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Water Sinks, like those on the Plane of Air, take the form of vortices. Unlike those on the plane of air, Water Sinks also absorb light, in exactly the reverse way as water: red is most reflected and transmitted, then green, and blue is almost completely absorbed; thus, they appear as reddish-orange spheres, although they appear completely black from a distance. They tend to form near the middle of seas, and not to move much relative within that sea or from sea to sea. Creatures composed at all of water (most living creatures are, barring elementals of other elements) take 3d6 damage from brief contact, and 15d6 damage per round from sustained contact as the water is drawn out of their body. The Sink also draws up unattended objects of all kinds that touch it. Sinks have been known to last anywhere from a few hours to until their entire sea is drained or nearly drained. A sea that is near completely drained diffuses naturally into its neighboring seas.
 
Water Sinks, like those on the Plane of Air, take the form of vortices. Unlike those on the plane of air, Water Sinks also absorb light, in exactly the reverse way as water: red is most reflected and transmitted, then green, and blue is almost completely absorbed; thus, they appear as reddish-orange spheres, although they appear completely black from a distance. They tend to form near the middle of seas, and not to move much relative within that sea or from sea to sea. Creatures composed at all of water (most living creatures are, barring elementals of other elements) take 3d6 damage from brief contact, and 15d6 damage per round from sustained contact as the water is drawn out of their body. The Sink also draws up unattended objects of all kinds that touch it. Sinks have been known to last anywhere from a few hours to until their entire sea is drained or nearly drained. A sea that is near completely drained diffuses naturally into its neighboring seas.
   
Water Sources tend to form on the edges between seas, especially where three or more seas intersect, although they are also known to form inside of seas. They take the form of currents always going outward. Water fresh from a source also carries a number of bright points of light in it, resembling sparks, that die out over the next few seconds, causing the sources to resemble a spray of [[SRD:Glitterdust|''Glitterdust'']] or [SRD:Faerie Fire|''Faerie Fire'']]. Indeed, a creature caught in the spray, which often flows as much as twenty feet from the source at full effectiveness, although sources vary, must make a Will save (DC 15 for most sources) or be affected as though by ''Glitterdust''. Water Sources usually form their own seas, although sometimes they appear in the middle of seas and grow that sea while changing its composition.
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Water Sources tend to form on the edges between seas, especially where three or more seas intersect, although they are also known to form inside of seas. They take the form of currents always going outward. Water fresh from a source also carries a number of bright points of light in it, resembling sparks, that die out over the next few seconds, causing the sources to resemble a spray of [[SRD:Glitterdust|''Glitterdust'']] or [[SRD:Faerie Fire|''Faerie Fire'']]. Indeed, a creature caught in the spray, which often flows as much as twenty feet from the source at full effectiveness, although sources vary, must make a Will save (DC 15 for most sources) or be affected as though by ''Glitterdust''. Water Sources usually form their own seas, although sometimes they appear in the middle of seas and grow that sea while changing its composition.
   
 
===Special Site: Kraken's Deeps===
 
===Special Site: Kraken's Deeps===

Revision as of 13:52, 29 August 2010

There hasn't actually ever been a description of the elemental planes where they at work in a way that's really great to play in. They also haven't gotten a detailed standardized write-up anywhere, leaving little bits of information scattered across three or more editions worth of books and modules. Here's a version of the elemental and inner planes that is self-consistent and playable, and more detailed than the 3.5 rulebooks. The High Adventure section, next, will address adventure hooks for these planes.

Generalities

All elemental planes are places of continuous destruction and rebirth; their element is continually being destroyed in sinks and spat out again in other forms by sources all across the plane, although the forms these sinks and sources take are always different from plane to plane. Likewise, a sink or source seldom stays in the same place, and often disappears entirely or opens out of nowhere. Sources act to counteract sinks, removal of material from the plane, and destruction through effects like Disintegrate, and so every plane actually has more sources than sinks at any given time, at least if you consider amount of material produced or consumed. These Planes also all have traits to enhance appropriate magic and impede opposite magic, and are all quite sparesely populated.

Also, there are places on each plane where other planes combine with them. These are called "leechings" if only matter crosses through, and "bubbles" if planar traits cross through. A leeching might be as simple as a chunk of earth floating out in, well, anywhere, and are most commonly found between elemental planes. Bubbles are substantially rarer, but can occur anywhere. They are essentially a pocket of one plane in the middle of another, so you might find a miniature material plane in the Plane of Fire, or a Sea from the Plane of Water in a cavern on the Plane of Earth. Some bubbles are unstable, and go back and forth between planes. Others don't.

Reading the Entries

Gravity: This describes the plane's gravity trait, and what it means for people on the plane. No matter what the gravity on the plane is, though, the planar medium usually behaves intuitively, as though it had a solid floor somewhere even though it doesn't. So the plane of air has lighter air rising atop heavier air, but the force on the air is as much levity as gravity.

Lighting: How the plane is lit, and what this means for people who need light, shadows, or whatnot. Also discusses general visibility conditions when light isn't the main problem.

Environment: This is the meat of the entry, and describes in a few words not just what it's like in general, but also what the places you want to visit are like.

Settlement: Who lives on the plane, and where on it they live.

Planar Capital: This lists the major planar metropolis on the plane. Each of the major elemental planes has one, as do some of the minor planes. These cities are big enough that you can find practically anything you desire in them, on a similar scale to Finality, although they deal in harder currency than souls: the infinite resources of the inner planes, or even the primordial chaos from which everything came. Most of the time, this metropolis is also where that element's genie empire puts its throne. Since the major power bloc on each elemental plane is the appropriate genie empire, that makes those throne sites into capitals of the entire plane. Sometimes, though, like on the Plane of Water, the genie capital is not in the major metropolis. In that case, both sites get mentioned, with an emphasis on the metropolis.

Note that every planar metropolis has portals in it. This may be an obvious statement, but it means a lot that isn't closely considered. These portals connects not just to outlying ouposts of the empire associated with the metropolis, but also to its trading partners: other planar metropoli. Because of this, even if two planar metropoli are at open war with eachother and have been for long enough that they don't have any portals between them, you can still go between them by way of neutral planar metropoli, without ever leaving a planar metropolis. In a very real sense, every planar metropolis is merely a part of a larger city. The implications of this will be explored more thouroughly in the Book of Civilization.

Sinks and Sources: A "sink" is a point on an elemental plane where planar material is being destroyed, or at least appears to be. Maybe they just redistrubte it. A "source" is the opposite, a point where planar material is either being created or being distributed to. Note that sinks and sources are not in balance with eachother, as sources also have to replace planar material that has been removed and used to build other worlds.

Special Site: A place you might want to visit or avoid, either a general category of place or a specific one. Each entry has two of these for planes that have a capital, and three for others.

Transportation Mode: This gives something people like to use to get around the plane. Usually its something you can use in other places, but sometimes it only works in one specific plane's unique environment.

Elemental Plane of Fire

Unlike many of the other Elemental Planes, the Plane of Fire is actually almost playable straight out of the Dungeon Master's Guide. It lacks detail, but otherwise is playable. It's populated with iconic genies and monsters; indeed, it has more native monsters in the Monster Manual than any other Elemental Plane. It doesn't have any problems with nonsensical gravity traits; indeed, you're supposed to be able to walk everywhere in it. This also means that the fires rise on their own in the way you'd expect them to. It's inhospitable to creatures that aren't resistant or immune to either fire or planar traits, but otherwise it's a lot like any material desert. Note that immunity to the plane's elemental trait does not protect you from areas of increased fire damage caused by the plane, just the usual 3d10 damage every round; if you fall into lava, you're still screwed.

Some people think that the Plane of Fire being a conventional arrangement of places with land, seas, and so on is a problem, and that it should be an endless expanse of fire. That is what one might be more inclined to expect from the name, after all. But the elemental planes don't have to be pure masses of their element (they're more interesting if they aren't), there are plenty of endless empty voids in the other planes, and the Plane of Fire has been described this way before.

Gravity

The Plane of Fire has normal gravity.

Lighting

The Plane of Fire is lit by its own flames. Visibility, though, is poor, as even the air is on fire and filled with smoke (which is, also, on fire, no matter how much one tries to convince it that that is impossible), which can black out whatever it is you want to see. Visibility can be as low as five feet, in the thickest smoke banks, with an average of around 60 feet, although in the best of circumstances, when the fumes and smoke are themselves burned away, it might reach as much as four miles (for comparison, earth's horizon drops off at about seven miles). Gouts of flame and low-hanging smoke clouds are also common visibility hazards. The smoke here is worse for visibility than it is on the material, since not only does it blur and dim things, but the flames are bright enough to make faint objects harder to see than they should be. The picture in the Dungeon Master's Guide shows an incredibly clear "day" on the Plane of Fire, and the air in it is likely poisonous.

Environment

The ground on the Plane of Fire is mostly made of ash, embers, and coals, although regions of volcanic rock, such as basalt and obsidian, are not uncommon, nor are regions made simply of solid fire (inflicting 5d6 damage to those standing on it, on top of the normal damage for being on a Fire-Dominant plane). The terrain is usually rough and jagged; most of the wilderness is difficult terrain except in areas recently smoothed over by lava beds, and particularly bad areas behave as though covered in caltrops or even Spike Stones. It is almost universally black or gray, and almost universally still burns.

The planar ground forms into rough layers a few hundred feet thick in most places, hovering in the planar atmosphere. One with the ability to see through smoke can often look into the sky and see other continent-sized chunks of rock hanging in the sky two or three miles up. The sky above the Plane of Fire is an endless smoky void, looking red and pink with light from the fires of the plane reflected off its smoke; it looks almost like the night sky over any highly-polluted modern city. Continents get sparser higher up on the plane and thicker lower, but even the lowest continents are sparse. These continents have mountains, valley, lakes, rivers, and even seas of lava or of liquid fire. Volcanic rock and magma occasionally contain veins of various kinds of metal ores, notably iron, copper, tin, and zinc; zinc itself vaporizes quickly on the plane of fire once separated from its ores, but ores can be used to make brass.

Unlike the other Elemental Planes, the Plane of Fire is not self-contained. Anything that falls far enough from the Plane of Fire is caught in a planar portal if it's lucky. These normally go to the Ethereal Plane, but occasionally go to a random other plane, often another Inner plane, although sometimes the Material. These falls almost never put one in a hosptiable location. The unlucky ones are simply consumed by a progressively hotter plane. In the horizontal directions, the Plane may have edges, or it may simply have gaps too large to see or teleport across between continents; some have reported finding themselves on other planes after flying out of sight of land. The explored Plane of Fire is much thinner vertically than it is horizontally. What happens to those who ascend high into the sky is intentionally left as a mystery. Some possibilities are: you get sent to other planes, you can go on forever, or seem to continue to ascend while, actually, the ground doesn't get any further away, or you can find new continents.

The Plane of Fire has a valuable planar currency of its own: Blue Smoke. There are some vents on the Plane of Fire that the smoke simply wisps out from, and they can be tapped to gather the smoke, which must then be concentrated. A vial of Blue Smoke can generally be sold for around 500 GP, and takes that much off the cost to create for any divination-based item, or any intelligent item that does not have any bound souls or elementals. Many vials can be used to make one item, and Blue Smoke cannot be created with Wish. When such an item is broken, the Blue Smoke can be seen escaping it (returning that blue smoke into the item does nothing), but it need not be replaced to repair the item.

Other planes leech into the Plane of Fire at times, and the results are often quite useful. Leechings of earth in form rock chunks and mountains made of rock and dirt unlike the normal ash and embers, although burning coals quickly find their way atop them and many melt down to magma unless the Earth Plane's traits continually assert themselves. Air leechings form places of strong winds outward from the leech, blowing flames and smoke along, although creating no other hazards; if one is very close to the hole, the air is even cool enough to not do damage, although how close "very close" is depends on the size of the node, with most being able to sustain no more than a small village or camp. Water, when it leeches in, usually boils away quickly, forming rainclouds high in the plane and becoming continual cycles in the sky of water falling and boiling away. However, around bubbles of the Plane of Water, oases form in the desert with cool water and even, in longstanding oases, plant life. Some of the higher continents have rain that almost reaches the ground. When a Water-leeching is below the surface of the ground, on the other hand, an underwater hot spring forms, often becoming a geyser when it breaks the surface.

Settlement

The Plane of Fire is settled by Efreet, Azers, Salamanders, Mephits, and Elementals, primarily, in addition to the nomadic Magmin and wild Thoqqua. All vegetation on the plane is cultivated and magically protected.

Most Efreet live in a structured sultanate, owing allegiance to the Sultan of all Efreet in the City of Brass through a feudal system of lords and vassals. Most Efreet live outside the city. Efreet cities, towns, and fortresses are usually built on the surface, out of whatever local material is present, typically basalt and obsidian, leaving brass construction reserved for palaces for high-ranking Efreet. Most such cities pledge fealty to the City of Brass. Sometimes their air is cooled like that of the City of Brass; other times it isn't and the Efreet simply revel in the fire and don't take many off-planar guests.

Salamanders usually lair in grottoes by the coasts of seas of flame and magma, and will build cities there if enough are present. Some Salamander cities are allies of the Efreet, while others are seen as pirate lairs. Azers mine in the mountains and in the earth-leechings, and build great magma forges; they act quite like their Dwarven cousins on the Material Plane. They typically form small emirates, malikdoms or kingdoms with one central city or stronghold and as many outlying mines, outposts, and other settlements as are dependent on it for defense. Like the Salamanders, some malikdoms are trade partners of the Efreet, and others are its enemies. Magmins are barbarians, living in various tribes on the desolate steppes of the Plane of Fire, and are usually raiders against the Efreet Sultanate.

Planar Capital: The City of Brass

The writeup in the Dungeon Master's Guide for the City of Brass actually doesn't get anything wrong, but is woefully short. The most obvious thing not included, although this should almost go without saying, its enclosing hemisphere is more than forty feet thick, making teleportation into it from below impossible. Also, Efreet in the city are actually outnumbered quite heavily by slaves, including Azer, Mephits, Salamanders, Elementals, and mortals, although the thing where the Efreet are immensely more powerful all of their slaves make slave revolts difficult, to say nothing of the divisions and rivalries the masters encourage between slaves.

The City of Brass is actually so large that merely crossing the city is a whole day's walk or flight even for Efreet. The enclosing hemisphere is 40 miles across. That's more than a day on foot if you can walk in a straight line with nobody getting in your way. It's big like a modern, car-based city, not like an ancient large city. While it's nowhere near flat anywhere but the bottom, Efreet can fly and build on the sides of it, so that's honestly not a big deal. There are "terraced" districts running all the way to the edge in some places. Because of this, Efreet, visitors, and trusted slaves are often given access to portals established between major districts, magic carpets, or Phantom Steeds to go about their business. This size is another barrier to slave revolts; word of one can be contained until the revolt is put down.

Although it's huge, the City of Brass does have a very densely-packed "downtown" district roughly the size of a small city, in which most of the major efreeti lords conduct their business. The City of Brass also has a rather large and highly advanced industrial district, designed by azer, dwarves, and kobolds who hold a fairly high status despite being technically slaves. Here, the natural heat of the Plane of Fire is dumped out through portals to power mills and machinery and machinery run by slaves of a dozen races producing goods for export across the entire multiverse. The industrial district has many portals to the Plane of Water, which provides water for the boilers and a place to dump exhaust, and the Plane of Earth, which supplies raw ore; the industrial district thereby transforms the ores of the Great Dismal Delve into metalwork to be sold in the markets of the City of Glass.

Note that the portal system in the City of Brass sometimes means that the shortest path between two districts of the city doesn't actually stay entirely within the city at all. Two districts on opposite sides of the town may be connected by portals near the same market in Finality, or two sides of an alley in Sigil, or a mere street away in the City of Glass.

Sinks and Sources

Sinks on the Plane of Fire are little more dangerous than the rest of the plane. They simply consist of regions, often a mile across, that are being eroded by the flames of the plane consuming eachother, rather than simply recursively burning and consuming nothing. The ground of the plane is likewise burned and crumbles away in these areas, but that is the major source of danger to travellers; the consuming flames are no more dangerous than the nonconsuming flames are elsewhere on the plane. Other pieces of ground usually slide in to fill the gap left by a sink, although near an edge a continent may simply fall away into nothingness.

Sources on the Plane of Fire ususally appear in the form of great volcanoes, drawing magma from an invisible source within the thin ground. Occasionally a plume of fire, or a rock, or whatever finds itself stuck on the sky or supported by a pillar of smoke, forming the beginnings of a new floating continent. Regardless, sources on the Plane of Fire are much more dangerous than Sinks, and are as dangerous as any material plane volcano.

Special Site: Choking Smoke

At some points on the Plane of Fire, the flames burn smokily. The thickest of these places become choking smoke clouds, the base of high pillars of smoke reaching up to the red sky or the next continent up. A choking smoke cloud behaves like a Fog Cloud or even Solid Fog spell, except that it is significantly bigger, usually at least a thousand feet, and often several miles, across.

Within the cloud, the flames of the plane are choked out; the cloud is merely unearthly hot and causes no fire damage, even from the Fire-Dominant trait. Additionally, within the cloud, breathing is difficult for creatures without the (Fire) subtype. Such creatures who begin holding their breath in the cloud can only hold it for 1/4 as long, and must make a DC 16 Fortitude save or be poisoned by the smoke (initial and secondary 1d3 Con); characters are also poisoned every ten minutes spend in the cloud. Each minute spent breathing in the cloud deals 1d6 points of damage by smoke inhalation. Some places are even more damaging, when the smoke is thicker or more poisonous. Damage caused by smoke inhalation cannot be cured until the victim is able to breathe clean air. A cloth mask can protect against the hit point damage of smoke inhalation, although it must be changed and cleaned every hour.

Choking smoke clouds typically disperse over the course of a few days, but it is not unheard of for them to persist and last multiple months, blowing around the plane. A point of note about such clouds is that they are actually cooler than the air around them, due to not having a fire under them and having had time to cool. This means that, rather than forming pillars, they instead cling close to the ground, generally going no more than a few hundred feet up, as the air warmer than them rises and forms a thermal inversion over them.

Special Site: Brimstone Island

Brimstone Island is in the middle of a large sea of liquid fire atop magma; a pillar of basalt and obsidian jutting out. It is notable for its large deposits of brimstone and of metal ores, including adamantite within it formed in a volcanic eruption centuries ago, and the occasional spark of Raw Fire. The island is the major stronghold of an alliance between an Azer Malik and a council of Salamander Nobles, with a city rising from the peak to one of its bays. Azers typically live inside and atop the mountain, while the lower slopes are Salamander dwellings; the jointly-run palace, however, is in the middle of a heavily-defended fortress on the island's peak, where the crater contains a lake of magma. The entire island is run through with tunnels, both excavated and magma channels, none of which have ever been fully mapped, and the entire coastline is watched by guard outposts.

The island is currently at war with the Efreet, who call it a pirate base and want to loot it to keep its supplies of brimstone and adamantite out of the hands of the various lesser factions, and seize its Raw Fire. While its sailors are not above committing piracy against Sultanate ships, its warriors think that holding an efreeti hostage until it grants them wishes is acceptable behavior, and its merchants don't care that goods taken are looted, that really makes it no different from any other town in the D&D world. It also conducts trade with various other free cities around the sea it is on via its large navy, and is especially eager to trade with extraplanar visitors, who can offer resources that the Plane of Fire cannot.

The rulers of the island regularly pay tribute to a red dragon that makes its lair in a cavern beneath the palace. The dragon has no love for the Efreet, who caged it and treated it as a beast when it was young. Because of this, when the Sultanate attacks from the air, or with powerful forces, the dragon stirs from its lair to repel them.

Transportation Mode: Hot Air Elevator

Many denizens of the Plane of Fire use Hot Air Elevators as a way of getting from one continent to another when the continents are separated vertically at the edge of the higher continent. These are simply hot air balloons tethered by long cable to points on both the higher end and the lower end, or attached by a hook to a cable attached to both continents; their altitude can be controlled by adjusting a "burner" on the elevator that focuses the plane's heat. Often this is done by a specialized operator, rather than requiring the passengers to manage it. Fares for these elevators vary, ranging from a silver piece to a few gold pieces; most beings with access to Planar Currencies can fly if they want to.

Other transportation modes are also common. Ships of carved stone, sometimes plated in adamantine or magically reinforced, are used to sail across seas of magma or liquid fire, and dirigibles similar to those used on the Plane of Air are occasionally used to cross long gaps between floating continents.

Elemental Plane of Water

The Elemental Plane of Water only superficially resembles the depths of the oceans on the Material plane. It has no surface and no floor, and is lit diffusely, giving the whole place an almost eerie glow. But it does have everything else an ocean can be expected to have, including plant beds, corals, and currents. It is divided into a multidude of seas, which mix very slowly even when they touch eachother. Seas can have different lighting, temperature, dissolved salts, and many other properties. A freshwater sea and a saltwater sea can both sit beneath a sea of acid, for instance. The Plane of Water is self-contained.

Gravity

The Plane of Water was victim to the same writing mistake as the Plane of Air of giving it Subjective Gravity, making swimming any distance at all pointless; this is fixed by giving it normal gravity. Certain seas have different gravity traits, usually falling inward toward some center. In these areas, water is subject to gravity's pull, and only the pressure of other water at the center keeps it from becoming a vortex. Such areas can be miles across, and the pressure near their centers can be truly immense; in other places, pressures are fairly light. Elemental lords of various kinds, like Genies, Brutes, Weirds, Primal Elementals, and so on, often live near these centers.

Lighting

The Plane of Water is lit diffusely, from all around, which gives the whole place an almost eerie glow. Distant objects (those more than about forty or fifty feet away) appear very blue, due to the properties of the light, and even nearby objects appear to be caught in a blue light due to the way light is absorbed by the water, unless an extra light source is brought in nearby. The diffuse light all but eliminates shadows on the plane except in areas with their own light sources. Note that visibility dies off at around sixty feet, due to the distortion and dimming of the water, and the sand and microbes that live in the water; this is true of Darkvision as well as normal vision.

While the visibility on the plane of water is total crap, the audibility is intense. Water is nearly incompressible and it's nothing but water forever and ever. Sound pretty much follows the rule that any noise is four times as quiet when at twice the distance, with no additional dampening from the atmosphere. Any noise ever propagates with such totality and speed that to the human visitor it is nothing but a constant deafening roar. Indeed, since sound travels so much faster in water than in air, any non-aquatic visitor needs 10 ranks of listen to even have a hope of locating any sound. Even sounds that are loud or close enough to be distinctly made out sound like they are from "everywhere." This is not a problem that natives have, and indeed a Sahuagin can locate you by the sound of the water against your skin.

Environment

The Plane of Water has native plant and animal life, currents, and so on as one would expect an ocean to have. Most of the immobile native life is either neutrally bouyant or fixed in place as if by an Immovable Rod; some truly spectacular coral reefs grow in such arrangements. It is also inhabited by Tojanidas, and all manner of fish, sharks, and mollusks, even Kraken. Coral reefs and kelp beds form the most vibrant ecosystems on the plane.

Because stuff can and will grow pretty much anywhere in the plane of water, given the right nutrients, everywhere on the Plane of Water is potentially an interesting place. And so while the Plane of Water, while still immense, is substantially smaller than the Plane of Air in terms of actual volume, it is immensely larger in terms of places you care about and in places you can hide. Since, as long as you keep quiet, you could seriously be thirty yards from someone and they'll never know, searching the Plane of Water for anything takes essentially forever.

Another thing to note is that stuff, both constructed and not, is really, really mobile on the Plane of Water. While there are pretty solid upper limits on how big you can make a practical wagon, and limits as to how much usable space you can put on a dirigible, there really isn't anything of the sort for ships. A castle on the Plane of Water is more analogous to a battleship than a castle, and people fighting wars will actually drive castles at eachother. A kelp bed on the Plane of Water isn't analogous to anything at all on land. Unlike a field of crops or a forest, it moves and goes places. Unlike a herd of animals, it pretty much just drifts, and produces usable biomass rather than consuming it.

The Plane of Water is made up of enormously many seas. Each sea has its own solutes, temperature, pressure, and lighting, sometimes even gravity. These differences of solutes range not only between freshwater and saltwater, but also (rarely) to greater extremes, such as seas of vitriol or lye. Every sea, though, is primarily water. Temperature varies from freezing to boiling for whatever pressure the sea has. Almost four seas in five have a pressure just above one atmosphere, with about one sea in ten being more than three atmospheres, some going as high as ten, with only a few seas being lighter than one. These pressure differences, surprisingly, do not usually cause seas to actually press against eachother, since sea boundaries are magic. Light generation also varies from sea to sea, but almost all seas are bright enough for full sight. These seas only slowly mix or heat eachother at their boundaries, keeping their identities. Every sea also has its own currents with no obvious cause. Sometimes these currents even cross sea boundaries, leading to more rapid mixing at the edges of the current, or pressing the boundaries of one sea into another.

There are a number of leechings from other planes throughout the Plane of Water. Air leechings are sometimes stable and sometimes not. When stable, they take the form of bubbles of air where the water cannot penetrate, and are often inhabited by air-breathers, using imported materials such as wood for their floors. When not stablilzed, they become vents through which a stream of bubbles flows; this form seldom lasts more than a few months before dissipating. Fire leechings take the form of hot spots or even as sources of steam bubbles. Leechings of Earth and Cold take the form of solid matter, which is used by those who like the environment near it to build homes.

Settlement

Most creatures of the Plane of Water, Elementals, Mephits, Marids, and the occasional Nixie, are nomadic. Permanent settlements, then, seldom have permanent residents. Hunting camps, the most common kind of settlement, are usually build near rich ecosystems, such as coral reefs or kelp beds. The Marids, although they are among the most powerful beings on the Plane of Water, have very little in the way of empires. Each considers itself ruler of all it surveys, and they chafe at the idea of submitting to any other, making empire-building almost impossible among them. Even the Padishah can't necessarily rule any Marid she isn't presently watching within the Citadel of Ten Thousand Pearls, nevermind Marids elsewhere.

The Plane of Water also plays host to many empires, few of them primarily native, although some are ruled by mortals who have lived on the plane for so many generations as to basically be native. The largest empires are Sahuagin, much like on the prime, except that elemental empires of Sahuagin are much larger. If the elemental planes are astronomically large, there may well be several sahuagin habitation zones, each ten thousand miles across and with a population in the tens of billions, sometimes with entire material worlds attached as provinces. Smaller planes have correspondingly smaller Sahuagin habitation zones. Regardless, the plane is vast enough that any individual visitor can get along perfectly well never actually hearing about them.

Outside of the Sahuagin, the major empires on the Plane of Water are traders' alliances. These empires have their seats of power in trade hubs, and the towns they maintain are primarily waystations. Trade empires don't often exert military power over their subordinate nations, instead preferring to control their trade in and out. They do maintain militaries, though, or at least good relations with mercenaries, mostly to deter bandits and attack unlicenced traders. Because they don't need to actually conquer their territory or hold it by force, trade empires can grow with astounding speed. Occasionally, some places might find themselves in the territory of two or more trade federations, which might get along peacefully (but tensely) and might fight in open war.

Planar Capitals: The City of Glass and the Citadel of Ten Thousand Pearls

The City of Glass is the greatest city on the Plane of Water, and capital of the plane's greatest trade federation. It sits on a block of ice, fixed in place at the top of its sea, made up of a series of domes and spheres of glass as hard as steel. Various domes and spheres are either flooded or filled with air, some, including the largest (mistaken for the entire city by some) are filled half with one and half the other. The city itself is Marid construction, although its builders lost interest centuries ago. The city, since then, has been placed under the rule of a collection of merchant guilds. Marids still visit from time to time to trade, although most of their needs are satisfied by their immense power; trade is, like everything else they do, a source of amusement. Anyone trading in large quantities of goods must pay fees to the apppropriate merchant guilds, whether for permission or membership. Law in the City of Glass is strict, but fair, and designed to facilitate trade and make money for the merchant council that rules it.

Far from merely being the trade hub for a single elemental plane, though, the City of Glass is the trade hub for the entirety of the Inner Planes. Although its physical size and population aren't nearly as large as those of the City of Brass, its system of rule makes it far better-suited as a trade hub. The City of Glass is not involved in any open warfare, as any enemies of one faction of the city's rulers find it simplest to buy off another and to fight as bandits, rather than to try to attack the city itself. Furthermore, the City of Glass is thick with portals; excepting Sigil, the City of Glass in unmatched in quantity and variety of portals, earning it the nickname "the Sigil of the Elements." The merchant council actively attempts to exploit these portals for trade relations, by searching for new portals, sending diplomatic delegations through to open relations with those on the other side of two-way portals, and confiscating space containing portals owned by people they think are "anti-trade." Every other inner planar capital, and major outer-planar trade hub can be reached through the City of Glass, with varying degrees of difficulty. One notable such other city is Finality; the merchant council of the City of Glass and the lords of Finality have a deal where the City of Glass outlaws trafficking in souls, but leaves their transportation legal, shunting all such business into Finality.

The Citadel of Ten Thousand Pearls is the home of the Padishah of all Marids. It is built into a miles-wide coral reef in the middle of a warm salt sea on the Plane of Water. The citadel itself is a town inhabited by a few hundred Marids at any given time, carved into a number of shell-shaped domes. It can't really be said to have any permanent residents, or even landowners; its residents frequently just up and leave home to go wandering, and squatters quickly move in. Even the Padishah herself spends the majority of her time away from home, and has to deal with squatters on her returns. Unlike other Marids, though, she feels an attachment to her palace and will expel squatters instead of just moving.

The Padishah, aside from being the most physically and magically powerful of the Marids, has no real authority over the goings-on of the Plane of Water. Marids attend her court, essentially, as a party and to see who will come to petition her, and she does not give orders to any Marids, not that they would be taken more seriously than as suggestions. Indeed, status at the court is more determined by ability to impress the Padishah than anything else. Marid nobles, which is all of them, other elemental natives, such as mephits, and travellers are all judged the same. Any who try to petition her will be heard for as long as doing so amuses the Padishah, and dismissed as soon as she gets bored. Whether she acts on any petitions is entirely up to her. More powerful people are generally more interesting, but power is not a guarantee that one will be allowed to speak. The Citadel has no laws, although the Marids will come to eachothers' aid if attacked by outsiders.

Sinks and Sources

Water Sinks, like those on the Plane of Air, take the form of vortices. Unlike those on the plane of air, Water Sinks also absorb light, in exactly the reverse way as water: red is most reflected and transmitted, then green, and blue is almost completely absorbed; thus, they appear as reddish-orange spheres, although they appear completely black from a distance. They tend to form near the middle of seas, and not to move much relative within that sea or from sea to sea. Creatures composed at all of water (most living creatures are, barring elementals of other elements) take 3d6 damage from brief contact, and 15d6 damage per round from sustained contact as the water is drawn out of their body. The Sink also draws up unattended objects of all kinds that touch it. Sinks have been known to last anywhere from a few hours to until their entire sea is drained or nearly drained. A sea that is near completely drained diffuses naturally into its neighboring seas.

Water Sources tend to form on the edges between seas, especially where three or more seas intersect, although they are also known to form inside of seas. They take the form of currents always going outward. Water fresh from a source also carries a number of bright points of light in it, resembling sparks, that die out over the next few seconds, causing the sources to resemble a spray of Glitterdust or Faerie Fire. Indeed, a creature caught in the spray, which often flows as much as twenty feet from the source at full effectiveness, although sources vary, must make a Will save (DC 15 for most sources) or be affected as though by Glitterdust. Water Sources usually form their own seas, although sometimes they appear in the middle of seas and grow that sea while changing its composition.

Special Site: Kraken's Deeps

The Kraken's Deeps is an enormous salt sea on the Plane of Water inhabited by a group of Krakens; an exact count has never been given, but it's likely to be at least five. Rumor has it that an even more powerful Kraken leads the group. This sea has a large leeching of the Plane of Earth at its center, with caverns large enough for the Kraken to hide in, and gravity in the sea points to the leeching. The pressure there is enormous due to the miles of gravity around it, and this sea is also colder the further one goes from the borders with other seas. Further, its natural lighting dims as one descends into it; after about five hundred feet, it is gone. The Krakens themselves make this their lair, although they will travel out into neighboring seas to hunt for food.

Travellers who have escaped from the Kraken's Deeps report that near the stone itself there are strange forms of plants growing in the darkness, fed by magic. This has been reported enough that it is likely to be true. However, the deeps are warded against scrying. Exactly why they are is a mystery.

Special Site: Whalesea

The Whalesea is a warm sea in the Plane of Water that envelops an Air pocket. The entire sea is more brightly lit than other seas, leading to immense undersea jungles; their lighting from the inside allows them to grow thicker than any on the material plane could without shading eachother out. Because of the air pocket, a pod of whales make their home here, eating the plankton that forms the basis of this immensely vibrant ecosystem. A Marid currently lives in this sea, studying the whales as he has never seen whales before (being air-breathers, they are not native to the Plane of Water).

Transportation Mode: Aquatic Submarine

Submarines on the Plane of Water are seldom built for the comfort of air-breathers, instead often flooding except for areas where air must be used for ballast. They are not usually as quick as some of the native inhabitants would like, and so are often used to transport large and nonfungible goods (as water is permeable to teleportation, small and fungible items are moved that way instead). As such, among the Marid, submarine-owners are seen as a source of amusement. Submarines are also used by nomadic Mephit Swarms as a way of establishing a common place about which they can move.

The submarines themselves are usually made of some form of wood, coral, leather, or even magically hardened glass. The heavier submarines have air compartments within them for ballast, some of which can be used for habitation, in the short term, by air-breathers. Most submarines are unpropelled, instead being pulled by their users or a beast of burden. A few, especially the largest are driven by a bound water elemental or several. Such vessels move at a third the elemental's speed if up to 20' in length per hit die, half if up to 10' in length per hit die, and its full speed up to 5' in length per hit die. A vessel more than 5' wide or tall for each 30' of length (minimum 5') counts as six times as long as the larger of its height or width, rather than its actual length. Those driven by multiple elementals use the speed of the slowest one and the combined hit dice of all of them.

Elemental Plane of Air

The Elemental Plane of Air is an endless expanse of varied gasses and vapors, mostly breathable air. They form into vague "clouds," which adhere to eachother much more closely than gasses do on the material, although clouds do still blend with eachother and mix. A cloud of normal air might be next to a cloud of sulphurous smoke, next to a cloud of lighter-than-air vapors. These clouds have a variety of temperatures, although most are only a bit above the freezing point of water. They are shot though with actual clouds of water vapor and ice, some of which are magically solid. The Plane of Air is self-contained; going far enough in any direction will leave you back where you started, although that would take a truly enormous amount of time and the plane's winds would likely catch you before then.

Gravity

It's the Elemental Plane of Air. Flying is supposed to be essential to go there. Then someone wrote "Subjective Directional Gravity" on its traits, so that flying would only let you turn faster than the round system allows you to with gravity. That's dumb and unjustifiable, and I refuse to write for that. The Elemental Plane of Air has light gravity (everything weighs half as much, falling damage dice are d4s, weapon ranges are doubled, unacclimated characters take -2 to Balance and Tumble checks and attack rolls, acclimated characters gain +2 to Jump checks), instead, and all flying spells and magic items have their durations doubled. The gravity is still bad for you, since you can just fall and keep going until you hit something. The air doesn't actually fall, though, because of the weirdness of physics needed to make the world at all intuitive.

Lighting

The Plane of Air is lit by a bunch of brightly glowing planar nodes to places like the Plane of Fire and Positive Energy Plane that drift around the plane. There are usually no shadows since there's nothing to cast them on, but the number of bright light sources are few enough that those with a surface to cast a shadow on usually do. The nodes are close enough together that the plane is usually lit to about the brightness of a late afternoon on a clear day (unless there's a cloud in the way), but far enough apart that there are seldom more than three contributing significant light to any given place.

Environment

The Elemental Plane of Air has a number of kinds of "islands" to floating in it. The most common are solid cloud formations, which are usually difficult terrain because of one's feet sinking into it, and are easy to swim or burrow into, although it is quite cold inside. They also have hazardous areas where the footing is only as good as Solid Fog, they tend to be fairly rough and also to have rough rises equivalent to Solid Fog or Fog Cloud rising from them and blowing along them. Constructions can be built on these formations, and ground can be paved or floors built to give more stable footing. Cloud Islands are almost invariably cold. Earth islands are substantially rarer, but also provide better footing; they take the form of rock formations and dirt hovering stably in midair. Water islands are similar, except that they take the form of bodies of water; constructions here usually float or are built underwater.

Because hot air still rises and cold air still sinks despite the Plane's oddity in gravity, winds still exist, and the Plane generates some truly awesome windstorms. Despite the lack of coriolis forces, bodies of air still have an inherent tendency to rotate on the Plane of Air, contributing to these storms. It also has prevailing wind patterns induced by magic; sometimes they are simple, leading from a site where the Plane of Fire leeches in to a site where the Plane of Cold leeches in, and sometimes they are more subtly induced by the Plane of Air itself.

The pressure on the plane varies, with most of it being comparable to breathable high altitudes on Earth. As such, creatures who live on the Plane of Air are always acclimated to high altitudes. Clouds' tendency to not mix allows them to persist against eachother even at different pressures. The largest clouds, which are usually made of breathable air, typically surround most of the other clouds.

Settlement

In addition to Mephits, Genies, and Elementals, the plane is populated by Arrowhawks, Belkers, Invisible Stalkers, and all manner of flying animal, in addition to air elemental versions of material planar creatures. Most of them don't need to eat, so little of the Plane's limited habitable areas are used for agriculture. A few potted or hanging gardens and fruit trees are used for luxury food and alcohol.

Most habitations are on cloud islands or rocky islands formed on Earth leechings. Some even float atop hovering "lakes" formed by Water leechings. A few settlements, though, simply sit as though on Immovable Rods, hovering in midair, or are even built as gigantic mobile craft. The Plane of Air, though, is very sparsely settled compared to the material; often, the next town is too far away to tell by sight alone that it is, indeed, a town and not just a brightly reflective or burning rock out in space.

Non-natives are also common settlers on the Plane of Air. Their biology gives them a lot more needs than natives have, and so they have to settle on chunks of arable land. Their settlements are usually built on Earth leechings, rather than on the more common cloud islands, since the former is far more likely to have arable land. Their populations are even sparser, and they stretch their dirt as far as they can use it, building most of their buildings out of wood (most of the new mass of a growing tree comes from the air, not the dirt) and planting everywhere crops will fit just to have enough crops to feed the town.

Djinn towns tend to be more relaxed. The main occupants are actually enormous net producers of food if they take as much as twelve seconds out of their day (twenty cubic feet of rice is a lot of food), so they don't actually dedicate effort to agriculture, and because of this can build on clouds, or waste dirt when building on earth. Typically each Djinni will have somewhere between ten and sixty servants, with most having around 20-30, but only a handful of Djinn will live in each town, each with their own palace.

Planar Capital: The Court of Ice and Steel

The leader of the Djinn rules from the Court of Ice and Steel, a mobile island or gigantic vessel made of ice and steel, with expansions built onto it of solidified clouds. His empire reaches as far as his vassals do, and his vassals reach far indeed. However, they are sparse, often visiting a town and moving on, leaving much of the plane out of his direct control. However, he can move the Court quickly, and wherever the Court goes is his center of power.

It's important to note that in older editions the leader of the Djinn was labelled a Caliph. This is not only historically inaccurate, but also insulting. See, the word "caliph" literally means "successor" and historically meant the successors to Muhammad as rulers of all of Islam. So, while it's cool to have all of the genies ruled by people with different vaguely middle-eastern titles, calling the leader of the Djinn a caliph only makes sense if the Djinn are muslim. Doing otherwise would be like setting up a scheme where one of the four rulers of the elements is called a Pope without having any mention of Christianity. Since writing real-world religions explicitly into the D&D world is emphatically not the goal of this project, the Djinn leader's title will be changed to sultan. Yes, that's the same as his archenemy, the Sultan of the Efreet, but, really, it's fine if they don't all have different titles, and matching two enemies together is the natural choice.

The Court of Ice and Steel proper is protected by steel-bound ice walls thick enough to be impossible to teleport through, despite the passages through them, although the cloud islands around it do not have this protection. The Court itself is small, by planar capital standards, about three miles long and one across at its widest point, in an ellipsoid shape. Inside the vessel is a large cavernous cavity, containing a huge, densely-packed city of Djinn and servants sculpted mostly out of cloudstuff, with the Sultan's palace near the front of the vessel, and containing the access to its control room, which is in an area of the palace none but a few select noble Djinn are allowed. Below and around it, however, are tight areas of ice caverns and steel walls, most of which are off-limits to travellers. Entering them deals damage as though travelling through a broken Wall of Ice; further damaging passages are common.

The vessel itself is obviously not of Djinn construction; the Djinn have little faculty with the magics of ice and even less with metals. Legends among the Djinn say that it was taken by their first sultan from an elemental lord of immense power, or perhaps even from a fiend. Rumors say that even now, whoever it was stolen from is plotting to get it back. It is known that the Court does come under attack and infiltration by daring pirates and raiders frequently, for such a heavily defended fortress.

Much of the capital is outside of Court proper, on the cloud islands and smaller vessels that surround it. These are likewise densely populated with Djinn, servants, and visitors. It is here that the majority of the city's population, and the vast majority of its links (at least, two-way links) to other planar metropoli can be found. Only some of the larger cloud islands are permanent parts of the city; much of the city joins for a time then separates from the city to go its separate way. It is not uncommon for a travelling captain, fearing pirates and hearing that the Court is going toward the same place as he is, even on a longer route, to join with the Court until he reaches his destination. This means that a significant amount of the city's population aren't just transients, but are actively in the middle of a voyage, and also means that entire districts of the city sometimes just up and leave. The Djinn aren't always keen on letting people with cool stuff keep to their original plans when those plans call for leaving, though. Even if a ship's captain and crew fully intend to leave, the Djinn might treat it as a permanent part of their city; which the ship actually is may never be decided until someone tries to take the ship away.

Sinks and Sources

Air Sinks take the form of huge vortices of winds, blowing into an invisible center with none blowing out. Because they're suspended in midair, they form as discs with the wind circling into a point, with concave cones of strong wind above and below, also blowing in. The only hazard of an Air Sink comes from its winds; the sink does not destroy anything but air and vapors, and never destroys creatures. A sink can last for weeks at a time.

Air sources are more transient, lasting for only a few hours. The gas it emits tends to be uniform, although not all are actually breatheable air; they have been known to emit poison gasses, lighter-than-air gasses, incendiary gasses, and so on frequently. Sources usually form on borders between existing clouds, creating a new cloud, although sometimes they form inside existing clouds, either creating a pocket cloud or simply changing the composition of the original.

Special Site: Coral Pool

The Coral Pool is one of a rare kind of site on the Elemental Plane of Air where it is interrupted with both Earth and Water. The Earth interruption takes the form of a stony spire, rising upward at about a 30' angle, with a water leeching around the bottom of it. The combination allows corals and similar life to grow, forming a vibrant aquatic ecosystem. A mob of Mephits makes their home there, lead by one with levels in Sorcerer. Additionally, an Arrowhawk nest can be found on the peak of the island. The Arrowhawk is on good terms with the Mephits that lair there, and warns the Mephits of intruders.

Special Site: Lighthouse Point

Lighthouse Point is a leeching of the Plane of Fire, where a giant shelf of burning embers and flames floats in the Plane of Air, burning brightly enough to illuminate for hundreds of miles. The shelf itself is about a mile long, half a mile wide, and several hundred feet thick, not counting the two-thousand-foot-high mountains that rise from the middle of the shelf. Dirigible docks hang off the edges in all directions. About a hundred feet beneath the shelf, there hangs a truly enormous inn complex connected to the docks by winding staircases, and an enormous covered market, with yet more docks. The inn is connected to the shelf by enormous steel chains, and is covered in a stone tile roof, to protect it from falling embers. This place, although it has precious little in the way of its own natural resources (at least that it is exploiting) is a major port for dirigibles going from one place to another. This is in part because the bright light gives it a good navigational beacon, in part because the heat causes a huge updraft to center around it, allowing ships to come in from below, lift up, and fly off along any wind, and in part because of the cunning of its mysterious proprietor.

Transportation Mode: Dirigible

Dirigibles work really well on the Plane of Air. Sources of lift gasses are available, and, in the light gravity, magical levitation sources work even better than normal, and the winds allow one to sail to nearly anywhere on-plane that strikes one's fancy. A few of the many types of dirigible are used on the Plane of Air:

  • Dirigible Barge: A basket attached to either a stiff balloon of lift gasses or equipped with its own levitation magic. A Dirigible Barge mounts no sails, and is instead used by a flying creature as a transport of its possessions. Dirigible Barges cost 1 GP per 10 pounds of cargo room if lifted by gasses (but take about a cubic yard of balloon to carry this much), or 15 GP per pound if lifted by magic.
  • Sailing Dirigible: A larger dirigible used to transport those who can't fly on their own. It mounts sails and is capable of tacking into the wind despite its weight and bulk. It costs 5 sp per pound of cargo room if lifted by gas, or 20 gp per pound if lifted by magic. One medium-sized creature's cabin generally takes up about a ton of cargo room, more if particularly luxurious. It can sail at up to the wind's speed in the direction it is going.
  • Heavy Dirigible: A rigid-bodied dirigible used to transport large groups of mortals or large cargoes around the plane. It mounts sails and is capable of tacking into the wind, and many are capable of controlling the wind. It costs 1 gp per pound of cargo room if lifted by gas, or 30 gp per pound if lifted by magic (plus costs of wind control). It can sail at up to the wind's speed in the direction it is going.

Magical dirigibles are used for the greater security that not having a huge gas-filled target brings; as such, all dirigibles made for combat are magically supported. Dirigibles of any kind can be Wished for at no EXP cost; large dirigibles can be wished for in parts. On the matieral plane, magical dirigibles have half capacity due to the higher gravity. Due to the pressure differences, gas dirigibles still behave normally, provided sufficient gas can be found. The ability to tack into the wind on a dirigible is invariably magical.

Elemental Plane of Earth

The Elemental Plane of Earth is a self-contained solid mass of dust, sand, stone, and rock, shot through with seams of metal ore and gems. Unlike the other Elemental Planes, most of the plane is simply inaccessible, as teleportation is nearly useless through the plane of Earth. Unless you can find a tunnel, dig one yourself, or pass through another plane, such as the Ethereal, travel through the Plane of Earth is near-impossible, and regardless it is, compared to other planes, at a snail's pace. Contiguous masses of the same material on the Plane of Earth are called strata or seams, depending on shape.

Gravity

Gravity on the Plane of Earth is Heavy. In addition to its effects in the Dungeon Master's Guide, the heavy gravity trait makes moving anything over any distance harder, even moving oneself more tiring: time spent on the Plane of Earth counts double for forced marching, except for those acclimated to the Plane of Earth, and makes falls more deadly. Deadfalls and pit traps are a common form of deadly trap used on the Plane of Earth; when everything weighs twice as much and falls twice as fast, dropping the ceiling on someone often becomes the most effective way to kill them. For falling objects, double the object's weight before looking up falling damage, and change all falling damage dice (object or person) to d10s. Its effect on ranged attacks isn't as great as it could be, since most of the accessible Plane of Earth is tight passages or accessed only through burrowing. The whole mass falls in the same way one would expect a planet to, from the perspective of one within it (i.e., it doesn't).

Lighting

The Plane of Earth is pitch-dark naturally, although there are a number of glowing crystals that form naturally throughout the plane and are excavated to be set as lighting. Also, most of the plane is cramped enough that you can see the four walls with a simple Light spell, so the darkness doesn't really matter.

Environment

The Plane of Earth is the smallest, densest, and most stable of the Elemental Planes (that last part does not say much). It is made even smaller by having most of the plane be, unlike the Plane of Fire's blasted deserts or the Planes of Air and Water's empty voids, inaccessible solid rock or dirt. Still, the solid rock also makes the plane bigger, by forcing people to travel the paths between two points instead of simply teleporting. Every place of interest on the plane is a cavern, mine, or dungeon of some kind, and many of them are joined into complexes. These things are constantly being collapsed and reshaped by the plane's earthquakes.

Where other planes leak into the Plane of Earth, the Plane of Earth develops a number of special sites. Leechings of fire usually generate magma chambers, which form under intense pressure and often leak over quite a wide area. Leechings of Water and Air generate caves, including a few wider than any natural cavern on the Material Plane. These caves are surprisingly stable for their size and location in as unstable a place as an Elemental Plane, although the Plane of Earth's natural instability sometimes does collapse them. Note that these leechings aren't always the form of the element we all know and love. A water leeching can be freshwater, saltwater, aqua regia, or whatever, and an air leeching may well be poisonous or combustable.

Similarly to the clouds of the Plane of Air and the seas of the Plane of Water, the Plane of Earth is divided into regions with different compositions. These regions are called strata, and are arranged fairly randomly (geology doesn't work reliably on the Plane of Earth). Just like on the Material Plane, strata don't usually press into eachother and mix. Strata, and the boundaries between them, are shot through with thin seams of materials, sometimes valuable, sometimes not.

Settlement

Besides the Dao, Elementals, Mephits and all manner of strange beasts like Xorn and Thoqqua, the Plane is also inhabited by a number of burrowing material species. Their numbers, however, are kept down by the lack of food; the Plane of Earth is almost as hard as the Plane of Fire to farm on.

Because much of the Plane is difficult to access or even completely inaccessible from other parts of it, individual areas on the Plane of Earth can be much more independent from eachother than areas on nearly any other plane, including the Material, and even connected areas are far-flung from eachother. So the Plane of Earth is home to completely unique cultures even of the same creatures, and connected, large cultures are still very diverse. The Great Dismal Delve is the size of a continent, and you can't teleport across it, or scry across it, or anything, and neither can the Khan, which means that an outpost of Dao has to use more mundane means to send communications back to the Khan. The Delve itself is actually past the limit of what any individual empire can control on the Plane of Earth, and there really are areas of it that don't submit to the will of the Khan, and the Khan doesn't even know about all of them.

Every settlement is an excavation of some type, and the plane is subject to frequent earthquakes. Repairing the tunnels that connect excavations after earthquake damage is a frequent labor for those who live in such complexes, as the loss of their passages can mean being permanently cut off. The Great Dismal Delve is only the largest such tunnel complex; there are many others, some of which are connected and some arent; some of these even have Dao lords. The Dao in such complexes sometimes owe nominal fealty to the Khan, and sometimes don't; the Khan's agents have no way to enforce it, anyway.

A note has to be made about digging in the Plane of Earth. See, most of the underground areas in D&D, including the Great Dismal Delve and the Underdark, are being constantly expanded by digging. But excavation doesn't actually get rid of the rocks you're digging through, it just moves it around. Not only that, but a pile of mining debris has air in it, and so is actually bigger than it was before you dug it up. Mining from the surface actually makes huge piles of debris, and in the Great Dismal Delve there isn't actually room to put them, especially if you're trying to make it bigger. Digging on the Plane of Earth, then, is made possible by having disintegration furnaces; there are actually purpose-built pits on the Plane of Earth that disintegrate rock waste. These places aren't unique to the Plane of Earth, and mean that mining in D&D is substantially cleaner than it is in the real world.

Planar Capital: The Sevenfold Mazework, Great Dismal Delve

The Dao claim to rule the entire plane, but their power is centralized in the Great Dismal Delve, an enormous dungeon the size of a continent, which the DMG somehow managed to mention without mentioning the species of genie that rules it at all. The power center of the Great Dismal Delve is in the city known as the Sevenfold Mazework, home to the Khan of all Dao. Administration of the entire Delve flows out of the Sevenfold Mazework, in theory, and the Sevenfold Mazework is the major trade hub on the Plane. Because it's hard to travel on the Plane of Earth, most of that trade are people coming from off-plane to trade with the Dao.

The Sevenfold Mazework is called that because of its seven districts, although most of them are little-used. The most-populated mazework is the First Mazework, which forms a city of thousands of Dao and myriads of slaves. The Second Mazework is also populated, and serves as a nobles district. The remaining Mazeworks are little-populated, except for the Seventh, in the center of the city. The Seventh Mazework can only be traversed in gaseous form, and holds within it the Palace itself.

It's important to note that the Great Dismal Delve is actually really small as planar empires go. It's the size of a continent, which means that it's actualy comparable to some real-world historical empires, like the Romans (Europe) or the Mongols (Asia). Compared to the Efreeti or Djinn Sultanates, the Great Dismal Delve is tiny. It's important mostly because it's denser in both population and resources, and also because the plane it is on is much smaller.

Due to a bet made between the god of the Yakfolk and the Khan of the Dao, the entire Dao race nominally is enslaved by the Yakfolk. This is actually enforced over the Khan, and hence over all Dao in the Khan's control, but most of the Great Dismal Delve is little-enough controlled that the Dao there are essentially free.

Sinks and Sources

Most of the sinks and sources on the Plane of Earth are actually indistinguishable from eachother. See, the Plane of Earth has actual earthquakes on it, despite not having any magma source actually moving the plane. These earthquakes are caused by having two parts of the Plane of Earth, usually in different strata, being suddenly pulled together or pushed apart. When pulled together, whatever natural earth is in between them simply goes away; when pushed apart, something new forms in between them. Either way, as this whole process settles, an earthquake occurs.

Special Site: Truesilver Sands

The Elemental Plane of Earth is made up of all manner of earth, metal, and stone. Truesilver sands are a rare, and valuable, occurance on the Plane of Earth. They form when mithral ore is ground by the scouring action of rocks and sand, leaving fine-grained mithral ore mixed into a deposit of likewise-fine sand; one could almost swim, or drown, in it, and it is impossible to tunnel through. Because of the mithral ore's fine grain, it can be more easily smelted than larger chunks; the grinding action of the plane has left it finer than any artificial grinding can accomplish in a reasonable amount of time. Further, the plane has natural thermal events that may even smelt the mithral into tiny flakes, mixed in with the sands, leaving it pure for the gathering; it only needs to be washed out from the sands.

Special Site: Slime Tunnels

The Slime Tunnels are a unique intersection of elements on the Plane of Earth. First, they were a magma chamber and its associated vents. Afterwards, they flooded, and the obsidian walls were eroded and cracked away in places by erosion, by a Dao mining outpost, and by an earthquake, filling many parts of the chamber with mud, and, by the strange deep purple light of the glowing obsidian, plants grew, and died. Now it is home to all manner of oozes: Green Slime, Gelatinous Cubes, Black Puddings, and so on, making it immensely dangerous even to the prepared and wary. However, when the mining outpost was destroyed, treasures were left behind, including the treasured armor of the Dao overseer. Later expeditions have also gone in to try to reclaim that armor, and have left their own items overgrown by the green slime.

Transportation Mode: Tunnel Map

Navigation on the Plane of Earth is incredibly difficult. The tunnels systems are extensive, and, worse, three-dimensional, making the old standbys of maze navigation useless. Getting from any point A to any point B in a larger area than, say, a village or well-organized city (note that dao architecture is defensive in design, making them as navigationally difficult as blind tunnels for anyone but locals), then, takes an extremely detailed map and the ability to read it. A good tunnel map not only helps you find your course, but keeps you from getting lost and helps you find your way back if you do. Most tunnel maps are on large scrolls of specially-treated parchment, or thick tomes. However, because they must note incredibly detailed three-dimensional information on a two-dimensional sheet of parchment, their symbology is complex and arcane. Using one correctly takes a DC 15 Intelligence check for non-natives unfamiliar with the Plane of Earth, which can be retried only after getting lost due to the bad direction. A native or someone familiar with the Plane of Earth and tunnel geography can reduce the DC to 10, and need not make a check for a route they've used before.

Note that the tunnels change with new excavation, erosion, and collapse, so a tunnel map that is more than a year old is dangerously out of date. There are magical tunnel maps, which can have a number of features. They can be made substantially easier to use (DC 10 if unfamiliar or for the first check on a similar map for a native, auto-success if one has been successfully used before by one familiar with tunnel maps) by making them change the features they display to match what the user is looking for, or by displaying a three dimensional illusion of the complex, or both. They can be made to update themselves in areas they are brought through via Prying Eyes, Commune With Nature or similar spells. They can be compressed to a single sheet of metal by using stacked Secret Page effects, which also allows a user who knows their full set of command words (DC 15 Knowledge (the Planes) to understand the index, if it has one) to use them easily. All of these are available as minor magic items. Some extremely powerful dao forgo tunnel maps and instead use tunnel compasses, which are crystalline orbs filled with water in which floats a needle that points in the right direction, as a Find the Path spell that can only find places, sometimes only on the Plane of Earth (a major magic item).

Additionally, certain areas of the Great Dismal Delve have extensive networks of mine cart tracks. These are used to transport ore, debris, equipment, and even workers over long distances. If the tracks are kept repaired, then following them will invariably lead from some point A to some point B, and avoid caved-in areas besides. These tracks, though, rarely lead to where an adventurer will want to go.

Negative Energy Plane

Positive Energy Plane

If players think of the Negative Energy Plane only as a dangerous place to stay away from inhabited only by undead, the Positive Energy Plane is worse. It basically exists to be an opposite to the Negative Energy Plane, and is an equally hostile environment to the Negative Energy Plane to the living, and more hostile to the undead. So you avoid it, and there aren't even any interesting villains that come from it. Your Cure spells nominally tap into it, but you don't care where they come from. If it wasn't a counterpart to a more interesting plane, it would be a waste of space. Leaving a plane as a waste of space won't do, so the Positive Energy Plane needs a purpose: it's the plane of unchecked growth, a rampant, wild place. Not in a way like the Plane of Wood, which is the plane of gigantic plants; here, everything grows uncontrollably.

The Positive Energy Plane supports life, but not the obvious kinds. Most life on Earth is microscopic, and the Positive Energy Plane is no different. It feeds life that grows unchecked, pushing, stretching, and breaking the limits of their environment. It is the plane of overconsumption, algal blooms, and cancer. When you die of being overflooded with positive energy, you don't explode in a burst of light unless you're in a burst cluster; you contract an instantly-terminal case of explosive cancer of the everything. It can be controlled, though, since benign growth processes are able to steal positive energy. This means that people travelling through the Positive energy plane often do so while furiously slashing, flagellating, burning, or otherwise mortifying their own flesh to ward off the plane's ill effects. This works quite well, but leaves travellers covered in huge masses of scars.

Gravity

The Positive Energy Plane is much like its opposite. Gravity is subjective except in the most extreme areas (like burst clusters), where even force of will cannot impose gravity on the plane, or near stable objects, where gravity provides a common "down" toward the object. Like all regions of subjective gravity, going "towards" a point will automatically have you accelerate continuously to the halfway mark and then have acceleration away from it for the rest of the journey, so you never ram into anything at relativistic speed; it's impossible to put oneself on a high-speed collision course with anything that is not moving or moving in a straight line, although a spiral is perfectly feasible.

Lighting

The Positive Energy Plane is brightly lit from every direction at once. Anything more than 60' away is washed out by the light and impossible to clearly see, even outside of Major Positive-Dominant areas. Characters with Low-Light Vision have their sight range cut to 30' until they can adapt, which takes about a day; creatures with superior low-light vision suffer a correspondingly greater division.

Environment

The Positive Energy Plane is an extremely hostile environment. While it pulses constantly with the raw energy of life itself, it follows the strategies of the most numerous and original life forms, inimical to life on any larger scale. Single-celled life is encouraged and even nourised by this plane, to an extent, while anything larger is harmed by those very same forces. Indeed, anyone exposed to the positive energy plane unprotected (any major-dominant areas at all, and living in an edge zone can have the same effects even if you never venture out of it) generally must recieve Remove Disease, Break Enchantment or Heal spells afterwards to avoid the plane's slower-acting and less explosive carcinogenic effects.

The Positive-Dominant trait has the same effect on Undead as the Negative-dominant trait does on the living. This isn't mentioned at all in the DMG, but the alternative is really, really stupid. Undead are vulnerable to negative levels caused by being on a Major Positive Dominant plane, but aren't turned into anything else if killed by them; they just explode. These "positive levels" can't be used to add virtual levels to anyone else, either. Magical creatures, like Ravids and Xag-Ya, native to the Positive Energy Plane never get temporary HP from it except in burst clusters, or cancer from it ever.

Like the Negative Plane, the Positive Plane's atmosphere is equally unbreatheable and frictionless, and does not transmit sound. For some reason, though, single-celled life, regardless of its environmental requirements (oxygen or lack thereof, food, water, and so on) is nourished by some parts of this planar medium, leading to truly large bacterial colonies, algal blooms, and so on, scattered throughout the plane and destroying eachother. It also has areas that only have the minor positive-dominant trait, called Edge Zones, which remain in one place, for the most part. However, the major force of the plane is known to surge into or recede from an edge zone suddenly, drastically changing their shape and slowly dragging them along.

The Positive Energy Plane has another unfortunate side-effect that the Negative Plane does not. Certain areas on the Positive Energy Plane animate objects brought into them. It is this power that the plane's native ravids channel (or possibly create). These areas are usually spheres of up to a quarter-mile in radius, though stranger shapes and larger areas have been found, and animate one object per round, for as long as the object is in the area, plus 2d6 additional rounds, although some are more or less persistent. Animated objects are hostile to anything but other animated objects. Some of them have a preference for what kind of object they animate, with the most common preference being to animate once-living objects, such as those made of wood, bone, or leather, although areas with a preference for metal have been found. Animating regions are often migratory, wax and wane in size, and seldom last for more than a few months.

Bubbles and leechings on the Positive Energy Plane are similar to those on the Negative plane; leechings are simply lumps of inanimate elements, while bubbles make interesting real estate. However, while a material bubble in the negative plane is indistinguishable from a haunted part of the actual material plane that is having the night of the space zombies, bubbles in the Positive plane are easier to distinguish. First, there's the fact that the entire sky is a brilliant glowing white; the Material Plane doesn't that doesn't have that. It's not sunlight, since the atmosphere splits that up into the direct red-yellow-green light and the scattered blue light, although it's as bright and in a similar balance of colors. It's more like a day that's bright and overcast at the same time. The entire sky is like the part of it a few degrees away from the sun, with both behind a cloud. But, in all, these bubbles are more peaceful than their counterparts on the negative plane, for two reasons. First, there are no undead in the void. There are constructs, who aren't as aggressive, and there's gray goo, which is mindless, but there's nothing malevolent. Second, things are harder to see. This means that going for help is harder, but also that fewer things are able to come looking for you.

Settlement

There is precious little native macroscopic life, mostly things like Xag-Ya Energons and Ravids, none of which form civilizations. Unlike the Negative Energy Plane, which is not only habitable but actually hospitable to undead, the Positive Energy Plane is inhospitable to almost everything. Constructs, being creatures of neither growth nor decay, however, are safe in the Positive Energy Plane, and so it has accumulated a great deal of them, including mindless constructs sent by accident or with badly-worded commands and lost, and even a good many sapient constructs who seek a refuge where no others can find them, for whatever purpose they have. Settlements are usually small groupings of like-minded beings that have found a place that they can put their stuff down in.

A few creatures live on the Positive Energy Plane as nomads, eating the ooze that the plane produces and travelling between bubbles and edge zones whenever one is about to collapse or has its resources consumed. It's a hard life, and they're always on the edge being wiped out by the plane, but nonetheless they survive. Their camps can often be the best places for an adventurer to learn departure angles that lead to places you might actually want to go, and, in good times, to take on provisions. Nomads typically don't have very complete maps, instead sticking to a few places they know are usually safe.

Some non-natives come to the Positive Energy Plane to exploit its special resources. They often make extensive efforts to control the energies of the plane, either to keep them out or to channel them to some purpose, like to regenerate flesh or to animate constructs. Their settlements are often temporary affaits, built to be used and then abandoned.

Planar Capital

The Positive Energy Plane has no plane-spanning empire, and so lacks a Planar Capital.

Sinks and Sources

Sources on the Positive Energy Plane are called Burst Clusters. These are storms of intense power. A burst cluster's energy works on an even finer scale than the bacteria that normally thrive on the plane, and is fatal even to them. A cluster can range anywhere from a thousand feet to several thousand miles across, and generally has about one burst per round per hundred million cubic feet. That sounds like a lot, but it's just a cube five hundred feet on a side. Also, except for the bursts, there's no way to tell the inside from the outside of a burst cluster. Burst clusters can give natives temporary hit points, and creatures that they kill do explode in bursts of light instead of bursts of cancer. Burst clusters form suddenly, vanish, and migrate; they behave in many ways like real storms do. The lack of gravity in a Burst Cluster, and the large size that some of them have, can make them incredibly dangerous; a group of travellers who suddenly hit a burst cluster are left in a dangerous storm with no steering.

Strangely, no sinks have ever been documented, nor does anyone know what one would look like if they saw it. The positive energy plane may be a source for the whole multiverse, with its net sinks on its negative counterpart. The question of what is true here is left as a mystery.

Special Site: City of Axel

Constructs who manage to escape their masters often flee to seek refuge on the Positive Energy Plane, an environment hostile to everything. Some of these constructs find a refuge in the City of Axel, built on a large leeching of the Elemental Plane of Earth; the constructs, with their superior strength, are able to survive the heavier gravity of this leeching. The natural glow of the Positive Energy Plane has transformed some of the earth there into gemstones, which the constructs gather and guard. Axel itself is made of carved stone and bricks, as well as a number of tunnels into the island. With building material scarce, the constructs have strict laws to protect it. Its inhabitants include a variety of different kinds of constructs, including Awakened golems, Nimblewrights, and even a few rogue Modrons and Inevitables, as well as a substantial contingent of unique and rarer constructs and more than one intelligent magic item. There's a substantial embassy for the Clockwork Horrors in the city, although few are as integrated into the rest of the city as others are, instead trying to use it as a base to gather support for their operations on the Material, with limited success.

Undead creatures and sapient living creatures, except for elementals, plants, and the like, are not welcome in Axel, although the fact that Axel is located in major positive-dominant space and has no provisions for breathers deters most. Such creatures who make it clear that they come with peaceful intentions are allowed into the city, for a limited time, although the full wrath of the city will be brought upon them for any disruption. Another key point of their law is that the manufacture of constructs is strictly forbidden, with the exception of temporary Animated Objects. Mindless constructs are seen as slaves, and any who are accompanied by mindless constructs coming to the city are attacked on sight; while new sapient constructs are seen as a strain on the city's scarce resources, which would be better spent on refugees. There are few mindless constructs in the city, mostly rescued slaves or gathered lost constructs, and the city's mages work tirelessly to awaken them. The city of Axel is governed by a council of constructs chosen for a combination of insight, seniority, power, and political skill that meets for exactly eight hours every day.

On the surface, there's no reason you would ever want to visit this group of isolationist constructs in the worst place in the multiverse where only they can survive. However, these constructs are the only group with the resources and the inclination to map the positive energy plane at all. They know the bearings not only from Axel to a huge number of of bubbles, leechings, edge zones, and castles both active and abandoned, but also the bearings between many of those. Since navigation is impossible in the void (there's nothing to navigate by) without high-end magic, and being off by even a fraction of an arcsecond can leave you hurtling through the void essentially forever, these maps are incredibly important. With a map, though, crossing the positive plane can be as easy as crossing the negative plane. The constructs are defensively-minded enough to take charting every angle attack might come from, and everywhere they might escape to, very seriously, and they don't sleep, eat, or breed, so they have enormous amounts of time to do this in.

The other thing that these constructs have going for them is that a lot of them, before they escaped, were guarding or had been given powerful magic items. Sometimes this is even done deliberately, where an item is allowed to be dropped into the hands of the Axel constructs as a way of guarding it forever. So someone looking for a specific lost treasure would not do badly to look in Axel.

Special Site: Gray Goo

The Positive Energy Plane is a plane of uncontrolled, self-consuming growth. Some places in the plane are better at this than others. Gray Goo arises when a swarm of microorganisms, continually eating eachother, adapts the ability to eat anything (or the ability to grow to eat anything). Gray goo fields include several of clouds of gray goo, ranging from the size of a single square to 40-foot radius spheres. Any corporeal creature or object inside a Gray Goo cloud takes 10d6 damage per round (hardness and damage reduction do not apply). Living creatures are especially suceptable, taking 1d6 additional constitution damage. It is impossible to see through Gray Goo. Once Gray Goo consumes a creature or object, it grows by an amount equal to that creature's space, or the space a creature of the same size would occupy, for objects. Smaller swarms of Gray Goo tend to be irregularly shaped, while larger areas tend to be more regular.

Gray Goo can be destroyed; area attacks remove one square from the surface of the Gray Goo that they hit for each two squares of that surface in their area. It can also be dispersed, breaking up each square into Small chunks, which may reform or grow into their own massive bodies of Goo. Gray Goo can be carried only by magical force, as it will eat through anything else even if it can't derive nourishment from it. Also, Gray Goo brought out of the Positive Energy Plane dies in 1d4+1 hours regardless of feeding. It is this, more than anything else, that keeps Gray Goo from being weaponized to the degree that Voidstone is.

Special Site: The Lich's Prison

There are a number of prisons and vaults scattered across the Positive Energy Plane, since any way of getting there except directly teleporting there is essentially impossible. Building a castle in the Positive Energy Plane and then not telling anyone where it is and moving it every time anyone finds out makes it essentially unfindable, and over the centuries the Positive Energy Plane has become a dumping ground for all kinds of forgotten things. One such prison lies in one of the brightest persistent flarings of the plane. This prison is made of thick granite and surrounded by Dimensional Locks for more than a mile around and throughout the prison, and is guarded by animated objects and traps of all kinds. In a sealed vault in the center of the prison lies the gathered fragments of the phylactery of an incredibly powerful Lich. As that lich had split its phylactery and hidden the pieces well across several worlds, they could not all be found and destroyed. Enough, though, were found to force the lich to reform here, and only here. The entire prison is flooded with the plane's Major Positive-Dominant trait, and has runes to focus it, transforming the entire area into a burst cluster periodically. The phylactery itself cannot be removed without magic, which the prisoner is unable to wield due to centuries of level drain and no rest. The prisoner reforms periodically only to be annihilated again.

Plane of Shadow

Elemental Plane of Ice

Elemental Plane of Wood

The Elemental Plane of Wood was added as a bonus elemental plane in the back of the Manual of the Planes. Even though it doesn't actually fit into the elemental systems D&D is based on, or with the inner planes of previous editions of D&D, the third edition re-arrangement made room for it, and more than a few people like it. Plus it got a mention in the Dungeon Master's Guide for people making their own cosmologies.

So here's the Elemental Plane of Wood. It's a fairly habitable plane, as inner planes go, since the dominant theme there is plants and not, for instance, fire or death. The "ground" is made out of trees that grow out of eachother in arrangements that would make Escher's head spin, and is covered with every kind of plant life imaginable, growing and choking eachother out. Animal life is remarkably uncommon on the Plane of Wood, as its native elementals take a dim view of eating the plane's plant life. It's planar traits are remarkably similar to those of the Material plane, but spells that beneficially or neutrally affect plants (including Entangle) are extended and maximized.

Gravity

Gravity on the Plane of Wood is normal in strength, but strange in direction; it points toward the largest nearby trunk or limb when outside. When inside, it generally bends slowly toward the originating trunk (in a limb) or the origin of the trunk (in a trunk). Trees grow out of eachother at odd angles, due to the strangeness of the gravity. Gravity near the bottoms of trees and the bases of limbs, though, generally is unaffected, sometimes for as much as 20 feet along the tree or limb. Small trees (less than about one or two hundred feet tall) do not generate their own gravity. Because of the way gravity works, many of the plane's trees actually have their thickest points well away from their base.

Lighting

The Plane of Wood is lit by a light source that always appears to be just through the next several layers of leaves. The entire plane is dim, but bright enough to see perfectly well by during the day. This light source migrates, brightens, and dims, on roughly a 24-hour cycle, giving the plane "night" and "day." Days are much longer than nights on the Plane of Wood, but during the nights it's as dark as any night in a deep forest on the Material. A few parts of the trunks of larger trees also have luminescent nodules, which provide a constant source of illumination for other plants.

Environment

The Plane of Wood is made of trees, some larger than anything on the material plane, growing out of eachother. Because of the oddities of how gravity works, falling isn't actually a hazard unless you get away from the branches. It has all the plant life of thousands of material ecosystems, from forests to grasslands on the side of tree trunks, and very little of the animal life. Bees are the most common animals on the Plane of Wood, as they are considered by the plants to be harmless. The bees on the plane of wood are subtly altered by the plane, however, being more integrated into the plane's collective conciousness.

All plant life on the Plane of Wood is, in a sense, a single entity, albeit one constantly struggling with itself. All plants, plant creatures, and native elementals are aware of the presence and general emotional state (but not location) of all other plants, plant creatures, and native elementals within 200 feet, except for those that are specifically hiding. This awareness is not just knowledge, but feeling; feeling another's calm makes the plant calm, and anothers' distress is likewise echoed. Certain bee hives are also able to share in this awareness, but only at a hive level (individual bees do not, but the hive does). These bees will emerge to sting creatures they catch harming their plants. Harvesting anything more than ripe disposable fruit from plants causes them distress, bringing down the wrath of the plane on the interloper. But the plane doesn't have too long of a memory, or much ability to track people; if you're able to get away from where you did your damage without being seen, you're safe until you harm the plants again.

The Plane of Wood is greatly different from the other elemental planes. While the other elemental planes are simply random arrangements of elemental matter, the plane of wood is ordered on the smallest scale, as all living things are. Exactly what this means depends on your interpretations of the elemental planes and thermodynamics. If the multiverse is running down, then the Plane of Wood is either far from running down or is using other planes for fuel. If the multiverse is growing, then the Plane of Wood is one of the fastest-growing parts of the inner planes. Because of its complexity, wood might not even be a proper element, depending on what being an elemental plane means.

Every kind of plant creature, and even fungal creatures, native to the Material Plane has some representatives on the Plane of Wood. Even oozes grow here, although they are all either not harmful to plant life or live only in areas of blight and disease. Some vermin, such as giant ants and termites, also make their homes within the trees of the Plane of Wood, finding themselves in a constant war with the native plant life to carve out a settlement. Likewise, there are herbivorous scavengers that only eat dead plants. There are many tunnel complexes in the plane that were once giant ant colonies before being exterminated by the plants, or that starved after having killed the land. Predators are also accepted by the planar natives, but rare across most of the plane because there's nothing for them to eat.

If you stay still on the Plane of Wood, you will be overgrown. This takes too long for anyone to really notice while awake, but if you stay in one place for about four hours you become entangled. After about eight or nine hours you can't generally brush your way out and have to cut yourself out, which the plane tends to frown upon. Burial takes several days, and even then, you're mostly buried in vines and branches. Despite what travellers tales may say, even if you stay still for years you are unlikely to actually get absorbed into a tree.

Other elements leech in to the Plane of Wood on occasion. Water leechings form huge lakes in the cracks in the bark of larger trees, although most eventually seep into the tree, causing it to flourish if fresh or creating an area of blight if salty. Fire leechings are also noticeable, as they form massive brushfires that run along the plane, sometimes even scorching through the thick ground bark and burning entire limbs away. Earth leechings are quickly overgrown and integrated into the plane. The most commonly noticeable, though, are positive vortices, regions that grow thick, augmented by the Minor Positive-Dominant trait; some such areas also glow brightly, although the overgrowth in and around them usually masks this.

The Plane of Wood has regions where most of the native wood and plant creatures are dead, called "blights" or "scars." These tend to be the safest for non-natives, since you can usually get away with farming in them, if you can get the plants to take. Sometimes the decaying wood provides a fertile ground for new life, while other times whatever killed the last plant is still waiting for new plants. Revitalized blights, though, are often quickly retaken by the plane.

Settlement

Most of the Plane of Wood is unsettled. The plane has no native Genies or other major civilized life, although some fey are native (but not enough to build a town), so all settlement is of non-native species. Their reasons for coming vary from settlement to settlement and individual to individual. Settlements are seldom made of wood, as the elementals take a dim view of cutting it, although some are made of still-living wood. Because of the way gravity works, settlements spread across multiple large branches are connected by ladders, rather than bridges, and gravity suddenly reversing on a ladder can be upsetting for newcomers (and their stomachs).

Because travel through the wilderness is slow, and gathering food is difficult, no two settlements on the Plane of Wood are the same. One town might be a group of elven exiles, and the next over could be a goblin fortress. One might be a circle of druids, bargaining with the plants for their food, while another has a farm and castle on a blight, and a third group can be nomads, on the run from the plane's wrath.

Planar Capital

None. There are no plane-spanning empires on the Plane of Wood.

Sinks and Sources

The plants on the Plane of Wood grow constantly, and are constantly killed by choking, rot, or attack. Nearly the entire plane is a source for its material, and sinks show quite frequently in dead plants, and, especially, in blights, although they make up for this by working much faster, rotting away the planar material.

Special Site: Prosper

Prosper is a village inhabited by dwarves in an abandoned giant ant colony. Having given up on mining due to incessent elemental attacks, they instead now tend the plants on the surface above their colony and fungi deep beneath, with a substantial contingent of druids to advise them on when the time to harvest is. Prosper is entirely self-sufficient, and is welcoming to travellers, even those hounded by the natives of the plane. They will allow such travellers to rest, for a time, and teach them the ways of the wood.

They retain what they can remember of their material planar ancestors' culture. Their ledgers are sparser, as good materials to write on long-term are not given as frequently by the plane of wood as can be taken from the material. Nonetheless, they still retain many dwarven traditional songs (some of which have mutated to their new homes, or changed in purpose; many mining songs, for instance, have become festival songs), and they also maintain variations on dwarven cooking and brewing adapted to the newly available foods.

Special Site: Amber Bog

Amber Bog is a site where a more acidic part of the Plane of Water once leeched into the plane and burned through the bark over the ground. Now the remnants of the acid mix with resin from the plane and form a thick, gooey bog hundreds of feet deep in places. The deepest parts of the bog have some large chunks of amber within them, but the entire bog is guarded jealously by shambling mounds and similar plant creatures. Still other parts of the depths have resin rising out of the plants, never healed after all this time, or possibly being constantly reopened. The amber here also preserves a number of species of insect with uses in magical research, and the amber itself may also have unique properties. The ground is difficult terrain at best, and liquid, or even sticky liquid, at worst, making travel difficult.

Special Site: Sapline

The Plane of Wood is truly enormous, and the nourishment that they draw has to come from somewhere, which is usually quite far from where it is ultimately consumed. Saplines are the fastest way such nourisment is transmitted, and, as they rely on the plane's gravity traits, have no counterpart in material plants. They are massive tunnels; those smaller than five feet across are not counted as true saplines, and they range up to twenty or even thirty feet in diameter. All saplines have null gravity, despite the gravity outside of them, and draw the sap through them via an unknown force. They are all found deep inside their constituent trees, although parasite plants often send roots down to reach them. The saplines narrow and end in their originating plants' root systems, or sometimes in portals to other planes (such as Earth), and at the tops of their originating plants, where there is no more sap to distribute.

Sap is sticky and slow enough that all creatures in sap are counted as entangled. Other than that, it behaves almost exactly like being underwater. There is not much oxygen in this sap, so being able to breathe water nonmagically doesn't help. Creatures that get out of the sap are entangled until they can remove it.