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Dungeon Master's Guide

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At the other end of the plane. near the Frostfell (the<br />

plane of ice that borders the Plane of Water), is a region<br />

of frigid winds called the Mistral Reach. These gales<br />

drive snowstorms into the Frostfell and away from it,<br />

.toward the heart of the plane. Earth motes in the reach<br />

are covered with snow and ice.<br />

I<br />

PLANE OF EARTH<br />

Earth symbolizes stability, rigidity, stern resolve, and<br />

tradition. The plane's position opposite the Plane of<br />

Air in the ring of the Elemental Planes reflects its<br />

opposition to almost everything air represents.<br />

The Plane of Earth is a chain of mountains rising<br />

higher than any mountain range in the Material Plane.<br />

It has no sun of its own, and no air surrounds the peaks<br />

of its highest mountains. Most visitors to the plane<br />

arrive by way of caves and caverns that honeycomb the<br />

mountains.<br />

The largest cavern beneath the mountains, called<br />

the Great Dismal Delve or the Sevenfold Mazework, is<br />

home to the capital city of the dao, the City of jewels.<br />

The dao take great pride in their wealth and send teams<br />

of slaves across the plane in search of new veins of<br />

ore and gemstones to exploit. Thanks to their efforts,<br />

every building and significant object in the city is made<br />

from precious stones and metals, including the slender<br />

gemstone-inlaid spires that top most buildings. The city<br />

is protected by a powerful spell that alerts the entire dao<br />

population if a visitor steals even a single stone. Theft is<br />

punishable by death, with punishment extending to the<br />

thief's relatives.<br />

The mountains nearest the Fountains of Creation (on<br />

the Plane of Fire) are called the Furnaces. Lava seeps<br />

through their caverns, and the air reeks of sulfur. The<br />

dao have great forges and smelting furnaces here to<br />

process their ores and shape their precious metals.<br />

The border region between the planes of Water and<br />

Earth is a horrid swamp where twisted, gnarled trees<br />

and thick, stinging vines grow from the dense muck and<br />

slime. Here and there within the Swamp of Oblivion<br />

(also called the Plane of Ooze), stagnant lakes and pools<br />

play host to thickets of weeds and monstrous swarms of<br />

mosquitoes. The few settlements here consist of wooden<br />

structures suspended above the muck. Most are built on<br />

platforms between trees, but a few stand on stilts driven<br />

deep into the muck. No solid earth underlies the mud<br />

of the swamp, so houses built on poles eventually sink<br />

down into it.<br />

It is said that any object cast into the Swamp of<br />

Oblivion can't be found again for at least a century. Now<br />

and then, a desperate soul casts an artifact of power into<br />

this place, removing it from the multiverse for a time.<br />

The promise of powerful magic lures adventurers to<br />

brave the monstrous insects and hags of the swamp in<br />

search of these treasures.<br />

The region of the plane nearest the Swamp of<br />

Oblivion is called the Mud Hills. Landslides constantly<br />

wear away the slopes of the hills, sending cascades<br />

of earth and stone into the bottomless swamp. The<br />

Plane of Earth seems to constantly regenerate the land,<br />

pushing new hills up as the old ones erode to nothing.

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