Dungeon Master's Guide
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
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.