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Dungeon Master's Guide

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item for sale, though the price might wei! be more than<br />

gold. The efreet are fond of trading in favors, especially<br />

when they have the upper hand in negotiations. Perhap<br />

a magical disease or poison can be cured only with<br />

something that must be purchased in the bazaars<br />

of the city.<br />

The heart of the city is the towering Charcoal<br />

Palace, where the tyrannical sultan of the efreet reigns<br />

supreme, surrounded by efreet nobles and a host of<br />

slaves, guardians, and sycophants.<br />

PLANE OF WATER<br />

The nature of water is to flow, not like the gusting wind<br />

or the leaping flame, but smoothly and steadily. It is the<br />

rhythm of the tide, the nectar of life, the bitter tears of<br />

mourning, and the balm of sympathy and healing. Given<br />

time, it can erode all in its path.<br />

A warm sun arcs across the sky of the Plane of<br />

Water, seeming to rise and set from within the water<br />

at the visible edge of the horizon. Several times a day,<br />

however, the sky clouds over and releases a deluge<br />

of rain, often accompanied by spectacular shows of<br />

lightning, before clearing up again. At night, a glittering<br />

array of stars and auroras bedecks the sky.<br />

The Plane of Water is an endless sea, called the Sea<br />

of Worlds, dotted here and there with atolls and islands<br />

that rise up from enormous coral reefs that seem to<br />

stretch forever into the depths. The storms that move<br />

across the sea sometimes create temporary portals<br />

to the Material Plane and draw ships into the Plane<br />

of Water. Surviving vessels from countless worlds<br />

and navies ply these waters with little hope of ever<br />

returning home.<br />

The weather on the plane is a lesson in extremes.<br />

If the sea isn't calm, it is battered by storms. On rare<br />

oc.casions, a tremor in the planar firmament sends a<br />

rogue wave sweeping across the plane, swamping entire<br />

islands and driving ships down to the reefs.<br />

Life flourishes in the upper reaches of the Sea of<br />

Worlds, called the Sea of Light because of the sunlight<br />

filtering down into the water. Aquatic humanoids craft<br />

castles and fortresses in the coral reefs. The marids<br />

are the distant stewards of this region, content to allow<br />

the lesser folk to compete for territory. The nominal<br />

emperor of the marids dwells in the Citadel ofTen<br />

Thousand Pearls, an opulent palace made of coral and<br />

studded with pearls.<br />

The deeper extents of the plane, where no sunlight<br />

reaches, are called the Darkened Depths. Horrid<br />

creatures dwell here, and the absolute cold and crushing<br />

pressure mean a swift end to creatures accustomed<br />

to the surface or the Sea of Light. Krakens and other<br />

mighty leviathans claim this realm.<br />

Any land that rises above the surface of the sea is<br />

hotly contested by the few air-breathers that live on the<br />

plane. Fleets of rafts and ships lashed together serve<br />

as solid ground where nothing else is available. Most<br />

natives of the plane never break the surface of the sea<br />

and thus ignore these habitations.<br />

One of the few actual islands on the plane is the Isle<br />

of Dread. The island is connected to the Material Plane<br />

by means of a regular storm that sweeps over the island.

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