Created laugardagur 05 september 2020
Gravity: Controlled by thought. Any being can learn to fly here. The gravity of motes of earth/water/fire can be controlled by strong entities. Uncontrolled objects then fall in the manner dictated by the controller.
Newcomers can make Will saves to control their descent. Those who spend long enough time here learn to control it well, and no longer need to make checks, except under duress (combat, in a rush, etc)
Geography: An air "core" surrounded by three regions where other elements are more prevalent: Fire, Water, Earth. Closer one gets to those regions, the more influence those other elements show (smoke, steam/fog and rock)
Residents:
The motes are unstable, moving constantly. Residents tend to stick to their motes: It's safe, familiar, and hopefully provides all they need. Only those looking for trouble or sent out on a mission for Ithha tend to travel the planes. As such, most civilized areas tend to distrust outsiders.
The air itself is host to many residents though, many of them hungry for flesh or torture. Air elementals, invisible stalkers, giant birds, strange insects. As one gets closer to the other elementals, the fauna changes: Near water, huge flying whales and manta rays, floating eels; Near fire: living fire tornados, swarms of flaming sparrows, and very rarely, a phoenix; Near earth: antethetical mutants, sentient levitating rocks, hollow crystals that sing painful songs, floating trees that sprout stone fruits
Air-Genasi:
Travel: Given that the motes are constantly moving, a map is out of date once it is finished. But due to some strange feature of the plane, each mote has its own song. Playing the song on a wind instrument (ie. Flute) will guide you to the mote. Deaf people are essentially fucked. Some powerful natives can often feel this song internally, and can use that to navigate.
However, vision is often obscured: clouds, fog, blinding light from random balls of fire, strange lights. All of these occlude vision at various distances, and often hide what is behind them.
Ithha: Prince of Elemental Wind - seeks to subjugate the Elemental Lord of Earth, Grom
Itkura: The Baroness of Air & Fire, the Lady of Smoke and Ash. Somehow got mixed up with elemental fire, blames Ithha. Hates him. Hates his followers. Hates anyone in the elemental plane of air. Hates everyone. Hates you
Locations:
Ithha's Domain
Temple of Itkura
Magic:
Mercurials:
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Energy Void - Spellburn affects negatively (-1 for each point burned) - some spells require spellburn to be cast
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Vision warp - The target of the spell becomes invisible to everyone but the caster for 1d6+spell level rounds
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Heavy weight - movement decreased by 10' for 1 round per spell level
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Static blast - random target (friend or foe) within 10' is hit by a charge of static electricity 1d6 damage (DC 10 Ref save for half)
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Duststorm - a whirling column of dust erupts around the caster, spraying grit in all directions. Those within 10' must make a DC 10 Ref save or be blinded for one round
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Smoke - the caster emits a blast of black smoke. Everyone within 20' radius must make a DC 10 Fort save, and begin choking for 1d4 rounds, during which they suffer -2 to all rolls. The smoke obscures vision somewhat, granting a bonus against incoming ranged attacks
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Hot Ash - the area around the caster is blanketed with hot ash! Everyone within 20' radius must make a DC 10 Fort save or take 1 point of damage
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Grow vestigial wings (celestial, infernal) - they look sickly and provide no function
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No change
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No change
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No change
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No change
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Thoughts appear as text above head (can't lie!), in the caster's native language. If this script has no known written form, the thoughts appear as pictographs
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Blast of wind - the caster emits a blast of wind alongside the spell! They may choose a target who must make a DC 10+CL Fort save or be blown back 20', taking 1d6 damage if they hit something
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Gravity halved - movement increased by 10' for 1 round per spell level
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Detect Invisibility - the caster can see invisible creatures for 1 round per caster level
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Lightning - a random foe near the target (or within 10' of the caster) is hit with a small blast of lightning for 1d6 damage (DC 10 Ref save for half)
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Invisibility
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Whispering Wind - the wind whispers arcane secrets into the caster's ear. They cast this +1d on this spell check, but must donate 1 point of Strength, Stamina, or Agility to the winds. This damage heals normally
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Alignment confusion: alignment shifts Lawful -> Neutral -> Chaotic -> Lawful or vice versa (1d2)
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Elemental mix: fire
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Elemental mix: water
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Fly
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Levitate
Creatures/Encounters/Hazards
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St. Elmo's Fire - strange dancing reddish/pinkish lights, wisping like the flame of a flaring candle. These strange energies are huge and move incredibly fast, blanketing an area like a curtain or a wave. Those who can fly can make a DC 15 Ref save (Magic Shield adds its bonus here) to avoid. Those caught in its nimbus light must make a DC 10 Fort save, those that save suffering only half the effects (round down). Each one of these forms are different. Roll on the chart below to determine what effect the attack has:
○ Drain ability score (1d5 to determine stat, damage is 1d6+1, everything but luck)
○ HP damage: 1d6+1
○ Body shock: -2 to all Fort or Will or Ref saves until next day
○ Earth eater: random metal item on each character turns to dust
Wind Instruments:
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Flute
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Oboe
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Trumpet
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Tuba
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Recorder
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Clarinet
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Horns
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Panflutes
Medieval Wind Instruments: (see https://www.medievalchronicles.com/medieval-music/medieval-instruments/medieval-woodwind-instruments/)
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Bagpipe
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Trumpet
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Shawm
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Sackbut
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Gemshorn
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Ocarina
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Pipe
Things encountered:
A giant beanstalk that leads to another plane, or a giant's castle
Random object floating by:
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Body
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Equipement
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Ranged ammo (spear, arrow, bolt, stone)
At speed (per round):
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Very slow (10')
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Normal (30')
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Fast (60')
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Dangerously fast (300') - roll for atk/damage
A domain on a:
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Solid cloud
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Earth mote
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Gelatinous blob that is solid enough to support a structure
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Ball of fire
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Floating swamp
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AIrship
A building:
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Giant's cloud castle
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Temple of stone
Hazard:
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Cloud of toxic gas (choking cloud)
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Stream of fire
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Hail of rocks
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Vortex (Planescape Box Monster Appendix)
Predator hunting:
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Wyvern
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Roc
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Dragon
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Ythoth Raiders, collectively withdrawing from mushrooms
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Vampiric cloud
Æmus - Descendant of the Wind
Hit die: d8
Weapons: spear, swords (any), club, mace, javelin, bow (any), staff, sling
Armour: any, though it can interfere with spells and check penalties. An æmus's Luck modifier applies to their armour's check penalties (totalled)
Align: usually neutral
Vuln: Partially extraplanar, dislikes being underground, succeptible to elemental earth spells
Source of air: Cannot suffocate due to a portal to the plane of air in their lines. Due to human nature they still inhale as a reflex, so are still affected by choking clouds
Luck: added to armour check penalties
Movement speed: 35'
Learn spells as an elf, always know of "air" spells, and roll a d24 when attempting to learn them through study:
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Choking cloud
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Feather fall
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Ventriloquism
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Detect Invisibility
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Invisibility
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Invisible Companion
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Levitate
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...
Occupations:
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Falconer
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Hunter
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Scout
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Armourer
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Shaman
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Healer
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Acrobat
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Dancer
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Athlete
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Sage
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Minstrel
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Flute-maker
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Trumpet-maker (hammer, trumpet)
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Bagpipe-maker
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Potter (w/ Ocarina)
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Luthier
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Rock-crusher (smash rocks for sport)
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Animal Trainer
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Wrestler
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Fletcher