12.07.2015 Views

Manual of the Planes

Manual of the Planes

Manual of the Planes

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

A maximum <strong>of</strong> 20d6 points <strong>of</strong> damage can be inflictedin this fashion.FEATURES OF THE ELEMENTAL PLANEOF AIRFor travelers arriving on <strong>the</strong> Elemental Plane <strong>of</strong> Air for<strong>the</strong> first time, <strong>the</strong> greatest danger is <strong>the</strong> panic <strong>of</strong> finding<strong>the</strong>mselves in midair without even <strong>the</strong> sight <strong>of</strong> groundbeneath you. Some travelers have plummeted to <strong>the</strong>irdeaths, never realizing where <strong>the</strong>y were and how asimple thought could stop <strong>the</strong>ir descent. Setting <strong>the</strong>wrong direction as “down” can be fatal in such cases if<strong>the</strong>re’s a solid object along <strong>the</strong> path <strong>of</strong> descent (and if youfall far enough, <strong>the</strong>re always is).But o<strong>the</strong>r than that risk, <strong>the</strong> Elemental Plane <strong>of</strong> Air<strong>of</strong>fers no inherent danger. There are regions <strong>of</strong> extremewea<strong>the</strong>r, but <strong>the</strong>y are a danger to natives as well as visitors.Spells such as avoid planar effects that provide planarprotection do not help against such storms.On a long-term basis, obtaining food and water is aproblem. Rainfall can provide water, but food is alwaysscarce. Elemental creatures, made <strong>of</strong> <strong>the</strong> substance <strong>of</strong> <strong>the</strong>plane itself, tend to dissipate when slain, and real food ishard to come by. The djinn are welcome allies to manytravelers from elsewhere, because <strong>the</strong>y can create food,water, and wine.Barring clouds, fog banks, rain, and o<strong>the</strong>r impedimentsto sight, vision on <strong>the</strong> Elemental Plane <strong>of</strong> Air is unaffected,as is darkvision. The entire plane is limned with apearly radiance <strong>of</strong> no definite source, as if <strong>the</strong> base matter<strong>of</strong> <strong>the</strong> plane held its own inherent radiation.Winds and Wea<strong>the</strong>rThe Elemental Plane <strong>of</strong> Air is constantly in motion, rangingfrom gentle breezes that tug on a traveler’s cloak tomighty tornadoes that spiral through <strong>the</strong> empty skies.The majority <strong>of</strong> <strong>the</strong> winds are light or moderate, and onlyin specific situations will winds be sufficiently large toimpede or damage travelers.The Wea<strong>the</strong>r Hazards section in Chapter 3 <strong>of</strong> <strong>the</strong> DUNGEONMASTER’s Guide, provides rules for <strong>the</strong> effect <strong>of</strong> winds <strong>of</strong> variousstrengths. In almost all cases, creatures are airborne on<strong>the</strong> Elemental Plane <strong>of</strong> Air (so <strong>the</strong>y are treated as one sizesmaller for <strong>the</strong> purpose <strong>of</strong> wind effects). Creatures that findsomething <strong>of</strong> sufficient size to hide on or behind avoid thispenalty, but if blown away are thrown into <strong>the</strong> wind itself,taking damage each round until <strong>the</strong> wind dissipates.The clouds <strong>the</strong>mselves, common features on <strong>the</strong> plane,have <strong>the</strong> same effect as fog, obscuring all sight, includingdarkvision, beyond 5 feet. Creatures within 5 feet haveone-half concealment, so attacks against <strong>the</strong>m suffer a20% miss chance. Arrowhawks and o<strong>the</strong>r scavengers<strong>of</strong>ten hide in clouds to ambush <strong>the</strong>ir prey better.Extreme wea<strong>the</strong>r is also common on <strong>the</strong> Elemental Plane<strong>of</strong> Air, including snow, rain, sleet, hail, duststorms, thunderstorms,blizzards, and hurricanes. Despite <strong>the</strong> lack <strong>of</strong> objectivegravity on <strong>the</strong> plane, rain does occur, falling for milesbefore dissipating and being swept up into new clouds.Smoke BanksOften <strong>the</strong> result <strong>of</strong> long-forgotten battles, clouds <strong>of</strong> chokingsmoke hang in <strong>the</strong> calmer regions <strong>of</strong> <strong>the</strong> plane, backwaters<strong>of</strong> <strong>the</strong> greater air currents. Occasionally <strong>the</strong>y areswept up into great moving walls, but in general <strong>the</strong>smoke banks are relatively stationary. Large amounts <strong>of</strong>fire also generate smoke banks that hover around <strong>the</strong>source <strong>of</strong> <strong>the</strong> flame.Characters who enter areas <strong>of</strong> heavy smoke areaffected as noted in <strong>the</strong> Smoke section in Chapter 3 <strong>of</strong><strong>the</strong> DUNGEON MASTER’s Guide.Flying CastlesThe weightless nature, empty disposition, and hospitableenvironment makes <strong>the</strong> Elemental Plane <strong>of</strong> Air ideal forpowerful individuals seeking privacy. These individualsinclude wizards and sorcerers who want uninterruptedtime for long-term studies, clerics <strong>of</strong> all alignmentsescaping <strong>the</strong> threats <strong>of</strong> more dangerous planes, and evenmonasteries and libraries whose users seek solitude andreflection. Any chunk <strong>of</strong> rock or mineral large enough tosupport a building’s foundation is <strong>the</strong> site <strong>of</strong> some structure(or at least it has been in <strong>the</strong> past).Given <strong>the</strong> nature <strong>of</strong> subjective gravity, <strong>the</strong> roomswithin such a structure may all have <strong>the</strong> same direction<strong>of</strong> gravity, or <strong>the</strong> structure may be a crazy quilt <strong>of</strong> roomswith shifting gravitational directions. Often this dependson <strong>the</strong> needs <strong>of</strong> <strong>the</strong> users. Those who expect visitors providea common “down” direction for reference.Settlers on <strong>the</strong> Elemental Plane <strong>of</strong> Air have to provide<strong>the</strong>ir own method <strong>of</strong> acquiring food and water, somany strongholds are set up near gates and vorticesthat allow easy access to o<strong>the</strong>r planes. In addition, <strong>the</strong>wizards, clerics, and monks who make <strong>the</strong>se floatingfortresses <strong>the</strong>ir homes must make peace to some degreewith <strong>the</strong> local elemental and outsider population,ei<strong>the</strong>r by negotiation or force. Not all invaders do sosuccessfully, and travelers may discover <strong>the</strong> emptytowers and citadels <strong>of</strong> wizards whose flesh has beenripped from <strong>the</strong>ir bones by angry invisible stalkers, orwhose strongholds are frozen solid after crossing afoul-tempered ice paraelemental.Djinni StrongholdsThe djinn are among <strong>the</strong> most accommodating <strong>of</strong> <strong>the</strong>outsiders that make <strong>the</strong> Elemental Plane <strong>of</strong> Air <strong>the</strong>irnative realm. They tend to settle <strong>the</strong> larger chunks <strong>of</strong>physical matter on <strong>the</strong> plane, shards <strong>of</strong> rock and earthranging from a thousand feet to several miles across.Each <strong>of</strong> <strong>the</strong>se islands has its own gravity, and <strong>the</strong> guests <strong>of</strong><strong>the</strong> djinn move around as on <strong>the</strong> Material Plane.A typical djinn community on <strong>the</strong> Elemental Plane <strong>of</strong>Air consists <strong>of</strong> 3d10 <strong>of</strong> <strong>the</strong>se creatures (some <strong>of</strong> whomhave undoubtedly earned levels in character classes),1d10 jann, and 1d10 elemental creatures <strong>of</strong> low intelligencewho act as servants, pets, or guardians. The mostpowerful <strong>of</strong> <strong>the</strong> djinn in <strong>the</strong> stronghold is known as <strong>the</strong>sheik. The sheik may or may not be a noble djinni.CHAPTER 6:THE INNERPLANES69

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!