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A setting that represents or is made of a concept/thing. It may be sentient, in which case it may also have an avatar running around. Often, they will be pocket or parallel dimensions separate from the physical world where mortals live, but they'll sometimes be discrete parts of the main setting. They are likely to come in sets, with multiple worlds for various elements or concepts. The four classical elements are the likeliest to get such planes, but this is by no means an exclusive rule.
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Compare Elemental Nation, for when it's a society rather than a physical place that embodies and element or concept, which may still be an example. Compare and contrast Anthropomorphic Personification, for when it's a person rather than a place, and Elemental Embodiments, which are likely to have come from this place.
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Mythology
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An artistic rendering of the cosmology of the Inner Planes.
The Inner Planes are the fictional innermost planes of existence in the standard cosmology of the Dungeons & Dragonsrole-playing game. They are the building blocks of the multiverse, the elements and energies from which all of the material universe (the Prime Material Plane, or, in the 3rd Edition, simply Material Plane) is made.
The Inner Planes, the material building blocks of reality and the realms of energy and matter, stand in contrast to the intangible and esotericOuter Planes, which include the realms of ideals, philosophies, and gods.
The Planes serve as a home for extraplanar creatures which magic-users can summon. High-level adventurers can quest on the Planes, which are usually dangerous without protective magic.
In the first edition there were initially eight Inner Planes, consisting of the four classical elements of fire, earth, air and water, as well as the energy planes of positive and negative material, the Ethereal Plane, and the Prime Material Plane.
In Advanced Dungeons & Dragons 2nd edition, the Inner Planes intersect each other to produce a number of other Planes. Probably the best analogy describing their relationship to each other is that of an octahedron: the northern pole is the Positive Energy Plane, the southern pole the Negative Energy Plane, and at the middle four points lie the Elemental Planes (based on the four classical elements): Air opposite Earth, Fire opposite Water. They were an important part of the Planescape setting. Each edge is also either a para-elemental or quasi-elemental plane of its own.
Elemental Planes[edit]
The four Elemental Planes are the planes of Air, Fire, Water and Earth.
2nd edition also included the Para-Elemental and Quasi-Elemental Planes. The Para-Elemental Planes are produced where the Elemental Planes come into contact with each other: Smoke (Air and Fire), Ice (Air and Water), Ooze (Earth and Water), and Magma (Fire and Earth). The Quasi-Elemental Planes are produced where the Elemental Planes touch the Energy Planes: At the intersection of the Positive Energy Plane and the planes of Air, Earth, Fire, and Water are Lightning, Minerals, Radiance, and Steam respectively. Around the Negative Energy Planes are Vacuum, Dust,[1] Ash,[2] and Salt.[3]
Note that none of the opposing planes touch one another, as they cancel each other out violently, particularly in the case of Positive and Negative Energy. Thus, Fire and Water do not touch, nor do Air and Earth. There is only one exception to this rule: the Prime Material Plane, which is composed equally of all 6 elements; Earth, Air, Fire, Water, Creation (Positive Energy), and Decay (Negative Energy).
Energy Planes[edit]
The Energy Planes are unique in that they are not composed of matter but rather a tangible form of creativeness or destructiveness. All life (or unlife) depends on them. Despite this, energy elementals or other forms of native life are not common. The Xag-Ya (positive) and Xeg-Yi (negative) energons were the earliest such denizens to be introduced.
Negative Energy Plane[edit]
Also called the Negative Material Plane (in 1st Edition), this plane is the home of stagnation, entropy, and the undead. Any unprotected living creature exposed to the Negative Energy Plane has its life force rapidly drained and will die when they run out. Most Necromantic spells, including bolstering undead and 'rebuke undead' abilities, draw on this plane and most undead creatures have an inherent connection to it.[5]
Positive Energy Plane[edit]
Also called the Positive Material Plane (in 1st Edition), this is the plane of creation and energy, and is the total opposite of the Negative Energy plane. Despite the plane's life giving effects, unprotected living creatures entering the Positive Energy Plane quickly become overloaded with life energy and may explode. Necromantic spells harming undead and 'turn undead' abilities draw on this plane and most deathless creatures have an inherent connection to it.[5]
Publishing history[edit]
Rendition of Jeff Swycaffer's elemental polyhedron.
In The Dragon #8 (July 1977), Gary Gygax laid out a cosmology that included 'the ultra-pure Elemental Planes of air, fire, earth and water'.[6]
Elemental Plane Of Water D&d
In the original Monster Manual (1977) by Gary Gygax, the only elementals that appeared were those of fire, air, water, and earth.[7] In the original Players Handbook (1978), no para- or quasielemental planes were mentioned. The Inner Planes were described simply as above (Earth, Fire, Water, Air, and what were then called the Positive and Negative Material Planes). The Ethereal Plane and Prime Material Plane were also counted among their number.[8]
In Dragon #27 (July, 1979), Jeff Swycaffer suggested a far more expansive elemental scheme in which twelve new 'elements' were proposed. The elements were envisioned here as a complex polyhedron with 18 square sides and 8 triangular ones; a small rhombicuboctahedron. Four of the square sides represented Fire, Air, Earth, and Water. Between these elements were four qualities: Cold (between Air and Water), Moist (between Water and Earth), Hot (between Earth and Fire), and Dry (between Fire and Air). These elements and qualities formed an 'equator' around the polyhedron, equidistant between the 'poles' of Good and Evil. Between the equator and Good were placed the qualities Pleasure, Fertility, Beginning, and Light. Between the equator and Evil were placed the qualities Pain, Barren, Ending, and Dark.[9]
In Dragon #32 (December 1979), in his column 'From the Sorcerer's Scroll,' Gygax said that Jeff Swycaffer's ideas 'were good indeed', but noted that vapor should be substituted for moist and dust instead of dry/dryness.[10]
So it was that in Deities & Demigods (1980), the 'Para-Elemental Planes' were listed as:
In 1983, The Land Beyond the Magic Mirror was the first place to feature a lightning quasielemental, although the description says they inhabit the Positive Energy Plane and the Elemental Plane of Air, indicating that Gygax didn't expect anyone to know what the Quasielemental Plane of Lightning was.[12]
In Dragon #73 (May 1983), Gygax criticized the inner planar cosmology depicted in Deities & Demigods while taking sole responsibility for it.[13]
Note that, in the torus, the Para-Elemental Planes (Ice, Dust, Vapor, Heat) occupy too much area. Discerning Students will also remark that three of these intervening planes are denoted by some material manifestation, while the remaining one is designated by a condition. Thus, the logical question: Which one in the series does not belong? Do not blame the Learned Authors of the work in which the depiction occurs—I am the one responsible for it, and I offer my apologies.
Getting back to the point of this article: Another reference illustration (Figure B, at right below), also from the DEITIES & DEMIGODS book, shows the Inner Planes (Material, Elemental, Positive, etc.). Isn’t it interesting to note how the Positive Material Plane sits upon the material multiverse as if it were a plate? Observe also how the Negative one serves as a saucer for the same body?
If these odd relationships have troubled you, Gentle Readers, half as much as they have disturbed me, you have been sorely put upon. I, for one, could stand it no longer.
After several hours of rooting around in the mess which I laughingly term my files, I discovered my notes on the Inner Planes. Atop the heap was an illustration of a tetrahedral structure for the Elemental Planes proposed by my Worthy Confederate, Steve Marsh. (count ‘em) Para-Elemental Planes, viz. Lightning, Magma, Dust, Ice, Vapor, and Ooze—all material substances, not conditions, by the by! The four faces are the Positive Material, Negative Material, and Shadow Planes, plus the infinity of the Prime.[13]
After fiddling with this structure for some time, Gygax decided (as described in the same article in Dragon #73) to change the structure from a tetrahedron to a cube in which four of the six faces were the 'Inner Planes' described in the Players Handbook: Earth, Fire, Air, Water, and the Negative and Positive Material Planes. The edges of the cube, where the various faces met, represented 'Para-Elemental' and 'Quasi-Elemental' planes. Gygax listed the Para-Elemental planes, where the elementals mingled, as Smoke (where Fire met Air), Ice (between Air and Water), Ooze (between Water and Earth) and Magma (between Earth and Fire). He listed the Quasi-Elemental planes as Lightning (between Air and the Positive Material Plane), Steam (between Water and the Positive Material Plane), Radiance (between Fire and the Positive Material Plane), Mineral (between Earth and the Positive Material Plane), Vacuum (between Air and the Negative Material Plane), Ash (between Fire and the Negative Material Plane), Salt (between Water and the Negative Material Plane), and Dust (between Earth and the Negative Energy Plane).[13]
This new structure became the default one for the 1st and 2nd edition AD&D game, first described in greater detail in the Manual of the Planes (1987),[14] the Planescape campaign setting (1994),[15] and The Inner Planes (1998).[16] In his review of the Planescape Campaign Setting boxed set, Gene Alloway mentioned that the set gives players a solid sense of 'the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone.'[17] The cosmology remained the same in all these sources, though in Planescape the Negative and Positive Material Planes were renamed the Negative and Positive Energy Planes.
In the 3rd edition Manual of the Planes (2001), the paraelemental and quasielemental planes were removed, and the Inner Planes were assumed, by default, to be completely separate and not border one another. Paraelemental creatures were said to exist in both their constituent planes.[18] Later 3rd edition sources, such as Sandstorm (2005), generally did assume the Inner Planes bordered one another.[19] The quasielemental planes were never mentioned in 3rd edition at all, although an article on the Plane of Radiance appeared in Dragon #321 as the antithesis of the Plane of Shadow rather than as a quasielemental plane.[20]
In the 4th edition of the game, the Inner Planes were replaced with a plane called the Elemental Chaos, which combined features of the Inner Planes, the Ethereal Plane, and Limbo, and also contained within it the Abyss. The Negative Energy Plane was combined with the Plane of Shadow and Ravenloft to form a plane called the Shadowfell.[21]
In the 5th edition of the game, the Inner Planes were largely returned to the setting's default cosmology. Boundary regions between the planes were again referenced as paraelemental planes, though minor changes were made. The Plane of Ash defines the mixture of the Plane of Fire and Plane of Air, for instance, rather than the Negative Energy Plane.
References[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Inner_Plane&oldid=886191048'
Rifts – tears in the fabric of reality – erupt where the elemental planes of existence collide with Telara. Each creates a doorway for invasion, a portal for otherworldly armies bent on conquest and destruction. Leading those armies are generals of the Blood Storm, mighty thralls of the dragon gods and sworn enemies of the Ascended.
PLANE OF FIRE
DRAGON: MAELFORGE Fire rifts erupt and flare across the sky like imperial suns, scorching away grass and soil, searing the land that remains into cracked, ashen bedrock. Goblins and elementals, the minions of Maelforge, scramble from the rifts toward all that will burn. Somewhere, their dragon god smiles, his passion for chaos and destruction inflamed. PLANE OF EARTH
DRAGON: LAETHYS The spires of Earth rifts dazzle with precious minerals and gems, lures that draw the greedy into the arms of waiting horrors. Orelings and troglogdytes, trolls and golems stand ready to invade Telara. There, they will collect the body of Laethys, dragon god of Earth, piece by shining piece … PLANE OF LIFE
DRAGON: GREENSCALE Greenscale the Primeval is the relentless enemy of civilization, hating any structure that coddles the weak or hobbles the strong. Rifts from his wild Plane or Life loose chaotic and destructive forces of nature, disgorging twisted beasts and spiked vines that tear through native creatures and Ascended alike. PLANE OF DEATH
DRAGON: REGULOS Death rifts spread unmatched terror and despair, disgorging armies of vampires and bone dragons across Telara. These invaders are compelled by the Endless Court to harvest viscera and souls for Regulos’s new body – one that will be invincible if allowed to escape the Plane of Death. PLANE OF AIR
DRAGON: CRUCIA Crucia seeks to remake the fabric of the planes and loose her Storm Legion on all who oppose her dominion. Those who are fortunate will be crushed by boulders riding the razor winds of her Air Rifts. Others will be snatched up by her winged beasts and carried through the portals to a fate far worse. PLANE OF WATER
DRAGON: AKYLIOS Water rifts writhe across the great oceans, above deserts, forests, and vales. Their foul tentacles thrash as the portals pour monstrous Cephalons into Telara. Each longs to find Akylios, mad god of Water, and slithers with haste to uncover his tomb. Nightmare Tide
A porticulum to the Plane of Water has opened, allowing Telarans level 58 or higher to explore the realm of the mad god of Water, Akylios, if they dare.
Goboro Reef
On the other side of the Infinity Gate lies Goboro Reef, a majestic zone teeming with life from the wells of Atragaria to the spires of Gyel Fortress. It’s an environment full of hidden nooks, stunning surprises, and nightmarish denizens dying to make your acquaintance.
Draumheim
Draumheim is the phantasmagorical home of the Onir, dream-beings born in the collective unconscious of sleeping Telarans. It is a bizarre city, vibrant and sprawling, where every whim is given life and every desire indulged. Some of its residents are well-adjusted souls who have lived happily under Kondraum, the zone’s sovereign leader. Others have been less fortunate.
Tarken Glacier
Far above the sand and fire of Goboro Reef, beyond the riots in the streets of Draumheim, the ancient bulk of Tarken Glacier reaches dizzyingly into the crown of the planar sky. It is legendary. It is behemoth. And its secrets will take you to the edge of the cosmos itself.
'Take a nice, deep, breath of fresh water. You'll feel better.' -Wientaugh, a triton[1] Description Edit
It is an ocean without surface. It is a domain of current and wave. It is a bottomless depth. The Elemental Plane of Water is a sea without floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the most hospitable of the Inner Planes, once a traveler gets past the problem of breathing the local medium.[2]
The eternal oceans of this plane vary between icy cold and boiling heat, between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane's permanent settlements form around bits of flotsam and jetsam suspended within this endless liquid. Even these settlements drift on the eternal tides of the plane.[3]
Planar Traits[4]Edit
Water Links Edit
Given that this plane is one of the least hostile of the Inner Planes, it should be no surprise that it is both the second-most frequently visited and the second-most likely to have portals and vortices leading to it (the Elemental Plane of Air is number one on both counts). A canny blood better know when opening one of these portals whether the other side is full of water or not (it very likely is). More than one berk has died from opening a portal in a building, and being drowned by the rush of water.[5]
In Muspelheim, the realm of the Ysgardian giants, lies a vast, shimmering pool known as the Silver Eye. While it is said that anyone who looks into the Eye catches a glimpse of the future, those in the know also recognize that anyone who wades into the middle of the pool (it is only 3 feet deep) carrying a staff made of yew can open a two-way portal to this plane. Naturally, the giants who live here aren't too keen on spilling that secret. The Eye is quite large, about 100 feet yards in diameter, and the portal opens for an hour. Because of this, it is the rare portal capable of sending a large force through. Both sides are cognizant of this fact.[6]
It's said that the river Oceanus, which joins the four layers of Elysium, flows with the purest waters outside of the Elemental Plane of Water. Is it any surprise, then, that the river contains a portal to this plane? Only the guardinals of Elysium know the exact location of the Oceanus Gate. They make sure that no creature of evil alignment ever finds it. Why they bother, however, is a bit of a mystery as only creatures of good alignment can even open it. In addition, a powerful individual named Ahlic (Planar, Male, Water Genasi, Wizard, Neutral Good) watches this gate. The son of a nereid and a mariner from a Material Plane, Ahlic is said to be capable of casting lightning from his eyes and exhale gusts of tornado winds. Whether or not this is true, he has done a fine job of controlling access to the Gate.[7]
It may be easy to guess the locations of vortices to the plane, but reaching them is another matter. Many Material Planes are covered in large, ever-churning oceans. Deep beneath their surfaces, when the tide is right and the energies of the multiverse come into alignment, magical channels open up. For those clever (or unlucky) enough to find such channels, such vortices provide quick transport to the plane. Of course, most surface-dwelling creatures would be crushed by the pressure found so deep in the ocean. However, two prominent, more accessible types of vortices link the material Planes to the Plane of Water: storm surges and whirlpools. Both carry their own dangers.[8]
Storm Surges Edit
When great storms arise, they drive the sea madly before them. This vuildup of water, which can be far more devastating than the tempest itself, is called a storm surge. When the volume of water forced before a hurricane or typhoon becomes strong enough, it creates a temporary connection with this plane.[9]
While these vortices are more common than whirlpools, they are more difficult to use. Even the strongest ship stands a chance of being destroyed before it reaches the heart of a storm surge. Even if one could reach it, fighting the winds and currents to actually pass through it may be impossible. Most folks using this vortex do so by accident, with those left at home chalking them up as being 'lost at sea.' Many die in the Elemental Plane of Water, but a few survive, desperately seeking a way back to their own world.[10]
Whirlpools Edit
Plenty of primes, and not a few planars, have seen whirlpools at one point or another. Most often, these squatic cyclones are caused when two currents flow in opposite directions abrade each other. They are also frequently created when the waters of a lake or river are drawn through a fissure into an underground chamber. These simple phenomenon are interesting curiosities, and, if large enough, can be dangerous.[11]
From time to time, a more useful kind of whirlpool emerges. When tidal forces align with other sources of mystical energy, they open a conduit that leads to the Elemental Plane of Water. These channels can be quite large, drawing ships, sailors and sea life into their deadly maw. For some reason or another, certain areas are more likely to create such whirlpools, and become known to seafarers, as an abnormally high number of ships mysteriously vanish from that area.[12]
Water Movement and Combat Edit
The Elemental Plane of Water has no set directions, so travelers can move about in a fashion similar to the Elemental Plane of Air. Rather than falling, a traveler may choose to rise or sink. A traveler can swim normally, which is generally at half speed. If a solid surface is available, they can walk. Those with fly speeds can fly at half their rate.[13]
There are almost no static physical locations on the Elemental Plane of Water, because even the largest communities drift on the currents of the plane. These include portals that lead elsewhere, and established communities may drift along with these vortex entrances. Travel between two communities on the Elemental Plane of Water often requires divination magic. Alternatively, travelers can hire a local guide knowledgeable of the currents and tides to figure out where a community has drifted off to. Tritons and marids make suitable guides, and they treat visitors better than other outsiders.[14]
Creatures capable of swimming naturally can move double their speed. This includes mounts with riders.[15]
Combat Edit
Creatures without a swim speed suffer a -2 penalty on attack and damage rolls. Weapon damage is halved. These effects can be negated with rituals and spells.[16]
Water Inhabitants Edit
The Elemental Plane of Water is relatively beign for an Inner Plane and is home to a large number of native elementals, water-breathing outsiders, and creatures from other planes that can survive in its watery seas.[17]
Elementals are discrete and separate manifestations of the plane itself, granted sentience and mobility from magic or natural forces. Cristin milioti married. These include the water elementals summoned by spellcasters and elemental versions of creatures from the Material Planes. Such creatures tend to be at least semiliquid and mimic seagoing beasts and monsters of the Material Plane.[18]
Many water-breathing outsiders also make the Elemental Plane of Water their home. These include such transient beasts as the tojanida and the mephits, as well as more settled groups such as tritons and marids. In general, natives of this plane are tricksters and cruel, not hesitating to torment or drown visitors who rely on spells or items to survive.[19]
Finally, water-breathing creatures from other planes may be found on the Elemental Plane of Water. Fish, crustaceans, cephalopods and most sea-dwellers live on this plane, but not air-breathing ocean dwellers. This plane is hospitable to both freshwater and saltwater species. Monstrous aquatic creatures such as krakens and aboleths may be found here.[20]
Portals seem to be common between the Material Planes' oceans and this plane. Even rarer portals connect to large bodies of water on other planes. Both of the great rivers of the Outer Planes, the Styx and Oceanus, contain vortices to the Elemental Plane of Water. Tritons and marids in particular make use of the vortices, and these creatures' settlements tend to be near permanent portals.[21]
Marids are especially dangerous for planewalkers to cross. While marids can grant the power of water breathing and swim speeds for long periods of time, they can also take away any non-natural water breathing effect, be it from an item, spell or ritual.[22]
Natives of the plane speak Aquan, a flowing and subtle language filled with double meanings and hidden puns. Those dealing with visitors often speak multiple languages, such as Common, Infernal, Abyssal and Celestial. Elven is also very common.[23]
Powers EditAhto Edit
A greater power of the Finnish pantheon, he is known as the 'King of the Seas' and his symbol is a rippling wave of water. His realm is known as the Curling Wave. He is a protective and contemplative deity, served by a loyal cadre of reef giants. Ahto's most important proxies are a blood from Sigil, a clever bard named Alanoin (Proxy, Male, Human, Bard, Free League, Neutral Good) and a creature known only as the Water Dwarf, mentioned below. Occasionally they are sent away on important errands, but they generally stay near their lord and master.[24]
Ben-hadar Edit
Ben-hadar rules his kingdom of good-aligned water elementals from a hidden fortress in the coral reef of Ssesurgass. Those who have met him describe him as rude and boorish, second only to the evil fire prince Imix in terms of arrogance. He pushes the limit of what may be considered 'good' alignment.[25]
Still, he does occasionally battle evil water elementals commanded by Olhydra. Further, he seems at least somewhat interested in the well-being of his followers. He is caught up in long-running feuds with Chan and Zaaman Rul, each of whom find him repugnant. They accuse him of being myopic and of having no interest in the fate of good-aligned forces outside of the Elemental Plane of Water.[26]
He appears as a tall humanoid figure made of sparkling blue-green water. His massive hands resemble the claws of a lobster and his eyes scintillate like the sun on a breaking wave.[27]
Blipdoolpoolp Edit
Blipdoolpoolp is the matron of the kuo-toa, makes her home in the expanse of gloomy water known as the Murky Depths. This region stretches across several hundred miles and mimics the properties of a smoke pocket. At will, she can cause the entire area to be infused with red tide, though only those she wishes to harm suffer the ill effects. [28]
The Murky Depths provides a solid, sandy 'bottom' and has actual gravity, unlike the rest of the plane. Her petitioners built a twisted city of coral and stone. Some say the strange look of this place mirrors the even stranger mind of the deity. It is generally conceded that the deity would prefer to avoid all contact with the agents of her enemies, the drow and illithids. Having said that, she is quick to act if her realm is intruded upon, and it is said any outsiders who come here cannot leave without offer the Sea Mother some secret or power.[29]
Some of her petitioners are said to take the form of evil or chaotic thoughts that float around the Murky Depths, haunting and tormenting unwanted visitors alongside her more substantial agents. Her most prominent agent is Priest-Prince Va-Guulgh (Proxy, Male, kuo-toa, Priest/Thief, Neutral Evil), who is rumored to be in love with the Sea Mother.[30]
Eadro Edit
Most of the multiverse's locathah and merfolk pay homage to Eadro, the greatest of their kind. Although his exact origins are lost to history, his kingdom of Shelluria is a bountiful and pleasant place to live. Here, living locathah and merfolk mingle freely with the spirits of Eadro's petitioners, who take the form of insubstantial, brightly colored fish. These gossamer creatures radiate all the colors of the rainbow and fill the place with a natural sense of peace and tranquility.[31]
All this serenity hides the fact that Eadro is missing. Just over a decade ago, the power left his home behind. He left a council of three proxies to rule in his stead, saying he would return once an unspecified important matter was resolved. What that may have been or what has become of Eadro's remains remains unknown. In recent months the powers of his proxies has weakened, hinting at the worst.[32]
Istishia Edit
Istishia's followers believe the Elemental Plane of Water forms her entire body. Every drop of water everywhere in the universe represents her tears or her blood. The Elemental Princes of course dispute this, but the dark of it remains unknown. When Istishia has dealings with his subjects or others, he manifests a much smaller form. Whether this is his true form or merely an emissary is unknown. In any case, this form or emissary is a towering waterspout. His face is difficult to discern, but those who look closely see two pinpoints of light set above the whirlpool of his mouth.[33]
Istishia sees the battle of good and evil as a passing fancy. In time, all things vanish and die. He is an unfathomably patient power, one who recognizes that even the highest mountain can be worn down a pebble at a time. Presumably, Istishia might intervene in the war between Olhydra and Ben-hadar if one side or the other nearly seized control of the plane. Becaus ethose two seem more inerested in battling foes from outside the Plane of Water rather than each other, it seems unlikely such intervention will prove necessary..which of course, may be Istishia's plan.[34]
Olhydra Edit
Olhydra may be the Princess of Evil Water Elementals, but she isn't particular about who serves her. As such, she counts among her host a great diversity of aquatic creatures, including even a renegade sect of tanar'ri. Of all the archomentals, she is probably the closest to achieving godhood.[35]
Olhydra dwells in a coral castle guarded by an army of water weirds. She spends much of her time hidden away inside her palace, presumably plotting her next attack against Imix. Indeed, she considers him her greatest enemy and barely acknowledges Ben-hadar, despite the latter seeming a more obvious enemy.[36]
She generally takes the form of an endlessly breaking wave 20 feet across. She is said to have other forms, but this is her preferred one for greeting visitors. There are those who say the spirits of her most faithful become the animating force that drive the weirds that guard her castle, but this seems unlikely. In truth, it is more porbably she absorbs her petitioners in an attempt to increase her own power, and the fact she even has petitioners puts her a level above her archomental brethren.[37]
Persana Edit
The patron power of the tritons, Persana is a being of great intelligence and an artisan's eye. He is a masterful sculptor, but his talent truly shines when it comes to architecture. Chant is no structure designed with his aid falls unless he wills it to.[38]
For many centuries, Persana was a nomadic power. He wandered the Plane of Water, lending his influence to those building the magnificent structures that dot the plane. It is said the he himself laid the cornerstone of the Citadel of ten Thousand Pearls.[39]
Persana has recently taken up residence in Shelluria, the home of Eadro (see above). He came in answer to a summons from the proxies ruling for Eadro in his absence. Chant is that Persana is mounting an expedition to find Eadro and bring him home.[40]
Proxies EditThe Blue Coven Edit
Hidden away in the depths of Olhydra's coral fortress is a dark chamber of corrupted magic and terrible secrets. Here lives the Blue Coven, a trio of sea hags who serve Olhydra loyally and without question. Chant is, they once tried to summon and command Olhydra. Although the Princess of Evil Water Creatures was more than a match for their efforts, she was nonetheless impressed by their guile and courage. Rather than destroy them, she embraced them as worshipers.[41]
The three members of the Coven long ago lost their individual identities. Their personalities have merged to such an extent that they can now only be considered one hideously evil entity with three distinct bodies. This has enhanced their spellcasting ability and made them among the most powerful examples of their kind anywhere in the multiverse. They are said to have access to dark magical lore unknown anywhere else.[42]
It is also believed that Cegilune, the patron power of hags, is very resentful over this whole affair. She sees the Blue Coven as dangerous renegades who should and will be destroyed.[43]
The Water Dwarf Edit
The Water Dwarf (Proxy, Male, Dwarf, Fighter, Lawful Good), whose real name is unknown, serves Ahto. It is said he was once the king of a great dwarven nation. When his people mined too deeply in the earth, they found an immense underground ocean. The Water Dwarf mounted an expedition, but was lost when his drakkar was swallowed by a vortex to the Elemental Plane of Water.[44]
Although he died shortly after arriving in the Bottomless Deep, Ahto found the dwarf king's body. Amazed to find a dwarf in the plane of Water, the god decided to restor ethe poor creature to life. In doing so, the King of the Seas replaced the whole of the dwarf's physical form with water. In essence, he became a water elemental with the spirit of a dwarf trapped inside. The Water Dwarf is Ahto's primary proxy. When someone offends Ahto, the White Dwarf is the one who sets matters straight.[45]
Plane of Water Features Edit
The plane holds one great and immediate danger, and that is the fluid nature of the plane. Unless a traveler can breathe water or doesn't need to breathe, any visit to the plane must be brief. Those unable to breathe must hold their breath or drown.[46]
Creatures made of fire take 1d10 damage per round. Creatures with the fire subtype are uncomfortable. A great difference between the Plane of Water and other watery domains is a lack of pressure. In Material Planes' oceans (and some others), the pressure of the water increases with depth. The water pressure can grow strong enough on the Material Plane to crush the life out of creatures and bend steel. But the pressure here is almost nonexistent.[47]
Long-term survival here is fairly easy. Obtaining water is obviously not a problem, though purity and salinity may pose problems. The abundance of sea life in the plane is enough to satisfy any traveler with a taste for fish.[48]
A vague, dim glow that issues from all sides illuminates the seas of the Plane of Water. This glow gives everything a blue-green aura, but limits clear vision.[49]
Hazards EditHot spots and Ice pockets Edit
The bulk of the plane is within a comfortable temperature range, like ocean temperatures in warm or temperate coastlines on the Material Planes. There is no inherent temperature danger to travelers in such areas.[50]
However, in spots the temperature changes dramatically. Hot spots raise water to the boiling point, dealing 1d10 points of fire damage per round to those who get too close. Flames may briefly flicker before being inundated by the endless water.[51]
Similarly, cold regions sap the life out of nearby travelers. Unless otherwise protected, travelers take 1d6 cold damage per round. At the heart of these regions may be solid ice, and ice paraelementals love these areas.[52]
Travelers have 1d10 minutes of warning before taking damage, and normally can avoid such dangers.[53]
Currents, Whirlpools, and Bores Edit
Most of the plane swirls with a dizzying tangle of currents, moving the various fixed locations around with slow ease. Settled areas are aware of the course and heading of other settlements, though distances can become insurmountable and communities lost to one another in the eternal sea.[54]
Some currents are stronger than others. Use the below chart to determine the strength of a given current, with the adjustment affecting the Athletics check referenced below.The chart below that says how long the current lasts.[55]
Some currents pose a physical danger. Whirlpools are localized areas formed by counterflowing currents that suck everything within 1d10 x 30 feet into a tightening spiral. Those caught within a whirlpool must make an Athletics check (Medium DC) or take 1d6 points of damage. Make this check every round. Those caught can escape with a second successful check or automatically after 2d6 rounds.[56]
Some 30% of whirlpools have vortices at their bases, and creatures sucked in are ejected on some other plane that has an area with a Water-Dominant trait. Level + 5 versus Reflex for anyone caught in a whirlpool for each round after the sixth to avoid being sucked into such a vortex.[57]
The most dangerous currents are tidal bores, great fluid avalanches that course through the plane, spreading destruction in their wake. Anyone caught in a tidal bore must succeed at an Athletics check (Hard DC) or take 2d10 points of damage. In any event, creatures hit by a tidal bore are dragged miles away.[58]
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Red Tide Edit
A dangerous contagion has infected patches of water where red tides occur. Red tides range from a mere 60 feet across to areas large enough to compromise entire seas of pestilence. Those who inhale the deadly water or whose unprotected eyes are exposed to it are attacked Level + 7 versus Fortitude every minute they are in it. If successful, they get afflicted with Blinding Sickness.[59]
Weeds and Coral Edit
Balls opf seaweed and coral float through the Elemental Plane of Water, growing in all directions equally and resembling planets of living life. These spherical beds are often the lairs of outsiders native to the plane, especially tritons. The waters around weed and coral spheres frequently have excellent fishing grounds, so sometimes marids build nearby outposts.[60]
Marid Communities Edit
Marids are a fiercely independent race, so the 'marid empire' on the plane is really a large collection of semi-independent strongholds, all of which swear fealty in varying degrees to the padishah of the marid. Often that degree of fealty is determined by the proximity to the Citadel of Ten Thousand Pearls or the presence of agents of the padishah. All marids claim nobility of some kind, and the plane is full of shahs, atabegs and mufti.[61]
A typical marid stronghold is tied to some type of jetsam, usually a bit of solid matter or even a weed bed. Usually 2d10 marid can be found there, with a variety of elemental servants and jann, as well as mortals who have lost bets, sought favors, been chosen as favorites, or otherwise wound up enslaved by the (relatively) benign marids. They have little use for evil creatures, even those that breathe water, and they are often at war with the evil denizens of the plane.[62]
Citadel of Ten Thousand Pearls Edit
The Citadel of Ten Thousand Pearls is the greatest marid communities and the seat of the Coral Throne. From this court emanates the wise rulership of the Great Padishah of the Marid, the Keeper of the Empire, the Pearl of the Sea, the Parent of the Waves, the Maharaja of the Oceans, Emir of All Currents, and so forth. This citadel, set atop a free-floating coral reef, is bedecked with all manner of towers and halls carved from living shell and ringed with luminous, glowing pearls. About two hundred marids make the citadel their home, all of them nobility. Each marid has a set of personal servants, bringing the non-marid population of the citadel to about a thousand.[63]
The court of the great padishah is filled with intrigue and espionage because each marid has the heartfelt belief that he or she truly deserves to sit atop the Coral Throne. Assassinations are common, as are palace revolutions and exiles. The marids are individually the most powerful of genies, but their strong wills and high opinions of themselves prevent them from banding permanently under any one leader.[64]
The current ruler is Kalbari al-Durrat al-Amwaj ibn Jari, Great Padishah of the Marids, the Keeper of the Empire, the Pearl of the Sea, the Mother of Foam, the Maharaja of the Oceans, Emir of All Currents, etcetera, etcetera. She loves elaborate spectacles and maintains a vast repertoire of displays to impress and intimidate visitors, including schools of fish that move around ehr in incomprehensible (but carefully choreographed) patterns, delicate but powerful manipulations of the currents within the citadel, and winding mazes of multicolored coral. She appears to govern by whim, but those who watch her carefully say she could teach the baatezu a thing or two about political maneuvering and manipulation.[65]
One of the most interesting places in the citadel is its vast library/theater complex. It is shaped like a sea urchin, with spines jutting out over the surrounding structures. Inside, one finds countless ways to spend time. The marid are great storytellers, and have assembled a collection of entertainers from the entire multiverse. Most are even here by choice.[66]
In addition, every manner of story may be found on the shelves of this great library. In fact, a planewalker can earn the tolerance of the marid by contributing a tome to their library. Of course, offering them a book they already own is highly insulting, and the penalty for insulting a marid is one you do not want to pay.[67]
City of Glass Edit
For travelers with less of a taste for palace intrigue, the City of Glass is an ideal gathering spot (especially for those who breathe air). Located at a stable collection of portals to other planes, the City of Glass consists of a great sphere of unbreakable glass, half filled with water. Visitors enter the city through any number of openings along the water side, or through magic portals in the air-bubble half. Many buildings cross the boundary between air and water, and mutual agreement of the citizens is that the water half is 'down.'[68]
The City of Glass is a cosmopolitan collection of traders, travelers, and expatriates from other planes. Its denizens are primarily from the aquatic races of the Material Planes, including merfolk, aquatic elves, kuo-toas, lizardfolk, locathohs and sahuagin. It is ruled by a council of longtime residents, no two of whom may be of the same race.[69]
The City of Glass is a merchant's freeport and actively encourages trade. Mercanes may be found within its borders, along with marids, dao and human traders. Several of its portals lead back to the Material Planes, and it is said that in secret places within the city, there are portals to other planes as well.[70]
Historians note that the 'unbreakable' glass of the dome has been broken in the past. Without definite gravity, however, the air remained more of less where it was. The city officials immediately repaired the rift and executed the errant travelers whose spells broke the dome.[71]
The Avenger Edit
The true nature of the Avenger, a unique figure on the plane, is unrevealed. Considered a myth, it appears as a great, dark gray manta ray measuring about 90 feet from the nose to the base of its tall and has a 180 feet from wingtip to wingtip. It discharges lightning bolts, seemingly at will. It appears to be a construct or vehicle, rather than a living creature, as it reportedly propels itself through the water with a battery of water-screws.[72]
There are several theories about the Avengers. It might be a powerful construct, either still under control, wild and berserk, acting on its own free will. Others contend that it is a ship crewed by pirates or rebels.[73]
Planewalkers in the Plane of Water Edit
Most folks end up in the City of Glass when they arrive, and it is sometimes called the 'Sigil of the Elements' as it connects to every other Inner Plane and is a hub for free trade. Merchants here make a fair bit of many selling ways to breathe to nonnatives.
Recent chant is that the dao have stepped up their raids of the plane's intelligent races. This fact implies two things: that the dao have new access to the plane; and that there is a demand somewhere for water-breathing slaves. While the reason is dark, planewalkers skilled at finding hidden planar routes are being recruited by the natives to find out how the dao are making these incursions.[74]
Plane of Water Encounters Edit
The plane is a shifting, fluid plane. Most creatures have their own supply of air, can breathe water or do not breathe at all. Roll once per hour, on a 96-100 roll on the table below.[75]
References Edit
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Home > Variant Race Rules > Elemental Racial Variants
The d20 cosmology has six Inner Planes, four of which correspond to the classic elements: air, earth, fire, and water. You can link races to various elements without making them extraplanar creatures. In fact, you can create an entire philosophical system based on various combinations of element types and their relative strengths.
The races described below are the elemental races tied to each element. While members of these races are not actually elementals, and are, like most creatures, composed of all four elements, each has a special affinity for one of the four. This element has the most powerful influence on members of that race and strongly shapes not only the race's physiology, but also its members' outlook and personality.
Despite their affinity for a particular element, these creatures types and subtypes do not change.
Each racial variant modifies the race to which it is applied (the standard race) in minor ways. All racial traits of the standard race (including racial skill bonuses, bonus feats, special sensory capabilities, ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies) are retained unless the variant specifies otherwise.
Most of these variant races provide alternate ability adjustments. The ability score adjustments given here supersede the standard race's adjustments.
As with the environmental racial variants, the balanced and adaptable nature of humans precludes them from having a strong elemental proclivity. The personality of an individual human reflects, perhaps, the strength of various elements within that individual, but humans gain no particular virtues or vulnerabilities related to their elemental components.
Races Of Air
Traits associated with air include an intuitive and emotional nature. Creatures with strong ties to the air element tend to be curious and investigative, capable of influencing others with their words. Politically they believe in sacrifice for a cause or belief.
Members of air races often differ in appearance from their typical cousins. Common features include light blue or pale white skin, light blue or white hair, and flesh that is cool to the touch.
General Traits Of Air Races
All members of air races have the following traits.
Air Gnomes
Air gnomes are identical with standard gnomes, except for some differences in racial traits.
Racial Traits
Air gnomes have the general traits of air races described above and all gnome racial traits, with additions and exceptions as noted below.
Air Goblins
Air goblins are an example of the air traits turned to evil. Their strongest emotions are fear and anger, and their creativity is usually malicious and hurtful.
Racial Traits
Air goblins have the general traits of air races described above and all goblin racial traits, with additions and exceptions as noted below.
Races Of Earth
Traits associated with earth include insight and thoughtfulness. Creatures with strong ties to the earth element tend to be serious folk. Many are careful researchers or masterful strategists. Politically they believe in self-reliance and in benefiting from their own efforts. Members of earth races often vary in appearance from their typical cousins. Common earth race features include earthlike skin, eyes like gems or like black pits, gravelly voices, large hands and feet, iron gray hair, and a metallic sheen to the skin.
General Traits Of Earth Races
All members of earth races have the following traits.
Earth Dwarves
Earth dwarves are identical with standard dwarves, except for some differences in racial traits.
Racial Traits
Earth dwarves have the general traits of earth races described above and all dwarf racial traits, with additions and exceptions as noted below.
Earth Kobolds
Earth kobolds personify earth traits turned toward evil. They are less emotional than their normal kobold cousins, and are cunning with trickery and traps.
Racial Traits
Earth kobolds have the general traits of earth races described above and all kobold racial traits, with additions and exceptions as noted below.
Races Of Fire
Members of fire races are sensualists, existing to experience sensation of all sorts. They tend to be highly perceptive, and are often artists and artisans. Politically they disdain constraints on behavior, especially moral or religious inhibitions, or constraints imposed by conventional authority.
Members of fire races often vary in appearance from their normal cousins. Common fire racial features include charcoal gray or deep red skin, red or orange hair that waves like flames, unusually warm skin, and large red teeth.
General Traits Of Fire Races
All members of fire races have the following traits.
Fire Elves
Fire elves are identical with standard elves, except for some differences in racial traits.
Racial Traits
Fire elves have the general traits of fire races described above and all elf racial traits, with additions and exceptions as noted below.
Fire Hobgoblins
Where fire elves prefer pleasurable sensations and pleasing aesthetics, fire hobgoblins revel in pain and the sensations of battle. Their favorite arts are those of strategy and tactics.
Racial Traits
Fire hobgoblins have the general traits of fire races described above and all hobgoblin racial traits, with additions and exceptions as noted below.
Races Of Water
Water races are creatures of sensation, but their response to it is more careful and critical than that of the fire races. They take action only after prudent consideration, but remain flexible and adaptable. Politically they are traditionalists, more comfortable with proven systems than radical new ideas.
Members of water races often vary in appearance from their typical cousins. Common water racial features include lightly scaled skin, clammy flesh, blue-green skin or hair, and large black eyes.
General Traits Of Water Races
All members of water races share the following traits.
Water Halflings
Water Halflings are identical with standard halflings, except for some differences in racial traits.
Racial Traits
Water Halflings have the general traits of water races described above and all halfling racial traits, with additions and exceptions as noted below.
Water Orcs
Water orcs exemplify the water traits turned to evil. Though slow to reach decisions, once a water orc chooses a course of action its resolve is harder to shift than a tidal wave.
Racial Traits
Water orcs have the general traits of water races described above and all orc racial traits, with additions and exceptions as noted below.
Half Races
Half-elves and half-orcs are part elemental race and part human. As a result, they have some of the elemental traits of their nonhuman parents-but not all of them. In appearance, they rarely possess more than one variant feature: A fire half-elf might have the charcoal gray skin, but not hair that waves like flames or large red teeth.
Fire Half-Elves
Fire half-elves enjoy the finer things in life, but are not as hedonistic as their fire elf parents. Their human side allows them to temper their indulgences through self-control.
Racial Traits
Fire half-elves have all half-elf racial traits, as well as the following traits.
Water Half-Orcs
Water half-orcs combine the flexibility and careful consideration of their water orc parentage with human capacities for resolve and quick action.
Racial Traits
Water half-orcs have all half-orc racial traits, as well as the following traits.
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