Mercule
Adventurer
FadedC said:I have not however ever seen an adventure in the elemental plane of water. It seems kind of ironic to me that an entire new elemental plane would be a less exciting place to adventure in then simply going under the water of your home plane.
I find it silly that you need a dedicated plane on which to conduct underwater adventures when you have the deep ocean.
My problem with the elemental planes isn't that I dislike underwater adventures (or trips to really hot places or underground or cloud cities). The elemental planes are just contrived constructs to give verbal shorthand to the idea that "you ain't in Kansas, anymore."
The very notion of earth, air, fire, water has been rendered so overused by cheap, crappy fiction that I want to stay totally away from it. D&D actually has one of the least interesting uses of the elements ever. They don't really do anything or impact anything. They're just dormitories for summoned critters. Not that I really want D&D to make the elements effect anything -- as I said, they're hack window dressing.
Rather than having these infinite planes of monotonous nothing, I'd rather see themed planes that served an interesting purpose.
Don't say the City of Brass exists somewhere within the plane of elemental fire and can be reached by plane shifting or gating to it. Say that the City of Brass exists in a place not of this world but which can be found by walking between a pair of basalt pillars deep within the southern desert, but only on the hottest day of the year.
Arcadia isn't one of the outer planes that just needs your spell ticket to travel. It's the fey realm that exists hidden from mortal eyes. Sometimes, though, moments of great emotion in a place of unspoiled wilderness can call to that realm and bring it close for a time. Beware of trysts near that blue water lake, but also avoid sulking and plotting revenge from the secluded depths of the ancient forest.