THE PARA-ELEMENTAL PLANES


 
Smoke
Magma
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Ooze
Ice
Survival in the Para-Planes
Encounters in the Para-Planes
Movement in the Para-Planes
Combat in the Para-Planes
Magic in the Para-Planes
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Features of the Para-Planes
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The Inner Planes
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Deities & Demigods
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Manual of the Planes

The para-elemental planes are minor planes that lie between the
major elemental planes. The para-elemental planes are
Smoke, where Air meets Fire;
Magma, where Fire meets Earth;
Ooze, where Earth meets Water;
Ice, where Water meets Air.
These planes are called minor for several reasons: they are harder to
reach for Prime Material spell casters; they are home to fewer
great powers; they are less varied than the major planes; they are
also transition planes between the major elemental planes.

The plane of para-elemental Smoke is a large bank of foul-smelling
fog, sweeter and cleaner toward the plane of Air and its
quasi-planes, hotter and brighter toward the plane of Fire and its
related quasi-elemental planes.

The plane of Magma is a long sea of lava, thinning to burning gas near the plane of Fire and
thickening toward the plane of Earth until it becomes solid rock.

The plane of Ooze begins with clammy dampness on the borders
of Earth, passes through a quicksand-like state in the central part
of its plane, and finally becomes muddy silt where it borders the
plane of Water.

The plane of para-elemental Ice is a solid land of
frozen water broken by fissures and caverns, ranging from scattered
icebergs at the edge nearest Water and ending in a wnite
wall jutting into the plane of Air.

As in the major elemental planes, it is impossible for a traveller
to make his way across the para-elemental plane w/o aid.
There are a wide variety of para-elementals, para-animentals,
and para-elemental monsters that inhabit these planes, some of
which can be convinced to serve as elemental guides.

Survival in the Para-Planes

The environmental factors that imperil the well-being of the
traveller vary from para-plane to para-plane, as follows:

Smoke: The greatest danger ot the traveller in the plane o f
Smoke is asphyxiation, as the particles and gases are not breathable
by creatures requiring air. Modified spells such as airy smoke
and smoke breathing negate this effect, but only spells
and devices that eliminate the need to breathe for long periods of
time permit lengthy adventures on this plane.

Magma: Travellers in the plane of Magma are treated to the
effects of heat and fire as if they were on the plane of Fire (see
page 37) and their breathing also suffers as if they were
immersed in a hot liquid. Devices that offer protection from fire or
heat offset the damage from the molten elemental material, but a
modified spell that allows the caster to breath element or suspends
the need for breathing is needed to survive in this plane.

Ooze: The murky depths of para-elemental Ooze have the viscous
consistency of the plane of Magma, but the material is much
rather than molten rock. Those caught within this para-plane
unprotected will drown just as easily as if they were in in the plane
of Water. Spells and devices that enable water breathing work in
this para-plane without modification.

Ice: The plane of para-elemental Ice shares the restrictively
solid nature of the plane of para-elemental Earth, save that no <para-elemental Earth?>
damage is inflicted through long-term incarceration (in fact, those
trapped within the ice are incredibly well-preserved). In addition,
those beings insufficiently protected against the plane of Ice suffer
1d6 points of cold damage per round. This is reduced to 1d6
per TURN if the victims are well-protected or wrapped in furs, and
negated completely if the traveller has devices or spells offering
prot. from cold || ice.

Vision: Smoke provides the best visibility, about 30 yards,
while vision in Ooze && Magma is ltd. to touch range unless
some device permits x-ray vision.
Visibility in Ice varies according to the transluceny of the ice, but is usu. 10-20 yards.

Encounters in the Para-Planes

Travellers in any of the four para-elemental planes have a 1 in
20 chance of an encounter, checked every eight true hours. If an
encounter is indicated, roll on the table below:
    1-20    Elemental Pocket
    21-00    Creature Encounter

There are no outstanding elemental phenomena that seriously
affect travellers, but each plane has small-sacle variations in conditions
from place to place (such as small tornado-like smoke
devils in the plane of Smoke, or creatures preserved in Ice).

Elemental Pockets

Each para-plane contains equal numbers of elemental pockets
from each of the two major planes on either side of the para-plane.
An elemental pocket in the plane of Smoke is either a fire
pocket or an air pocket, while one in the plane of Ooze is either an
earth pocket or a water pocket.

Pockets in the Plane of Smoke: An elemental pocket in the
plane of Smoke is either air (50%) or fire (50%). An air pocket is a
spherical or ellipsoid AREA of clear air space. It has a 30%
chance of containing inhabitants of the plane of Air. Similarly,
a pocket of fire resembles a free-standing fireball. There is a 40%
chance of a Fire native within. No heat radiates out of the pocket
of fire into the surrounding smoke, but those who enter the pocket
suffer the effects of entering the plane of Fire (see Survival).

Pockets in the Plane of Magma: An elemental pocket in the
plane of Magma is either fire (50%) or earth (50%). A fire pocket
takes the form of a rounded bubble of open space filled with the
elemental fire and thin gases that make up the plane. There is a
70% chance that such a pocket is home to creatures from the
plane of Fire or Magma (50% chance of either). A pocket of earth
stands out as a granite pillar or roughly-hewn rock floating int he
surrounding magma. There is a 30% chance that the pocket is
inhabited. If inhabited, the settlers are either earth elemental
creatures (40%) within the pocket or fire and magma creatures
(30%) on the outside.

Pockets in the Plane of Ooze: An elemental pocket in the
plane of para-elemental Ooze is either water (50%) or earth
(50%). A water pocket is an irregular mass of water floating within
the thicker soup of the muddy plane. There is a 20% chance that
such a pocket is the lair of a creature from the plane of elemental
Water. An earth pocket consists of a denser solid in the muddy
mass and has a 30% chance of inhabitants, either from the plane
of para-elemental Ooze (50%) or the plane of Earth (50%).

Pockets in the Plane of Ice: An elemental pocket in the plane
of para-elemental Ice is either elemental water (50%) or elemental
air (50%). A pocket of elemental water is an underground lake
of ice-cold water. Any creatures found within (30% chance from
Water, otherwise from Ice) are resistant to the chilling effects of
the pocket. A pocket of elemental air in this plane resembles an
ice cavern of irregular shape. It has a 70% chance of housing
creatures, either of Ice (60%) or Air (40%).

Creature Encounters

    Creatures native to the para-elemental planes have special
abilities (and disadvantages) that depend on their home plane. In
general, para-elementals are immune to the effects of their para-plane
and its related major planes while dwelling in the inner
planes (a magma troll is immune to flame and magma and suffers
no restrictions on the plane of Earth). Most para-elemental creatures
stand out from their backgrounds through differences in
color or appearance. Most count on the vision-dampening
properties of their native planes to hide them from prey and pursuer.

    Smoke: Creatures of para-elemental Smoke are misty or sooty
in appearance, similar to air elementals that have dust in their
make-up. Creatures of elemental Smoke are immune to air- and
fire-based attacks, as well as the asphyxiating nature of their
home plane.

    Magma: Creatures of para-elemental Magma are hot and fluid,
encrusted with solid bits of cooling volcanic rock. These creatures
are comfortable in their own plane and can MOVE and FIGHT
in elemental Fire && Earth without difficulty.

    Ooze: Creatures native to para-elemental Ooze are fluid and
can assume humanoid or monster forms, but often appear as
globs of putty-like mud. Such creatures suffer none of the ill
effects of their plane, nor those of elemental Earth && Water.

    Ice: Creatures native to the plane of para-elemental Ice are
generally white angular beings that look like snow-sculptures of
the equivalent Prime Planar creatures. These beings are immune
to air-based attacks as well as the effects of the plane of Water. In
addition, creatures native to the plane of Ice can MOVE && FIGHT
in elemental Ice, Water, and Air without restrictions. They are
also immune to cold and ice attacks based on these substances.
All these abilities and immunities apply only while these
creatures are in the inner planes.

Para-Elemental Encounter Chart
 
D8 + D12 Roll Number Creatures Encountered Notes
2 1 Para-Elem Prince of Evil MoP
3 1d4 Para-Elem Monsters (Cloakers) MM2*
4 1d100 Para-Elem Monsters (Rats) MM2*
5 1d8+4 Para-Animentals (Eagles) MM2*
6 1d3 Para-Elem Monsters (Gi. Octopi) MM*
7 2d6 Elementals* MM
8 1d10 ** MM*/MM2*
9 2d6 Para-Elementals MoP
10 1d10 ** MM/MM2
11 20d10 Para-Animentals (Herd Animals) MM*
12 40d10 Para-Elem Monsters (Goblins) MM*
13 1d10 Para-Elem Monsters (Giants) MM*
14 2d6 Genie from adjacent major plane MM/MM2
15 2d6 Elementals**** MM
16 1d2 Para-Animentals (Electric Eels) MM2*
17 1d4 Para-Elem Dinosaurs MM*/MM2*
18 1d4 Para-Elem Monsters (Cave Fishers) MM2*
19 1d2 Para-Elem Monsters (Land Urchin) MM2*
20 1d2 Para-Elem Monsters (Behir) MM2*

    * Depends on plane: Fire elementals in Smoke, earth elementals
    in Magma, water elementals in Ooze, and air elementals in Ice.

    ** Human party in Smoke, lava children in Magma, mudmen in
    Ooze, and winter wolves in Ice.

    *** Mihstu in Smoke, magmen in Magma, and human travellers
    in Ooze and Ice.

    **** Air elementals in Smoke, fire elementals in Magma, earth elementals in Ooze, and water elementals in Ice.

Notes:

    MM = Monster Manual creature
    MM2 = Monster Manual II creature
    MoP = Described in Manual of the Planes
    MM* = Creatures are similar in appearance and abilities to monsters of the same name in the Monster Manual.
    MM2* = As MM*, but refers to the Monster Manual II.

Movement in the Para-Planes

    Movement limitations for the para-planes are as follows:

    * Magma and Ooze are similar to the plane of Water for
movement, in particular the effects of falling through the plane.

    * Smoke is treated as the plane of Air.

    * Ice is treated as Earth for the purposes of movement, SAVE
that individuals of any STR can MOVE through the relatively
soft ice.

Combat in the Para-Planes

    Combat in these planes obeys the general restrictions for all
the inner planes, with the following additional strictures:

    * Magma and Ooze restrict combat as does the plane of Water.

    * Smoke restricts combat as does the plane of Air (i.e. hardly at all).

    * Ice restricts combat as does the plane of Earth.

Magic in the Para-Planes

    Magic functions in the para-elemental planes with the basic
restrictions and benefits described for all the inner planes. Particular
planes have further restrictions based on their natures.

    Smoke: There are no further limitations on the types of spells
that can be CAST here. While warm and smoky, this para-plane
does not immolate/evaporate/disintegrate created substances.

    Magma: The restrictions on vision in the plane of Magma
present the primary problem to spell casting. If the caster is
capable of seeing through the magma, spells can be CAST through the
medium as if through water. Further, the effects on created materials
are as for the plane of elemental Fire, so that most solids liquefy
and most liquids boil off in one round.

    Ooze: The plane of Ooze has has vision limitations similar to those
of the plane of Magma. In addition, all spells CAST here suffer the
strictures on magick underwater (DMG pages 56-57 and UA pages 81-82) as in the plane of Water.

    Ice: The plane of Ice is considered to be as solid as the plane of
Earth for spell casting, with similar limitations on the caster's
functioning. Spells that create fire work in the plane of Ice, but
long-standing fires melt the elemental ice, which then extinguishes
the flames.

    The preceding restrictions apply only to areas of pure para-elemental
material. Magick in elemental pockets or other material
functions as in those other planes.

Features of the Para-Planes

    Para-Elementals: Para-elemental creatures rarely stray from
their native planes; for this reason not many are known and identified
by Prime Material travellers.

    In temperament, para-elementals are generally wary, unfriendly,
and cautious toward others. This is not surprising as their
native planes are often turned into combat zones by competing
groups of elemental powers, and the para-elementals are not
included in the councils of the major elemental planes. This tends
to make these beings resentful at best and bad-spirited at worst.
Even so, large numbers of para-elemental creatures have information
about bordering planes because of the continual traffic
across their planes. They may share this information for a price.

    Para-elementals tend to be gruff and non-committal guides.
They can be bribed into service in the same manner as elementals
of the major planes, but items specifically appealing
to them (such as smoke essence or an ice-carving) ) entice them to
double their duration of service, These enticements have a 50%
chance of encouraging them to FIGHT with the party.

    Archomentals: None of the para-elemental groups have one
particular leader, but there are always ice lords, slime barons,
magma generals, and smoke duskes vying for control of their
respective groups. The most powerful of these archomentals are
treated as Demi-Deities, and of these only one, Cryonax of the
plane of Ice, has been described (FIEND FOLIO tome). Cryonax
is typical of such great powers in these planes. Though he is the
equal of Imix or Olhydra (of the planes of Fire and Earth), there
are no Greater Deities in the para-planes to control his actions.

    Cryonax, like the other princes && princesses of the para-planes,
has an overriding desire to establish his realm of Ice as a
dominant elemental plane, equalling or replacing the planes
about it. He has dreams of creating his own "para-elemental"
planes of Slush && Snow on the borders of Ice. Cryonax's ornate
palace is said to tap the forces of the Negative Material plane,
though to what end has not yet been revealed.

    The abilities && powers of other princes of para-elemental evil
are similar, though their aims and intentions are a mystery to
most natives of the PMP. Their names, rescued
from rotting books, are Ehkank of the plane of Smoke, Chlimbia
of the plane of Magma, and Bwimb of the plane of Ooze.

    Geniekind: There are no genies native to the para-elemental
planes, though these realms are often visited by genies. Marids
engage on hunts on the planes of Ice and Ooze, while dkinn travel
Ice to meet with the marids. Djinn also USE the plane of Smoke as
a battlefield with the efreet. The efreet brave the relatively cool
lands of the plane of Magma to entreat the dao, and the dao in
TURN bore through the soft magma and ooze looking for riches and
more land to exploit.
 



serleran wrote:
Is there an elemental lord for those which are composite creatures, such as the "quasi-elementals" of mud or ash, for example?
Are they, elemental lords in general, worshipped by mephits?
 


Well...

that's the call of the DM using the system.
I don't envisage a series of quasi-elemental planes that kack more potent entities than the ordinary, so there would be a hierarchy thus--
even if not one of conscious subservience, more akin to that of animals in nature.

As for worship, surely some sentient creatures somewhere are foolish enough to do that 

Cheers,
Gary