Topic: Planes of Existence.

Theron

Date: 2007-03-15 08:35 EST
The world is a funny place sometimes. Most people live and die living in their world and never even imagine what else is out there.

In this entry of mine I will attempt to open up a whole new idea of other realities of existence. Here in Rhydin most know of the other worlds, it is after all the center of the multiverse and has a connection to everything, little do people realize that any material plane has a connection to almost every other plane. Here is a preview of what this tome will include.

The Elemental Planes: These realms are the base homes for the four basic elements, from these flow the energies that fuel elemental magic and power. They must all connect to one another to even have the basis for a material plane to even hope to exist, even so each of their realms holds cities and wonders of their own to behold.

Para Elemental Planes: Sometimes two of the four realms mix together and create a world of their very own, these are often dangerous places and most of them are pretty unstable and dangerous.

Spiritual Realms: These are the realms of the Gods themselves. Some are ruined wastelands, others are paradise for good. And others are hellish plains of evil demonic forces.

The Abyss: An eternal living darkness that holds many secrets, and older than any other realm with an agenda all its own.

Quasi-Elemental Planes: These are when either the worst or the best aspects of the planes mix together to form worlds that are amazing or filled with terror.

Outer Planes/Beyond reality: There are pocket universes out there that have nothing in common with anything else there is also a realm outside of normal reality where things unknown and unseen are imprisoned to be removed from reality and everything else.


Check this out for updates when I can put them here, you never know this may help you some how.

Theron.

Theron

Date: 2007-03-17 10:34 EST
The Elemental Plane of Water


This is the source for all water in the multiverse. A never ending ocean with no surface, and endless in every direction with powerful currents running through it as rivers. Like every world and realm this one too has its cold and hot regions, good and bad as well. Water elementals live here mostly. Some others live here as well.

This place is guarded by the very powerful Water Elemental Dragons. There is no direction here, there is light but the source of this light is no sun of any kind, but a great magical city made out of glowing coral, the material is as hard as any stone on any plain. The aura of light it gives off goes for thousands of miles due to the plane's lack of things to block the light.

Where this light ends and the dark waters begin is dangerous for even the locals to venture too far into. Humans can travel here but will find it a difficult due to the fact there is no air to breathe as where they came from.

The water world connects to many other places via whirlpools that act as portals and passage ways to other material prime planes.



The Coral City of a Million Lights:

Few words can describe this place. Eternally Vast sums it up nicely though. The city has no bottom, none has ever been found. Legends speak of travelers going for years and never finding the bottom of the city, or for that matter the top. This place is as mysterious as it is symbolic. In the water world this is the paramount of all good and right. Anything can be found here in this place of trade if one looks in the right shop, anything that can be obtained with money that is. This is where most of the planewalkers end up when they enter the water world. The locals usually cast a spell to allow people to breathe when they enter one of the portals, its bad for business having dead bodies floating around. Laws are pretty strict when it comes to stealing, usually result in warnings.

The main people that live here are the Miriad and the Water fairies. Defense of the city falls to the Purity Knights, a sacred band of Knights and Water Mages who fight against the evils of the deep that sometime attack. They have no official ruler, but a senate of people to make major choices.

The City is a Wonderous place to behold but for the common adventurer, they wont want to remain here for long.


Oceanic chasm:

This is the vast empty space of the water land, it is not everlasting but it is vast and easy to get lost in the unchanging surrounding. They do change quite often but to normal eyes of people, it looks all the same. Unending currents of water flow through here like suspended rivers, deadly and invisible most of the time. The light from the city shines throughout here constantly so seeing is not an issue, you can see everything, but everything can see you too. This is where most of the water dragons live and where most of the whirlpools are too, the unwary traveler can get sucked into some hellish world if they are not careful. Many great and old water beasts live here, most are so large they dont even notice people. But all of them are constantly hungry and will eat anything they can find. The wildlife of this region is often deadly as every thing is food for something else, plantlife in the water world is virtually unknown.

The Silverflow:

The Silverflow is simply where the air and water plains come close together and form a huge river of ice, many people believe it leads and is one of the major source of the paraelemental plain of ice, and they are right. Nothing lives here but the combination of the two magics infused with this ice makes it glow, and if one could get a part of this ice, it would never lose its glow, and it would never melt, other than that, this place is deadly and nothing is strong enough to live, but sometimes people, espically magic users cast a spell and get dragged through it and become part Ice elemental themselves, adventurers are advised to avoid the silverflow.


The Dark Water:

A place with no light source, but the one you bring. Few people ever go here, not because of the dark, but what is hiding in it. A great old beast was imprisoned with in the boundary of the darkness. A demon with out shape and as one with the water as it could be. It kills everything it contacts and shows no mercy. There are other things in the waters that are just as lethal. The water itself is almost poisonous to all who venture in it. Their are portals to the abyss and the hellish worlds of beyond constantly taking any living thing that gets trapped to them. This place holds many secrets and treasures for the brave, and death for any who enter.

Plane Traits :

It has normal time as in the Material Plane.

Its Neutral Aligned

Water, Ice and Healing magic work here, all other magic is limited.

All Elementals Suffer here, all but Water ones of course.

Gravity is self determined as is direction.

Its opposite is the Fire Plane, the one closest to it is the Air Plane. Earth plane is not connected to this one. Its hard to leave this Plane because its vastness appeals to the mind of most humans and they end up getting lost in the wonder of the Elemental Plane of water forever. There can never be a full account written of any elemental world, they are all too vast and wondrous for any book to hold all the information.

Here is one small interesting fact. The Elemental Crystal of Water, the source of all water magic is supposedly located at the source of the Silverflow, if one could get it they would become a force to be reckoned with. This Crystal is guarded by some of the oldest and most fierce water dragons ever to exist.


So ends the entry on the Elemental Plane of Water.

Theron

Date: 2007-03-24 19:47 EST
Elemental Plane of Fire.


The Eternal and Infinite torch of the multiverse. The first thought that people have when coming here is that they made a mistake and ended up in hell itself. If they are not magically protected it is their last thought. This is a place where the flames never die. They do not need air or fuel to burn. Here everything is lit and darkness is usually unknown.

This place is the most hostile plane to visit and most people usually avoid it if they can. In the cool spots it is almost 200 degrees, in the hottest places the fires burn violet and are the hottest places, even magics burn here. This place is highly radioactive as well, this form of heat attacks the cell structure of any living thing and mutates it into something else, usually cancerous and deadly to the affected.


This place has many places that hold wonder. it has oceans of liquid fire, the ground is always red hot, it has rivers of molten rock, and it even has wonders from long ago just waiting for people to explore.


The Steel City.

This is really the only city in the fire realm. It is protected with powerful magic to save it from melting away. This is a pretty violent place to be. It is business orientated and one can find anything. But unlike its water counterpart if you enter there with out protection, you wont receive any sympathy. The city is populated with people who are usually running from something. Their is no law here it is as chaotic as the realm it resides in anybody can do anything but just as easily be thrown out into the flames just as quickly.

This city is not infinite and is usually always busy, and always hot. The locals usually stay away from the city, it is too cold for them. The people that are there are usually humans and magic users of all kinds, it is a melting pot.


The Violet Temple.

This is somewhere deep in the elemental plane there is a odd religion of Jinn and Fire elementals. The building itself is magical fire of the hottest sorts. It is supposedly a direct connection to the Tower of flames on the Plane of Balance. What this temple does contain is very powerful magic. Some say it is the very heart of the realm. Its guardians believe it houses the first god of fire who is sleeping.

This place is extremely hostile to those with out extreme magical protections. It will eat them alive with flames. This place is to be avoided, they do not take well to strangers. this place would be littered with bones had they not all burned away instantly.


The Liquid Fire Sea.

This is a vast sea of pure flame. Wild elementals live here and play freely. Things here are not known for their sea faring qualities but there are some wily pirates out there that have boats that sail on the flames, these are an amazing site to see for the first time. These boats would sink instantly if they were on water.

The fire sea is violent and chaotic all the time. Nobody knows what lies beneath, although people talk of a giant fire dragon bigger than all the rest that rules the fire sea, regardless of its existence, sailors often give tribute before taking off to parts unknown.

There are many port towns in this realm, each more more violent than the last one is.



Firestorm.

In this plane the air is constantly filled with smoke and it smells. There are three kinds.

The first storm is superheated steam. Every once and awhile high up in the air of this world there is moisture, this is turned to steam. This steam rushes down at high speeds burns everything it touches, due to its water nature, the protected from the flames are easy targets for this scalding storm. The locals can detect it and avoid it easily. Because of their nature the water is quickly dried up, these storms usually last only an hour.


The second type of storm is basically a pure elemental meteor storm of flames. All kinds of flames come from this. Usually they are nothing more than fireworks shows, but every once and awhile the flames are bright purple and destroy everything in their path. This firestorm lasts for a few days usually.


The Third kind is like a winter snow storm. Only the snow is pure ash. This happens when the hellish plains expels their prisoners. They are consumed instantly and the ashes move across the plain like a blizzard. These are the rarest of the storms and they make the most mess of things. The ashes are usually destroyed in a few days.



The Black Flame.

This is a hellish flaming area. Nobody knows much about it. It has much in common with the other dark areas of the elemental plains. It is a hot dark place few go to. Its flames give of no light, just heat. This place is much like a nuclear firestorm and filled with the most lethal radiation in the whole multiverse naturally occuring. This contains sulfiric vortexes in the darkness that destroy everything they touch. It is said that the darker parts of the multiverse connect here, to the abyss and other evil plains of existence, and anybody can get sucked into them at anytime.

This place is a paradox, it is flame and heat, but there is no light given here nobody knows why it exists, it always has since anybody can remember.


Elemental plane of Fire Traits.

The Gravity is normal as it is on the material plane.

Time Exists here as it normally does.

Magic is impeded here, water spells are disabled. When fire spells are casted their effect is increased and wildly unpredictable.

Fire elementals are powerful here, other elementals suffer

The Fire plane is Opposite of the water plane, it is the only plane that has nothing in common with the others, save for the darkness they all have in common.

This plane is everlasting like all the others, but it is easy to want to leave and escape the constant heat of this place. It is largely unexplored. The Jinn that live here are often summoned to the material world to grant wishes and cause trouble, and they often do that. The Fire elementals are often summoned too, but they hate it on the material plane usually.

There are rogues though who wish to cause havoc. If you encounter them dont worry. Kill them and they only return to their Plane where they are usually wanted by various bounty hunters.


This is a brief insight into this eternal flame. No entry can be considered complete, but this is enough to familiarize your self with this place.


So ends the entry on the Elemental Plane of Fire.

Theron

Date: 2007-04-12 12:13 EST
Elemental Plane of Air.


This world is one of everlasting sky. It has a light source that lasts eternally but is no sun. Skies are always blue here most of the time. Its a paradise. Anybody who has a fear of heights however may find this place a nightmare. It has no gravity and any fear stricken being will fall
endlessly and become food for some of the natural predators that keep the sky clean. Once people decide in what direction they wish to move, it becomes easy to do. This place is a hellish world for undead beings, the light is just like any sun and it destroys them, there is very little to no cover here. Here there are just as many wonders and as much mystery as the other elemental planes.

Cirrus City.

Even in a eternal sky there are a very few places that civilization exists. Cirrus City is one of these places. The city is placed upon a solid ice island that falls. It never gets very hot due to a magical protective, and the extremely cold temperatures created by the constant winds. This city is a page out of a classical history you would see white marble structures of all kinds. Every thing here is aerodynamic so the wind wont get to it. Everything is in short supply here, nobody even knows who created the city. If things are created it is made with magical methods. Some of the best magi live here. The people here are mostly all free spirits and do different things on a whim, there are many uncompleted projects laying around because people lost interest with them to move on to something else.

The law here is around but it is not as strict as most places. The worst punishment they have is banishment. The plane is a desert, few can survive it without supplies, even the locals.

Very few air elementals go near the city, they often feel its like a prison.



Whirlwind wall.

When one leaves the city, no matter what direction they go in they will encounter the Whirlwind wall. You will hear it long before you ever see it. This is the true guardian of the city that protects it from the various predators of the realm.

This is an endless tornado, you can see it because it holds clouds and pieces past attempts to get through it. The winds are always above 800 miles per hour and at some parts over three thousand miles per hour. There are not many ways through.

The safest way through it is by using the portals created by the Wind guardians. They let adventurers through all the time, for a price. Or you could just chance it and jump into the winds and pray for a safe exit point, although most mortals could not last the trip. There are various lower scale scavengers just waiting for the remains to be exited out of the storm.


Iron Cloud Island.

This island is a pirate paradise. Airships great and small, and their crews revel in the lawlessness of the place. The island is a cloud with the density of iron, and just as solid. It is one of the few places people can actually walk. Technology is supreme here, any airship can be built here if they have the right price. There is no more better place to find an airship or a crew, and betrayal. Everybody has a price here.

It is not an easy place to find in the vastness of the open sky. If if one finds this place, it can be an adventure in itself, or it may kill you.



Eternal Maelstrom

The Air realm is a pretty calm place. This place is visible miles before you ever reach it. It is a terrible black storm that constantly crackles with energy and is constantly pouring rain. A terrible place to be for anybody. This place crosses into the plane of positive energy and water and the whole thing is a passage way into the para elemental plane of lightning.


Not many live long in this place and even fewer ever leave. This place was created by a battle between the abyss and an army of gods. The power between the both of them punched a hole into the Plane of air and the different energies mixed together and created one of the greatest and most powerful storms in the multiverse. The gods fell victim to it and the Abyss claimed victory and vanished.

The treasures and weapons of the fallen ones still exist. One of the Gods defeated still remains in the the very center of the terrible storm, she sometimes expels people from the storm, saving them.


The air plane is filled with ruins and past battles between gods and mortals alike. Because of this there are very few established places left in this empty realm. But there are plenty of secrets here for any who wish to find them.

Time exists normally here, Gravity is subjective. All magic works here, but it takes less effort to use it.

Air elementals are powerful here, earth elementals are useless and hate it here. Fire and water elementals are unchanged.

Air elementals are usually calm, yet alittle on the chaotic side when it comes to their free spirits. They dont attack unprovoked but they do command all the powers of the wind and are very dangerous. Ask for help and they may show you the way to a good place.


This plane is the opposite of the Earth plane, it has the most in common with the water plane due to its vastness.

This is only a small entry on the Elemental Plane of Air.

Theron

Date: 2007-05-21 14:49 EST
Elemental Plain of Earth.

Welcome to the darkest natural plane of existence. This is a sunless world completely underground, filled with all the creatures of the earth. The air is always stale and motionless in the endless caves and and the gravity here is intense and in some places the natural forces are too strong for anything but the most monstrous of things to move around and live in. The undead are constantly trying to take over the realm as its very atmosphere and nature suit them perfectly. The light here is made by special glowing crystals that contain an odd magical energy. Riches are untold in this place, brave miners often go into this world to search for some of the legendary veins of gold and untold natural vaults of diamonds and other jewels, many never make it home, their bones make natural markers to the paths and locations for those willing to try.



The Jewel City: From a distance this city is a beautiful place. Every building is created with the finest dwarven craftsmanship, formed from diamonds and other incredible crystals. This place is suffering from a drought of epic and eternal lengths. Most of the city is abandoned and it is mostly silent. There are things still living in the city but they keep to themselves.

There is a silent law of this place that is enforced by ancient and powerful golems and gargoyles from a forgotten age that nobody but the oldest creatures remember. The lighting is constantly dimmed and there always seems to be a feeling of being watched from the shadows. If one looks long enough they will find some of the best weapon and armor makers in the multiverse. In the center of the city is the Crystal tower, this tower is a mile high and ten miles wide at it's base. This is where all the Golems and Gargoyles reside and maintain watch over the city. Also this is where a 95 ton diamond is kept. Many have tried to steal it, nobody has succeeded.



The Black Caves:

Out of all the realms this one is the hardest to find your way in. It all looks the same in being so dark. The Black Caves are no different, but there is no light here. Nobody who has ventured here has returned, something lives down there that attacks anybody else that ventures into it's lair. It is hard to know when you have entered these terrible caves, but when you figure it out, it is too late.

Maze:

This is a maze that looks like it was man made. Its entrance is well known , there is even a town at its entrance that lives on adventurers that attempt to get to the prize in the center. In reality there is no prize at the center, there is a portal to another realm that is nothing but a giant maze of terrible scale. The Earth Plane Maze is filled with evil traps and monsters, and a fair amount of treasure. As one goes deeper into it, they are enticed to go further into it. The place feeds on the greed and ambition. Not many ever come out of it and the maze can change at random, five feet into the place and one can become hopelessly lost. If you find this place, stock up on supplies but enter the maze at your own risk.

Battleground:

Earth Plane has always been a battleground. The undead horde constantly charges through the portals of other worlds. The front line is a cave basin almost 600 miles long and 100 miles wide. Here is ground soaked in blood of all kinds of races. At any given time there will be a battle taking place somewhere. If you come to this place, you should avoid it as survival here is not likely.



The Mud Sea:

This is an odd place. The shore of this place is endless and made up of rocks and sand for as far as the eye can see. The Sea of Mud is just as endless. Unlike any other sea of any kind, you can walk on this one as long as you keep your pace and dont sink too far in. There are precious few Islands in this sea to go to. If one sinks into the mire there is no escape. A few seagoers exist on specially made boats to explore the sea.

Many beasts roam this area and shapeless horrors sometimes come up from their lair and attack any living thing in the area.


Stigian Mines:

Welcome to the largest concentration of jewels and gold in the multiverse. There is a fortune to be made here if you can find it. Getting in is easy, and if you do not take anything with you on your exit trip, you will live. The Stig live here. A horde of immortal spiders created to defend and secure the mines. They do this job very well. Many bones can be found among the riches as a warning to others to look but do not touch.

Also there is a great ooze that lives here attracted to all the bones, it slowly eats them, and anything else it encounters.



The Shrine of Battle:

This is the last well known caves. It is simple in design. It has a solid granite floor and two doors. Anybody can enter this cavern and they will be forced to fight their greatest enemy, it will appear automatically and the doors will close. The fight will end when the battle is over, all battles are to the death. When the battle is won you will be offered a prize that is useful to you in some way and nobody else. Also your name will be added to the wall of victory forever. If you enter this cave again, you will have the choice to battle, as the earth elemental will appear to you and ask. Also you may challenge anybody else to a duel, but it must be to the death, other wise you could be trapped in their for along time.


Plain Traits:

Its Time is normal as the material plane, but it feels slower due to the lack of light.

It is aligned to Neutrality

All magic works here, light magic only lasts half its normal time.

Gravity is intense here, it makes it hard to walk and breathe, everything is heavier here.

Earth Elementals are King here. All others suffer greatly.


This plane is opposite of the water and air plane, even though it is just as infinite in size, travel here is slow. Getting lost here is extremely easy to do and there are very few ways out of this place. There are holes that are so deep they actually connect to other realms. This place is just as amazing as any other realm, but its silence is very forbidding to most people. This is a brief detail of the realm, there is much more to be found and to explore.


They say if somebody wins 2000 battles in a row in the battle shrine that person will gain all the powers of earth and the earth crystal itself. The last battle is supposedly against One of the Elemental Dragons of the Earth Element, and A forgotten God.

Theron

Date: 2007-06-26 05:57 EST
Creation of the elemental plains.


In the beginning there was nothing but darkness, but this darkness was not empty, nor was it silent and peaceful. This darkness would be called the abyss. Infinite as it was powerful.

The elements were nothing but a dream of some over lords who wished they could escape from the terrors of the abyss and get out on their own. They waited for billions of years, there were seven of them who wished to escape, one who did not.

Long story short they escaped on their own. They had been created in the darkness but they longed for something else, and they created it. The original elemental plains were created and they were as followed:

Earth

Air

Fire

Water

Life

Death

Order

And Chaos..

Each of these elements had their own plain and realm of existance and they co-existed with the Abyss in a secret. The first few billion years was peaceful, but then as if it had to happen the element of chaos decided that it was tired of the little experiment and it created vast and terrible armies and they marched upon the others with unrelenting destruction and terror.

The elemental avatars, the original gods and creators not willing to wake the abysses conscience self decided to take on the Chaos avatar single handedly. The seven elementals had based themselves on the balance they had created, Chaos had no balance and therefore it had no limits on how powerful she could become. The battle was terrible it raged for centuries, and the seven avatars were losing against their sister.

It was time for a last ditch effort. The avatars risked everything they had created and they used all of their power together for the very last time to banish the chaos elemental into the abyss for all time. This last effort worked and the chaos plain and it's avatar were banished seemingly forever.

The battle had taken its toll however and the remaining avatars began to grow weary and misuse their powers. They created all kinds of mixtures of their elements and created the para elemental and quasi elemental plains. With their connecting of the plains.

The avatars eventually warred with each other, and the only ones that could kill them were each other and their creator the abyss. Their war sent energies spiraling out of control...their energy ended up creating billions of universes and even more Gods with a fraction of their powers. They had forgotten about the terrors of the abyss and their senseless fighting awoken the beast for the first time in an eternity, when it woke up it saw the multiverse as it was thriving in various places. The abyss as furious and was determined to destroy what they had made. He sent agents of darkness, demons and monsters and terrors of all kinds to infest every world that he could. The darkness had been introduced into the multiverse and nothing would stop it now.

This is the basic story of how the multiverse and the elemental plains were created as it is understood by those of the gods and ones in power...a secret history if you will.


So ends this account.


Theron,
The Green Wanderer

Theron

Date: 2008-06-01 08:15 EST
Para elemental plane of Ice.

This nasty place of the multiverse was created when the realms of Air and Water combined. This place is a wasteland that never ends. As far as the ice can see is white snow covered ice, and in the distance mountains of
ice. The wind bites through flesh easily, freezes anything exposed in mere minutes. The sky is cloudless and dimly lit with a sun that never rises higher then the crest of the horizon. The ice plane is very unfriendly and unforgiving to all visit. Sometimes when the wind blows right frozen corpses can be found before being covered up once again. However, there are some people that live here despite its harsh nature.


Ice Castle: A fortress of impressive design from a distance, or up close. The place is pure ice and nobody knows who created it. It is the most populated structure in the realm and the people that live here are never born here, they are always seemingly running from something else and find the freezing climate comforting some how. The place, like every other place in the ice world suffers from food shortages, nothing lives out side of the walls except for Elementals and madmen, and the occasional cryomancer.

The law of the castle is basically if you don't mess with people, nobody will mess with you. It is as harsh as the world it exists in. Staying alive is harder to contend with then the mean guy down the path. Other then personal respect of space there is no real law here. The cold has often been able to keep even the most hot tempered individual cooled off.
The castle is not the city itself, infact the city was built around the castle. The fortress itself has remained closed off, no living person today has been inside the castle, although some people have claimed everything to seeing firelights burning in the upper regions, to claim it is the very heart of the Ice realm. What is inside remains a mystery to all.


The Shard Field: Not all the ice is smooth here. There is a vast and expansive place that is known as the Shard Field. Or Iceblade forest to some. It is a jagged place of an infinite number of razor sharp ice crystals that go in every direction. The place is naturally very dangerous, but the thin ice is hidden everywhere and people can fall into the blades easily that lie beneath. Ice Elementals call this place home as well and protect its natural beauty very fiercely. In fact these elementals are the sculptors of this place, they call it home.

Also, they say in the very heart of the Field lies the mysterious Red Ice. This ice of red color is said to be unable to be melted and is very coveted by ice weapon smiths to use to create weapons from. However the ice is usually not worth the lives it takes to gather so such weapons and items are extremely rare.


The Icicle Towers: Here is where the greatest Cryomancers are made. In every other world the magic is quite rare, here is it common and well known, but only here. There are four great towers that reach into the sky, it is said the four greatest mancers occupy one of the each towers at time. This is unconfirmed as it seems there is no way inside of these places at all.

Stories are told of legendary ice dragons coming here to challenge the four of them at times to decide who is the best, the winner is then taken to places unknown and a new trainee is accepted and the cycle starts all over again.
This place is defended by vast legions of spirits and ice golems that remain hidden in the landscape surrounding the towers until they are attacked. An attack can consist of simply touching the tower and being uninvited so people are generally advised to not go there at all.


The Freezing Vapors: The Ice plane has "Borders" Beyond these lie unknown realms that could go anywhere, if you travel long enough you will find this wall of freezing fog. If you try to pass through them you may get lost and join the other people who have never returned from this place . This place is so cold that it will not only freeze your body, but also your thoughts as well. There is nothing here of value. It is often seen as a last ditch effort to escape the deathly cold that has driven them mad and made them desperate to escape their fate.


Cryon: This is a small town that lies on the shore of the Great Ice Sea. This place is a town of mostly weaponsmiths and other providers of various things. The merchants here have routes with the Ice Castle and since they are the only source of food for the city, they can charge anything they want. There is no law here at all and the only thing that talks is money, all forms of currency are accepted here as the people here know how to use the natural portals to other realms, that the Ice castle strangely doesn't have.

What you see is what you get with basic and dirty ice buildings that look like they could collapse at any moment with a strong wind. Snow covered roads and the occasional Snow Elf.

The Great Ice Sea: Where the water and Ice planes meet creates the only known liquid surface on the realm, although its liquid state is often debatable. On great icebergs in the sea live the secretive Snow Elves. They are dangerous and powerful, but often nice enough to save somebody in trouble on the open sea if they are found close enough. The elves, like their counterparts else where see the balance of the realm could be destroyed if it over used, they protect it and are often seen as pirates as they attack merchant ships to control the populations on the main ice.

There are things in the Ice sea that are whispered about, but never spoken about out right. Great beasts live here in their frozen hell that sometimes come up and destroy Elf and mortal alike, they are considered myths and legends, but nobody challenges the myth.


The Black Ice: There is a place where the Ice lives. The ice there is solid black and it surrounds a shrine in the middle, like a shining jewel, or temple it is unreachable. The ice is littered with various weapons on the surface as people had foolishly stepped onto the surface and were devoured by the thing. It can not seem to eat things that are inorganic, this is why the weapons surface.

At times though some people are allowed to go out and gather the weapons when they reach too high of a level, the Black ice seems to be intelligent to a degree to understand that not everybody must be eaten, but it will destroy anybody that ventures too close to the shrine that it protects. The black ice is thirty five miles across and it is in a perfect circle around its hoard. Venturing on to the ice is a harrowing experience for even the most experience gatherer.

The Mountains of Peril: In the distance there are great and vast mountains of ice. They always seem to be in the distance, but in fact are just that massive to appear that way. These monoliths are haunted with various evils living and dead. The Ice Dragons live here, as well as the wraiths of the snow. They kill with out mercy. The ice here is prone to slide off in an avalanche at the slightest noise. The paths are littered with frozen corpses who were in search of the legendary crystal mines. They are said not to exist, but all the same people go looking and risking their life for something they only believe in.

It is said that madmen live here in the mountains and they steal people away as their food source, it is the discovery of one of these lairs that had brought about the idea of the soul flames. It gives off heat with out the flame, although the creator was never found the process was easily duplicated with simple magics that would have other wise never have been combined.
There is no save haven in the mountains of peril, but there are abandoned temples there that may hold special items, or death, if you can find them to begin with.

Plain Traits:

Time is slowed down here, Three days on the ice plane could be sixty seconds on the material plane.

It is aligned to Neutral Evil

Fire is forbidden here, magical or otherwise. All other magic works.

The Gravity is the same as the Material plane, however the very nature of the realm makes every movement difficult due to the cold.


This plane is the combination of the Air and Water realms. It is the opposite of the Magma plane. It is not infinite in size but its nature makes it very difficult to explore by any means. The constant howling of the wind is enough to drive people insane alone. The average temperature is fifty below zero on a good day, it can get much worse, but never any better.


This is a brief detail of the paraelemental realm of Ice, there is much more to be found here if you dare to go.


This ends the brief account of the Paraelemental Plane of Ice.