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General Tabletop Discussion
*Dungeons & Dragons
Water Walk on the Elemental Plane of Water
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<blockquote data-quote="jgsugden" data-source="post: 8691959" data-attributes="member: 2629"><p>For those looking for other options: My homebrew has - for forty years now - had one Elemental Plane. It is an infinite expanse filled with massive pockets of each of the four elements. Paraelement regions can be found where some of these places meet, but there are also places where these pockets just meet, such as where there is air colliding with water, earth beneath sky, fire touching earth, etc...</p><p> </p><p>My City of Brass exists on a small pocket of Earth surrounded on three sides at a distance by fire/cinders/magma, witha mountain range of rock to one side and with sky/air above. Beneath the earth pocket is a vast pocket of water that is pumped up to the city.</p><p> </p><p>Dwarves and other specifies mine the Elemental Plane for resources, usually setting up shop in pockets of Earth, but sometimes mining the air pockets for gasses, water pockets for strange liquids (like Heavy Water), or fire/magma. They travel there via massive gates that connect tto the Astral Sea/Plane ... where they travel accross using Spelljammer technologies. As their cargo loads are massive, opening Gates to the Astral Sea is the cheapest way to make gates by far*, and magical thievery is a problem, this is the most efficienct method of transport.</p><p></p><p>* In the setting there are third level spells that can open a long lived gate from the Astral to another plane. The problem: Each spot in the astral connects to a random other plane and a random space in that plane. As such, you need scouts and diviners to search out places in the Astral Sea and see where they might connect. Prospecting in this fashion gives you the potential to connect to rich pockets of minerals on the Elemental Plane ... or find yourself opening a Gate to the Hells if you mess up.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8691959, member: 2629"] For those looking for other options: My homebrew has - for forty years now - had one Elemental Plane. It is an infinite expanse filled with massive pockets of each of the four elements. Paraelement regions can be found where some of these places meet, but there are also places where these pockets just meet, such as where there is air colliding with water, earth beneath sky, fire touching earth, etc... My City of Brass exists on a small pocket of Earth surrounded on three sides at a distance by fire/cinders/magma, witha mountain range of rock to one side and with sky/air above. Beneath the earth pocket is a vast pocket of water that is pumped up to the city. Dwarves and other specifies mine the Elemental Plane for resources, usually setting up shop in pockets of Earth, but sometimes mining the air pockets for gasses, water pockets for strange liquids (like Heavy Water), or fire/magma. They travel there via massive gates that connect tto the Astral Sea/Plane ... where they travel accross using Spelljammer technologies. As their cargo loads are massive, opening Gates to the Astral Sea is the cheapest way to make gates by far*, and magical thievery is a problem, this is the most efficienct method of transport. * In the setting there are third level spells that can open a long lived gate from the Astral to another plane. The problem: Each spot in the astral connects to a random other plane and a random space in that plane. As such, you need scouts and diviners to search out places in the Astral Sea and see where they might connect. Prospecting in this fashion gives you the potential to connect to rich pockets of minerals on the Elemental Plane ... or find yourself opening a Gate to the Hells if you mess up. [/QUOTE]
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