The Plane of Water consists of a great coral reef of two levels known as the Reef of Coirnav. The upper section the reef is a sprawl of vibrant coral teeming with sea life, such as tropical fish, sponges and anemones. Deep within the reef live societies of intelligent aquatic beings as well as servants of the Avatar of Water, Coirnav.

  1. Elemental Plane Of Earth

The Plane of Elemental Earth is a tough one to figure out what to do with. If you've ever been faced with the prospect of running an adventure there, you know what I mean. How do you make it different from the Underdark? What kind of interesting encounters can be made?I dug through as many old D&D products that I could find to compile all of the material on this plane in one place.

When it comes time to use the Plane of Elemental Earth, you can sort through this and pull out the ideas you like.The Essential Information. The Plane of Elemental Earth is one of the Inner Planes. The Sevenfold Mazework: Earth genies have a vast city/labyrinth known as The Sevenfold Mazework. Ogremoch, Evil Elemental Prince of Earth: He lives here on a vast mesa and a plateau made of the dead bodies of his enemies. Sunnis, the Good Elemental Princess of Earth: She opposes Ogremoch. In theon page 52, the inner planes are described as being enveloped in the elemental chaos.

Elemental Plane Of Earth

The edges of each elemental plane are more inhabitable and are the domains of elementals, the Elemental Princes and others. It is said that the center of the plane of Elemental Earth is solid earth. Other factoids:. Opposes the plane of air. It is a chain of mountains bigger than any in the material plane. The largest cavern is known as the Great Dismal Delve or the Sevenfold Mazework. The Furnaces: These mountains are near the plane of Fire.

There's a lot of lava and dao forges. TheSwamp of Oblivion: This is also known as the Plane of Ooze. This is theregion where water and earth connect. An object thrown into the swampcan't be found for at least 100 years.There is also mention of what I think is a new locale - The City of Jewels, capital city of the dao:. Every building is made from precious stone and metals. The city is guarded by a spell that alerts all of the dao if a single stone is stolen.

Theivery is punishable by death and might be extended to the relatives as well.Princes of the Apocalypse. Is really goofy in parts, but I have to say this area is really cool. You can take all of these things and do cool stuff with them.

There's two scenarios. One involves a captured princess, and the other one is a really weird place infused with radiation.TheMissing Kristal: A dao has captured Princess Kristal and taken her to hislair in the Plane of Elemental Earth, Granite Gloom. A wizard uses planeshift to send the group there.Here's the flavor: 'A wide riverflows by the alcove entrance, filling the vaulted cavern from wall towall.

The river's surface is flat and as smooth as glass, despite itsspeed. Swirling eddies of brown, gray and blue can be seen. Shockingly,this river is made of flowing stone!' The Well of Thunder: Theriver eventually spills into a hole in the floor. If you fall in, youdie ' in the maelstrom of breaking rock below.' The Gravel Lake: You can walk on this, if you are careful.Kristal is trapped in a crystal garden.

The group needs two gemstone keys to get in there.InGranite Gloom, there's a bunch of weird rooms shaped like cubes orpentagons. There's one that is a sphere with walls made of sand.

Thereis a 'demi-power' earth elemental named Jaggak, a distant cousin toGrumbar. He's 60 feet tall. I think he's under the sand. The group ismeant to fight just his arm.? If the group annoys Jaggak, his head willpop out of the sand and he will demand a magic item. He somehow knowsall of their items, and demands one of the three most powerful items.The Crystal Garden: It is full of floating crystals of all colors. Some are the size of a house.Severalof thee crystals are magical prisons.

From the outside, all you can seeis a dark shape moving in it. One of the prisoners is Kristal.

The others:. A Marid who was tricked into getting trapped.

A basilisk. ' 13 exotic creatures of the elemental plane of earth'The Radioactive Lair: Thereis also a dao lair. The dao is named. Yes, 'Rockhead.' Hetrades precious gems for lead. His lair is at the center of a uraniumvein, so it is radioactive.

The group must ' protect themselves with aleaden shield or die.' Failing two saves means that your hair falls out, you're nauseous and you will lose d10 hit points per day until dead or magically cured.Egg of the Phoenix. Is a gigantic adventure that takes you to the Negative Material Plane and many other places. There are quite a few links to the elemental planes.Tostart with, the kingdom has a miracle substance called Earthsblood. Itis black, liquid goo and in many ways is portrayed similar to the role of oil in our world. Earthsblood might be the secretion of a great creatureliving deep in the heart of the earth. It:.

Elemental Plane Of Water

Lights homes. Powers furnaces. Provides materials for wizards. Heals the sick. Cure baldness!!. Smells badThegroup has to make their way to a place called the 'Terminal of Planes.' This place has portals to a specific location in each of the innerplanes.

The brown portal takes you to The Mesa of Ogremoch.If the group goes in, here is some of the flavor:' Inthe midst of the mesa sits a half-formed giant, a blobby mannequin ofclay. The thing's soft features turn to face you, hardly aware of yourexistence. Yet moments later, the earth shakes under your feet, a greatcrack opens and your point of view drops deep into the fissure.'

WhileOgremoch is actually civil with the heroes, later in the adventure hesends elementals and xorn to try to steal the Egg of the Phoenix from them.Dragon Magazine 77 - Elemental Gods. This article details gods from somebody's home campaign. Maybe you can do something cool with it.

Really the best part of this article is the author talking about how awesome their campaign is.TheAllmother: Goddess of birth, farming and fertility. She rules allanimals. She has an evil aspect which rules plague, poison and decay.She has many names: Giver of Gifts, Earthshaker, Bearer of Burdens, Mother of Horses, Pourer of Poison, and Mother of Vipers.Now let's jump into 2nd Edition, which has a lot of awesome stuff.The Inner Planes. The Inner Planes is a Planescape supplement that gives a real good look at the Elemental Plane of Earth.Creatures that dwell in the elemental plane of earth: Crysmal, dao, dao noble, earth elem, earth mephit, galeb duhr, sandman, earth genasi, xorn, svirfneblin (deep gnomes), dragons, basilisks, cockatrices, medusae, goliaths, earth genasi, neogi (who enslave umber hulks) and stone giants.Grumbar: The Living Mountain, Earth Father. God of earth elementals. Those who visit with him come to a vast wall of stone, on which the face of Grumbar appears.Elemental War: fight for supremacy and domination.

Grumbar sits by and watches.Portals:There are a number of known portals to the Plane of Elemental Earth:. There are a few in Sigil.

Mechanus: The modrons have this giant planet-sized contraption that is somehow powered by continental drift. This machine is an eternal key to elemental earth. It is a one-way portal. Hell (Phlegethos, the fourth layer): Ogremoch's citadel, Stonemire, contains a portal to Hell. It leads to an evil fortress called Abriymoch ruled by a pit fiend. Ogremoch is allied with the pit fiend.The key to this portal is a large diamond, which turns to powder when used. There are guards on either side.Hazards: We get a list of dangers of the plane:.

No Air: Some areas have no air. Earthquakes. Gas Pocket: Explosive, noxious (stinking cloud), or toxic (cloudkill). Links: Planes of magma, ooze, mineral and dust.The Kryst: Lawful Good elementals. Earth elementals are also known as 'heartfolk.' Fiery Cascade: A stronghold between pockets of elemental fire that has 3 dimensional flaming moats.Stonemire: Ogremoch's fortress. It has fountains of molten stone, clouds of hot smoke, and geysers of scalding steam.

There is a plateau made up of the bodies of his enemies.Sandfall: Home of Sunnis, Good Elemental Princess of Earth, the Lode Mother. This is a cavern under a perpetually falling column of sand. The sand falls in bottomless pit.

It is built around a gleaming crystal 50 feet across. She likes unique treasures.Secrets of the Lamp. Is one of my favorite Al Qadim supplements. This thing literally details the entire area known as The Great Dismal Delve.The Great Dismal Delve: Dao have the most hierarchical society of all elemental races otherthan the efreets. The sharif is the supreme ruler, ensconced in therace's ancestral home in the Elemental Chaos. This place, called theGreat Dismal Delve, is carved into a massive block of freestandingearth. Though the dao constantly bore through its interior, the stoneconstantly renews itself from within so that they can never remove itall.

This cycle of activity spawns great earthquakes that rattle throughthe Delve. Tunnels and roads lead to the Sevenfold Mazework. Full of toiling slaves.

The dao use Sandmen to capture slaves. There are gem gardens where they grow rare games.The Sevenfold Mazework: A confusing maze riddled with gates leading to distant regions and a trading center/place at the center of the delve. Population: 10,000 genies, 100,000 slaves (minotaurs, dwarves, etc.) It is dimly lit by light reflected from embedded gems - mica, pyrite, and hematite. Stealing one of these gems is a fine of 500 gold or a year's service to the Khan. Here are the seven mazes:. 1st Maze: A maze of arches and balconies full of thousands of slaves. Shining gems aremounted high on the columns of each archway.

2nd Maze: Tunnelsand rooms blocked by stones that must be shifted in the proper sequence. 3rd Maze: Huge, identical halls mirrored with polished metals. There are huge blue mirrors, someof which are secret portals.

4th Maze: A reverse maze where you have to walk through the walls. Walking through the wrong walls lead you back to the beginning. 5th Maze: Made entirely of glass and walls of force. The exit is always visible. Minotaurs lurk here.

6th Maze: The walls and floors shift like puzzles and tesseracts.Looking at this place is said to provoke madness or petrification. 7th Maze: Many tiny tunnels for creatures a foot tall or genies in gaseous form.Great Khan of the Dao: This genie rules the Dao:. Other Titles: The Fountain of wealth, the Stone Sultan, the Carver of Destiny, Balancer of All Earthly Accounts. He is hefty and has a quick wit.

He is interested in alchemy, mining, and metallurgyAudience Chamber: The Great Khan lurks in the Hidden Fulcrum of the Dao, a place that is nigh-impossible to get to. It is deep in the Sevenfold Mazework and you will need to bribe guards 10,000 - 80,000 gp to possibly get an audience within the next month. To get there, you must be blindfolded and led through mazework for several hoursThe Khan's throne room has mirrors that reflect his image so that you can't tell which one is the real Khan. He asks constant questions.

Anyone who comes before him are supplicants stripped of wealth. His audience should be humble and poor. Those who come before him must make gifts of their riches. Mortals must refer to him as 'The Magnificent.' Other dao are 'your radiance.' .

His empire is vast and profitableThe Pale River: This river flows from the plane of earth to muddy depths of oyster beds in the plane of water.The Free Market: You can buy anything here, especially slaves. The market teems with slave traders.IronCrucible: Near the mazework is a fiery mountain of molten metal. It is link toplane of fire. The dao come here to trade with efreet - slaves in exchange for magic and precious metals. If you sail on the liquid, you cango the plane of fire or back. Yakfolk sometimes charge tolls in the lavatube tunnel.Yakfolk: There are a lot of yakfolk here.

Up until 5th edition, the dao were forced to serve them. The yakfolk buy slaves to make sacrifices to The Forgotten God in the 'Manner Elemental' - They bury people alive daily.3rd edition has all sort of cool things in weird places, mostly Dragon Magazine. Every once in a while they'd do an elemental-themed issue and they're all really good.3e Web Enhancement. There is an entry on Grumbar.Grumbar: King of the Land Below the Roots, the Earthlord. He is worshiped by underground races and 'those who resist change.' Dragon Magazine 293 - The Elemental Planetouched. EarthGenasi: This race is patient, stubborn, and contemplative.

Many are descendants ofcreatures from the Elemental Plane of Earth. The rest are descended fromdeities of earth. They have earthlike skin, eyes like gems or black pits, a gravelly voice, iron gray hair, and a metallic sheen on their skin.

They can cast pass without trace once per dayThere is also a note that there are natural portals to the Elemental Plane of Earth in the Spine of the World mountains in the Forgotten realms.Shard WolfThere's a whole article on elemental wolves. How random!ShardWolf: Wolves that were swallowed up in fissures created by an angryspirit of Earth. They're made of sharp, jagged stone that looks likeshale or flint. Their eyes are pure black and they are ponderous, slow, anddeliberate.

They actually speak Common.They usually appear after an earthquake or a a violent tremor. They hunt gnomes and dwarves. They have a special power:Quaking Howl: Their howl is a 15 foot cone that has effects like the earthquake spell.Dragon Magazine 306 - By Evil Bound. Thisarticle has 18 new demons/devils/'daemons' all by Mike Mearls! It isreally crazy how much D&D stuff is out there that's just completelyuntouched. These monsters are awesome.Earth Demon: ' These chunksof demonic earth are simpletons even by the standards of the elementaldemons.'

They can assume the form of a featureless rock or as a human-shaped statue of a demonic horned warrior. Its face ispermanently etched into a leering grin.They make for bad guardians, as they fall asleep at their post. Their blood is like lava, so melee attacks might cause the attacker to take some fire damage.Dragon 314 - Dust to Dust: Magic of the Earthborn. TheEarthborn is a lawful neutral cult who worship a creature they call theEarthen King. Their king is asleep and they want to awaken him. Theybelieve that their king is on the material plane, but that his true homeis in the Elemental Plane of Earth.New Spells:.

(lvl2) Earthen Grace: This spell make damage from stone sources nonlethal.That is tricky to translate to 5e rules. Ogremoch:There's a big section on how Ogremochteamed up with the Queen of Chaos (she's the villain who is involvedwith ). Yan-C-Bin, Evil Elemental Prince of Air, was an ally of the wind dukes.

Ogremoch let he Queen use legions of earth elementals. He actually showed up at thebattle of Pesh, the battle where the rod was first shattered.Ogremochwants access to the Great Dismal Delve because it has a lot of portalsto other planes.

He has a truce with the dao, who hold a grudge againsthim for some ancient slight.Ogremoch had a dwarf warrior allynamed Kaylef, but he fell out of favor. Kaylef wanders the ElementalPlane of Earth wreaking havoc.Elemental Hazards: Well this is cool! This article has tons of useful stuff that can be encountered in the Plane of Elemental Earth:. AdamantAlgae: Dark red liquid that doubles the normal healing rate.

It's alsoknown as 'Blood of the Earth' and many battles occur over control of thestuff. Choke Mold: Bright yellow mold which sucks up oxygen. If you get within 5 feet of it, you begin to suffocate.

GhostTunnels: Natural passages that appear and disappear. Obviously, passingthrough one is dangerous and deadly. Make a save or basically you aresucked into stone and crushed. Iron Coal: Coal that burns without smoke. This stuff is pretty valuable. Mineralmites:These things weaken stone.

Some call it 'rock rot.' Crossing a floor withrock rot means a save or you fall into a pit that is d10x5 feet deep. Pure Ore: Really nice, quality metal that is twice as strong as the normal kind. SilentStones: These pebbles absorb sound. Areas with a lot of silent stonescreate a silence spell effect.

If these are taken to another plane, theycrumble to dust in a month. Stoneshrooms: Chalky fungus thatreleases spores of breathable air and creates air currents throughoutthe plane. Eating one is the equivalent of an entire meal.

For the next24 hours after eating, you can hold your breath for twice as long asnormal.There are also new elemental monsters. Monoliths are more powerful versions of elementals. ElementalWeirds: Elemental weirds look like beautiful women linked to anelement. They have magic powers, are oracles, guard portals and arebound to a certain area. Earth weirds warn of impending doom.Earth weirds have a cold calculating mindset. Future events are the same aspast events to them.

To meet with them and gain their knowledge, youmust bring them the skull of a thousand year-old lich crushed to powderor a stone that has never been exposed to any sort of light.They lurk in lightless chasms, mountain peaks and barren tunnels. Basically,a water weird from the 5e monster manual is an immature, 'lesser' waterweird. They will eventually become one of these oracles. We also get some magic items:.

Glovesof Burrowing: These are made from the hide of a xorn and grant theability to burrow. Once per day, you can mold stone like clay. SlingBoulder: Wow, a magic sling boulder. I don't think I've ever seen one before.This one turns into a giant boulder in mid-air. They can only be usedonce each.4th edition has all sorts of weird stuff that can be used.Manual of the Planes. Vezzuvu the Burning Mountain: A primordial that is trapped in a field of radiance, partially phased out of reality.The Head of Balcoth, the Groaning King: A primordial with a face of ash and cinders that is buried in a cave, unable to muster his power until he can re-form his body.The Keening Delve: Not far from City of Brass is this mass of blood-red rock. This is the ancient stronghold of a dead primordial named Haemnathuun.

Those who travel in it hear echoes of his dying screams. There are slaads and elementals here, driven mad by the echoes. There is a crystalline heart at the center that could bring Haemnathuun back to life.Plane Below. The Stone Council: This is a band of elementals served by hill giants, dwarves, kobolds, and earth elementals. They rule Allrock, an earthmote and they want to expand their empire. They are not too smart.Plastron of Tziphal: This is an artifact - a breastplate of dark stone.

It merges with your flesh to turn your skin to rocky armor like plate mail. It hates the gods and wants to bring Tziphal back to life. Tziphal, a primordial, isn't really detailed. He is apparently dead and is buried in a place called Mountain Builder's Burrow and is staggeringly huge.

It's a mini dungeon in the book.The Aviary: There is a 15 mile pocket of air that is home to winged elves (Avariel) and their city. Visitors can rent pairs of wings.Caverns Under the Stars: This is a pyramid chamber 30 miles to a side. The upper half of it looks like the night sky. It is a sprawling city ruled by Geb, a deity married to Nut, an Egyptian god.

There is a portal to the plane of Elysium here.Irdoc Morda: Iron archons rule this earthmote. Their leader is the Twice-Forged General. They are building the largest spelljammer ever conceived with an iron hull to launch attacks from.

There are deposit of new types of metal that makes archons behave weirdly. There are 3 watchtowers armed with scrying magic.Pillars of Creation: These are massive columns that may hold up an entire plane. There is one that is a jagged tree of crystalline minerals, and another that is a column of muck.Heroes of the Elemental Chaos.

The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium. The eternal oceans of this plane vary between ice cold and boiling hot, 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 tides of the Elemental Plane of Water.Traits. Subjective Directional Gravity: The gravity here works similar to that of the But sinking or rising on the Elemental Plane of Water is slower (and less dangerous) than on the Elemental Plane of Air. Normal Time.

Infinite Size. Alterable Morphic. Water-Dominant. Enhanced Magic: Spells and spell-like abilities that use or create water are both extended and enlarged (as if the and had been used on them, but the spells don't require higher-level slots). A Water Breathing spell would thus last 4 hours per level, rather than 2 hours per level.

Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit. Impeded Magic: Spells and spell-like abilities with the fire descriptor are impeded. This includes spells of the.

These spells and spell-like abilities can still be used, but a successful check (DC 15 + level of the spell) must be made to do so.Inhabitants. The Elemental Plane of Water is relatively benign 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. Elementals are discrete and separate manifestations of the plane itself, granted sentience and mobility from magic or natural forces. These include the water elementals summoned by spellcasters and elemental versions of Material plane creatures. Such creatures tend to be at least semiliquid and mimic seagoing beasts and monsters of the.

Elemental Plane Of Water

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 such as whales and dolphins. The Elemental Plane of Water is hospitable to both freshwater and saltwater species, though each type has its own regions to inhabit. Monstrous aquatic creatures such as the kraken and aboleth may be found here as well.

Natives of the Elemental Plane of Water speak, a flowing, subtle language filled with double meanings and hidden puns. Those dealing with other planes speak other languages to facilitate their dealings:, and are frequent choicesFeatures.

The Elemental Plane of Water holds but one great immediate danger, and that is the fluid nature of the plane itself. Unless a traveler can breathe water or has no need to breathe, any visit to the Elemental Plane of Water must be brief. Those unable to breathe must hold their breath while on the plane and run the risk of drowning. Creatures made of fire (such as fire elementals) take 1d10 points of damage each round on the Elemental Plane of Water, because it has the water-dominant trait. Creatures with the are very uncomfortable on the plane.

A great difference between the Elemental Plane of Water and other watery domains is a lack of pressure. In 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 on the Elemental Plane of Water is no worse than a just few feet underwater in a Material Plane ocean, so there are no dire consequences. Long-term survival on the Elemental Plane of Water is fairly easy. Obtaining water is obviously not a problem, though its purity and salinity may pose some difficulties in specific areas.

The abundance of sea life in the plane is enough to satisfy any traveler with a taste for fish. A vague, dim glow that issues from all sides illuminates the seas of the Elemental Plane of Water. This glow gives everything a blue-green aura, but limits clear vision. Normal vision, including darkvision, is limited to 60 feet. Clouds of silt, algae, and other detritus may limit sight even further.-Elemental Plane of Water -.