that creating contingencies for every possible thing is not a good use of my worldbuilding/storybuilding/encounterbuilding time.



It'll be a process



Authors can spend their lifetimes building and filling out their universe. As GMs, we often don't have that luxury - especially if our players are itching to get started.



What you need to do is fill in enough to get you started. Have your main story arc(s) outlined as well as your primary and motivating characters. But you're going to have to be flexible. Your players are going to change it, and you should let them and listen to them. Let them influence you and help build the world they are playing in. It'll likely lead to greater table satisfaction - and they're going to come up with ideas you probably wouldn't have :) And their actions can introduce new characters you hadn't thought of or new regions/worlds/planes interactions that you didn't consider.






share|improve this answer











$endgroup$












  • $begingroup$
    I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
    $endgroup$
    – PixelMaster
    yesterday










  • $begingroup$
    ... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
    $endgroup$
    – PixelMaster
    yesterday







  • 1




    $begingroup$
    @PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
    $endgroup$
    – NautArch
    yesterday











  • $begingroup$
    @PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
    $endgroup$
    – NautArch
    yesterday






  • 1




    $begingroup$
    I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
    $endgroup$
    – PixelMaster
    yesterday















7












$begingroup$

It's impossible to cover every scenario



You are trying to create a homebrew universe, which is awesome. I wouldn't worry too much about trying to cover all your bases but just deal with issues as they come up.



Building an entire universe is incredibly difficult, so don't worry about covering most cases (because you probably can't.) Worry more about building an engaging world and working on inconsistencies as they come up.



My own world and time management



I'm currently running a campaign in my own contained world that technically doesn't have those planes, either. I haven't even really considered the issues around that and I don't plan to unless something specific comes up. There is so much more to work on that creating contingencies for every possible thing is not a good use of my worldbuilding/storybuilding/encounterbuilding time.



It'll be a process



Authors can spend their lifetimes building and filling out their universe. As GMs, we often don't have that luxury - especially if our players are itching to get started.



What you need to do is fill in enough to get you started. Have your main story arc(s) outlined as well as your primary and motivating characters. But you're going to have to be flexible. Your players are going to change it, and you should let them and listen to them. Let them influence you and help build the world they are playing in. It'll likely lead to greater table satisfaction - and they're going to come up with ideas you probably wouldn't have :) And their actions can introduce new characters you hadn't thought of or new regions/worlds/planes interactions that you didn't consider.






share|improve this answer











$endgroup$












  • $begingroup$
    I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
    $endgroup$
    – PixelMaster
    yesterday










  • $begingroup$
    ... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
    $endgroup$
    – PixelMaster
    yesterday







  • 1




    $begingroup$
    @PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
    $endgroup$
    – NautArch
    yesterday











  • $begingroup$
    @PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
    $endgroup$
    – NautArch
    yesterday






  • 1




    $begingroup$
    I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
    $endgroup$
    – PixelMaster
    yesterday













7












7








7





$begingroup$

It's impossible to cover every scenario



You are trying to create a homebrew universe, which is awesome. I wouldn't worry too much about trying to cover all your bases but just deal with issues as they come up.



Building an entire universe is incredibly difficult, so don't worry about covering most cases (because you probably can't.) Worry more about building an engaging world and working on inconsistencies as they come up.



My own world and time management



I'm currently running a campaign in my own contained world that technically doesn't have those planes, either. I haven't even really considered the issues around that and I don't plan to unless something specific comes up. There is so much more to work on that creating contingencies for every possible thing is not a good use of my worldbuilding/storybuilding/encounterbuilding time.



It'll be a process



Authors can spend their lifetimes building and filling out their universe. As GMs, we often don't have that luxury - especially if our players are itching to get started.



What you need to do is fill in enough to get you started. Have your main story arc(s) outlined as well as your primary and motivating characters. But you're going to have to be flexible. Your players are going to change it, and you should let them and listen to them. Let them influence you and help build the world they are playing in. It'll likely lead to greater table satisfaction - and they're going to come up with ideas you probably wouldn't have :) And their actions can introduce new characters you hadn't thought of or new regions/worlds/planes interactions that you didn't consider.






share|improve this answer











$endgroup$



It's impossible to cover every scenario



You are trying to create a homebrew universe, which is awesome. I wouldn't worry too much about trying to cover all your bases but just deal with issues as they come up.



Building an entire universe is incredibly difficult, so don't worry about covering most cases (because you probably can't.) Worry more about building an engaging world and working on inconsistencies as they come up.



My own world and time management



I'm currently running a campaign in my own contained world that technically doesn't have those planes, either. I haven't even really considered the issues around that and I don't plan to unless something specific comes up. There is so much more to work on that creating contingencies for every possible thing is not a good use of my worldbuilding/storybuilding/encounterbuilding time.



It'll be a process



Authors can spend their lifetimes building and filling out their universe. As GMs, we often don't have that luxury - especially if our players are itching to get started.



What you need to do is fill in enough to get you started. Have your main story arc(s) outlined as well as your primary and motivating characters. But you're going to have to be flexible. Your players are going to change it, and you should let them and listen to them. Let them influence you and help build the world they are playing in. It'll likely lead to greater table satisfaction - and they're going to come up with ideas you probably wouldn't have :) And their actions can introduce new characters you hadn't thought of or new regions/worlds/planes interactions that you didn't consider.







share|improve this answer














share|improve this answer



share|improve this answer








edited yesterday









KorvinStarmast

82.6k20257444




82.6k20257444










answered yesterday









NautArchNautArch

61.2k8219406




61.2k8219406











  • $begingroup$
    I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
    $endgroup$
    – PixelMaster
    yesterday










  • $begingroup$
    ... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
    $endgroup$
    – PixelMaster
    yesterday







  • 1




    $begingroup$
    @PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
    $endgroup$
    – NautArch
    yesterday











  • $begingroup$
    @PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
    $endgroup$
    – NautArch
    yesterday






  • 1




    $begingroup$
    I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
    $endgroup$
    – PixelMaster
    yesterday
















  • $begingroup$
    I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
    $endgroup$
    – PixelMaster
    yesterday










  • $begingroup$
    ... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
    $endgroup$
    – PixelMaster
    yesterday







  • 1




    $begingroup$
    @PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
    $endgroup$
    – NautArch
    yesterday











  • $begingroup$
    @PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
    $endgroup$
    – NautArch
    yesterday






  • 1




    $begingroup$
    I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
    $endgroup$
    – PixelMaster
    yesterday















$begingroup$
I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
$endgroup$
– PixelMaster
yesterday




$begingroup$
I appreciate your advice, but I generally have a hard time with "just-roll-with-it-approaches". I don't know if it's because I tend to perfectionist or for some other reason, but I feel insecure and uncomfortable DMing a story without a decent, overarching theme/goal; in other words, when I start the campaign, I need to know the end goal / villain / etc. of the first "arc" (arc equals tiers of play here), and at least have a rough idea of possibilities for subsequent arcs. part 1/2 ...
$endgroup$
– PixelMaster
yesterday












$begingroup$
... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
$endgroup$
– PixelMaster
yesterday





$begingroup$
... part 2/2: Since I'm also fond of the general concept of planes, the second act is likely to involve extraplanar entities. Since I'd like to at least hint towards the second arc during the first, I need / want to have the planes figured out. tl;dr I want my story neatly integrated with the world, and don't want to run into inconsistencies due to world elements not having been thought about for too long.
$endgroup$
– PixelMaster
yesterday





1




1




$begingroup$
@PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
$endgroup$
– NautArch
yesterday





$begingroup$
@PixelMaster That's kind of a different question - and I'm sure we can help with that as well. Unfortunately, I do think that what your'e getting at may be idea generation needs and better suited to a forum (or maybe to worldbuilding SE). FIguring out how to make your world work with your story is going to be very much opinion-based and idea generation.
$endgroup$
– NautArch
yesterday













$begingroup$
@PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
$endgroup$
– NautArch
yesterday




$begingroup$
@PixelMaster But you can try and present a problem of story vs plane/world and see if it's possible to answer here.
$endgroup$
– NautArch
yesterday




1




1




$begingroup$
I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
$endgroup$
– PixelMaster
yesterday




$begingroup$
I don't feel like I need to ask a question about that. I simply desire a solid foundation (in terms of world lore) to work with, but that's just me, it's not D&D-exclusive. Furthermore, I enjoy building a world, and I don't want to have to rush it later because the ongoing sessions demand it.
$endgroup$
– PixelMaster
yesterday

















draft saved

draft discarded
















































Thanks for contributing an answer to Role-playing Games Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f143972%2fwhat-are-the-ramifications-of-creating-a-homebrew-world-without-an-astral-plane%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Boston (Lincolnshire) Stedsbyld | Berne yn Boston | NavigaasjemenuBoston Borough CouncilBoston, Lincolnshire

Ballerup Komuun Stääden an saarpen | Futnuuten | Luke uk diar | Nawigatsjuunwww.ballerup.dkwww.statistikbanken.dk: Tabelle BEF44 (Folketal pr. 1. januar fordelt på byer)Commonskategorii: Ballerup Komuun55° 44′ N, 12° 22′ O

Serbia Índice Etimología Historia Geografía Entorno natural División administrativa Política Demografía Economía Cultura Deportes Véase también Notas Referencias Bibliografía Enlaces externos Menú de navegación44°49′00″N 20°28′00″E / 44.816666666667, 20.46666666666744°49′00″N 20°28′00″E / 44.816666666667, 20.466666666667U.S. Department of Commerce (2015)«Informe sobre Desarrollo Humano 2018»Kosovo-Metohija.Neutralna Srbija u NATO okruzenju.The SerbsTheories on the Origin of the Serbs.Serbia.Earls: Webster's Quotations, Facts and Phrases.Egeo y Balcanes.Kalemegdan.Southern Pannonia during the age of the Great Migrations.Culture in Serbia.History.The Serbian Origin of the Montenegrins.Nemanjics' period (1186-1353).Stefan Uros (1355-1371).Serbian medieval history.Habsburg–Ottoman Wars (1525–1718).The Ottoman Empire, 1700-1922.The First Serbian Uprising.Miloš, prince of Serbia.3. Bosnia-Hercegovina and the Congress of Berlin.The Balkan Wars and the Partition of Macedonia.The Falcon and the Eagle: Montenegro and Austria-Hungary, 1908-1914.Typhus fever on the eastern front in World War I.Anniversary of WWI battle marked in Serbia.La derrota austriaca en los Balcanes. Fin del Imperio Austro-Húngaro.Imperio austriaco y Reino de Hungría.Los tiempos modernos: del capitalismo a la globalización, siglos XVII al XXI.The period of Croatia within ex-Yugoslavia.Yugoslavia: Much in a Name.Las dictaduras europeas.Croacia: mito y realidad."Crods ask arms".Prólogo a la invasión.La campaña de los Balcanes.La resistencia en Yugoslavia.Jasenovac Research Institute.Día en memoria de las víctimas del genocidio en la Segunda Guerra Mundial.El infierno estuvo en Jasenovac.Croacia empieza a «desenterrar» a sus muertos de Jasenovac.World fascism: a historical encyclopedia, Volumen 1.Tito. Josip Broz.El nuevo orden y la resistencia.La conquista del poder.Algunos aspectos de la economía yugoslava a mediados de 1962.Albania-Kosovo crisis.De Kosovo a Kosova: una visión demográfica.La crisis de la economía yugoslava y la política de "estabilización".Milosevic: el poder de un absolutista."Serbia under Milošević: politics in the 1990s"Milosevic cavó en Kosovo la tumba de la antigua Yugoslavia.La ONU exculpa a Serbia de genocidio en la guerra de Bosnia.Slobodan Milosevic, el burócrata que supo usar el odio.Es la fuerza contra el sufrimiento de muchos inocentes.Matanza de civiles al bombardear la OTAN un puente mientras pasaba un tren.Las consecuencias negativas de los bombardeos de Yugoslavia se sentirán aún durante largo tiempo.Kostunica advierte que la misión de Europa en Kosovo es ilegal.Las 24 horas más largas en la vida de Slobodan Milosevic.Serbia declara la guerra a la mafia por matar a Djindjic.Tadic presentará "quizás en diciembre" la solicitud de entrada en la UE.Montenegro declara su independencia de Serbia.Serbia se declara estado soberano tras separación de Montenegro.«Accordance with International Law of the Unilateral Declaration of Independence by the Provisional Institutions of Self-Government of Kosovo (Request for Advisory Opinion)»Mladic pasa por el médico antes de la audiencia para extraditarloDatos de Serbia y Kosovo.The Carpathian Mountains.Position, Relief, Climate.Transport.Finding birds in Serbia.U Srbiji do 2010. godine 10% teritorije nacionalni parkovi.Geography.Serbia: Climate.Variability of Climate In Serbia In The Second Half of The 20thc Entury.BASIC CLIMATE CHARACTERISTICS FOR THE TERRITORY OF SERBIA.Fauna y flora: Serbia.Serbia and Montenegro.Información general sobre Serbia.Republic of Serbia Environmental Protection Agency (SEPA).Serbia recycling 15% of waste.Reform process of the Serbian energy sector.20-MW Wind Project Being Developed in Serbia.Las Naciones Unidas. Paz para Kosovo.Aniversario sin fiesta.Population by national or ethnic groups by Census 2002.Article 7. Coat of arms, flag and national anthem.Serbia, flag of.Historia.«Serbia and Montenegro in Pictures»Serbia.Serbia aprueba su nueva Constitución con un apoyo de más del 50%.Serbia. Population.«El nacionalista Nikolic gana las elecciones presidenciales en Serbia»El europeísta Borís Tadic gana la segunda vuelta de las presidenciales serbias.Aleksandar Vucic, de ultranacionalista serbio a fervoroso europeístaKostunica condena la declaración del "falso estado" de Kosovo.Comienza el debate sobre la independencia de Kosovo en el TIJ.La Corte Internacional de Justicia dice que Kosovo no violó el derecho internacional al declarar su independenciaKosovo: Enviado de la ONU advierte tensiones y fragilidad.«Bruselas recomienda negociar la adhesión de Serbia tras el acuerdo sobre Kosovo»Monografía de Serbia.Bez smanjivanja Vojske Srbije.Military statistics Serbia and Montenegro.Šutanovac: Vojni budžet za 2009. godinu 70 milijardi dinara.Serbia-Montenegro shortens obligatory military service to six months.No hay justicia para las víctimas de los bombardeos de la OTAN.Zapatero reitera la negativa de España a reconocer la independencia de Kosovo.Anniversary of the signing of the Stabilisation and Association Agreement.Detenido en Serbia Radovan Karadzic, el criminal de guerra más buscado de Europa."Serbia presentará su candidatura de acceso a la UE antes de fin de año".Serbia solicita la adhesión a la UE.Detenido el exgeneral serbobosnio Ratko Mladic, principal acusado del genocidio en los Balcanes«Lista de todos los Estados Miembros de las Naciones Unidas que son parte o signatarios en los diversos instrumentos de derechos humanos de las Naciones Unidas»versión pdfProtocolo Facultativo de la Convención sobre la Eliminación de todas las Formas de Discriminación contra la MujerConvención contra la tortura y otros tratos o penas crueles, inhumanos o degradantesversión pdfProtocolo Facultativo de la Convención sobre los Derechos de las Personas con DiscapacidadEl ACNUR recibe con beneplácito el envío de tropas de la OTAN a Kosovo y se prepara ante una posible llegada de refugiados a Serbia.Kosovo.- El jefe de la Minuk denuncia que los serbios boicotearon las legislativas por 'presiones'.Bosnia and Herzegovina. Population.Datos básicos de Montenegro, historia y evolución política.Serbia y Montenegro. Indicador: Tasa global de fecundidad (por 1000 habitantes).Serbia y Montenegro. Indicador: Tasa bruta de mortalidad (por 1000 habitantes).Population.Falleció el patriarca de la Iglesia Ortodoxa serbia.Atacan en Kosovo autobuses con peregrinos tras la investidura del patriarca serbio IrinejSerbian in Hungary.Tasas de cambio."Kosovo es de todos sus ciudadanos".Report for Serbia.Country groups by income.GROSS DOMESTIC PRODUCT (GDP) OF THE REPUBLIC OF SERBIA 1997–2007.Economic Trends in the Republic of Serbia 2006.National Accounts Statitics.Саопштења за јавност.GDP per inhabitant varied by one to six across the EU27 Member States.Un pacto de estabilidad para Serbia.Unemployment rate rises in Serbia.Serbia, Belarus agree free trade to woo investors.Serbia, Turkey call investors to Serbia.Success Stories.U.S. Private Investment in Serbia and Montenegro.Positive trend.Banks in Serbia.La Cámara de Comercio acompaña a empresas madrileñas a Serbia y Croacia.Serbia Industries.Energy and mining.Agriculture.Late crops, fruit and grapes output, 2008.Rebranding Serbia: A Hobby Shortly to Become a Full-Time Job.Final data on livestock statistics, 2008.Serbian cell-phone users.U Srbiji sve više računara.Телекомуникације.U Srbiji 27 odsto gradjana koristi Internet.Serbia and Montenegro.Тренд гледаности програма РТС-а у 2008. и 2009.години.Serbian railways.General Terms.El mercado del transporte aéreo en Serbia.Statistics.Vehículos de motor registrados.Planes ambiciosos para el transporte fluvial.Turismo.Turistički promet u Republici Srbiji u periodu januar-novembar 2007. godine.Your Guide to Culture.Novi Sad - city of culture.Nis - european crossroads.Serbia. Properties inscribed on the World Heritage List .Stari Ras and Sopoćani.Studenica Monastery.Medieval Monuments in Kosovo.Gamzigrad-Romuliana, Palace of Galerius.Skiing and snowboarding in Kopaonik.Tara.New7Wonders of Nature Finalists.Pilgrimage of Saint Sava.Exit Festival: Best european festival.Banje u Srbiji.«The Encyclopedia of world history»Culture.Centenario del arte serbio.«Djordje Andrejevic Kun: el único pintor de los brigadistas yugoslavos de la guerra civil española»About the museum.The collections.Miroslav Gospel – Manuscript from 1180.Historicity in the Serbo-Croatian Heroic Epic.Culture and Sport.Conversación con el rector del Seminario San Sava.'Reina Margot' funde drama, historia y gesto con música de Goran Bregovic.Serbia gana Eurovisión y España decepciona de nuevo con un vigésimo puesto.Home.Story.Emir Kusturica.Tercer oro para Paskaljevic.Nikola Tesla Year.Home.Tesla, un genio tomado por loco.Aniversario de la muerte de Nikola Tesla.El Museo Nikola Tesla en Belgrado.El inventor del mundo actual.República de Serbia.University of Belgrade official statistics.University of Novi Sad.University of Kragujevac.University of Nis.Comida. Cocina serbia.Cooking.Montenegro se convertirá en el miembro 204 del movimiento olímpico.España, campeona de Europa de baloncesto.El Partizan de Belgrado se corona campeón por octava vez consecutiva.Serbia se clasifica para el Mundial de 2010 de Sudáfrica.Serbia Name Squad For Northern Ireland And South Korea Tests.Fútbol.- El Partizán de Belgrado se proclama campeón de la Liga serbia.Clasificacion final Mundial de balonmano Croacia 2009.Serbia vence a España y se consagra campeón mundial de waterpolo.Novak Djokovic no convence pero gana en Australia.Gana Ana Ivanovic el Roland Garros.Serena Williams gana el US Open por tercera vez.Biography.Bradt Travel Guide SerbiaThe Encyclopedia of World War IGobierno de SerbiaPortal del Gobierno de SerbiaPresidencia de SerbiaAsamblea Nacional SerbiaMinisterio de Asuntos exteriores de SerbiaBanco Nacional de SerbiaAgencia Serbia para la Promoción de la Inversión y la ExportaciónOficina de Estadísticas de SerbiaCIA. Factbook 2008Organización nacional de turismo de SerbiaDiscover SerbiaConoce SerbiaNoticias de SerbiaSerbiaWorldCat1512028760000 0000 9526 67094054598-2n8519591900570825ge1309191004530741010url17413117006669D055771Serbia