Elemental Plane of Water world illustration - Fantasy, Underwater, Otherworldly theme
Fantasy, Underwater, Otherworldly

Elemental Plane of Water

a
aeon

It is an ocean without a surface. It is domain of current and wave. It is a bottomless depth.


Author's Note: hope you can Swim and breathe!
Played35 times
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Created
191 days ago
Last Updated
4 days ago
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Alcazar district

Alcazar district

The district known as Alcazar comprises the shah's palace and the surrounding buildings. These are built in an Arabian motif, done large in order to accommodate the genies. Its buildings incorporate a variety of materials, including blocks of eternal ice, carved leviathan bone, and shell aggregate. Gilt trim and precious stones are everywhere, further evidence of the marids' opulent lifestyle. Alcazar is a district ruled over by the marids and their jann servants. The shah who once ruled the city is still the leader of the marids, though there are only around 20 remaining. The district is mostly inhabited by the jann who serve the marids. The Shah's Palace can be seen from anywhere in the city.

Ale District

Ale District

The first dwarves who settled in the City of Glass were brewers who knew that where there's a city, there's a demand for drink. Breweries abound here in this neighborhood, but they're only one of its business interests these days. The councilor keeps trying to change its name, but everyone still calls it the Ale District. Buildings here are made of ground-shell plaster between beams of carved bone or sometimes coral. They're broad and squat, each story about 6 to 8 feet tall. This design provides extra insulation against the cold, which the dwarves don't tolerate well. The most prominent family of the district is the Silverpick family. The Hatchets are a local gang of young dwarves who cannot make the cut for the guard; they protect the interests of the Silverpick family and help ensure that the elections always go their way. Silverpick Tower is the main home and fortress of the family, and it is a masterpiece of dwarven defensive engineering.

Citadel of Ten Thousand Pearls

Citadel of Ten Thousand Pearls

The Citadel of Ten Thousand Pearls is the seat of the Grand Padish of the Marids. Unlike the metropolises favoured by other genies the Citadel of a Thousand Pearls is much smaller acting as a home for the Grand Padish and his direct court. Trade and other activities generally associated with the capital cities of the Inner Planes are left to the City of Glass allowing the marids in the citadel to focus their attention on their politics and espionage. The citadel is built on a free-floating coral reef which travels through warm, surface-waters. The reef is covered in buildings made of pearl, shell, coral and copper. Gardens of seaweed decorated with bubbling fountains of air decorate much of the outside space and the whole reef is illuminated by shafts of sunlight. Many of the buildings are built on a much larger scale than normal humanoid structures to allow large fish and whales to move through the citadel. These fish act as beasts of burden, transport, and guardians during war.

City of Glass

City of Glass

The city is located in an area where portals to other planes are common and relatively stable. The name comes from the great dome of "unbreakable" glass that keeps the water of the plane out. However, inside the sphere, the city is half full of water so those that need water can live and trade inside the city. There are many openings in the sphere, allowing passage in and out of the city. Because of the portals and the trade that make the city so successful, the City of Glass is known as the Sigil of the Elements or the Sigil of the Inner Planes. The city is roughly split in half between pockets of air and the normal water of the Elemental Plane of Water. This divide is about halfway through the city and in places even divides houses in half. The locals agree that "down" means towards the side of the city in the water. The base of the city is made out of eternal ice. The air of the city is an air bubble trapped between the glass dome and the ice sheet under the dome.

Coral District

Coral District

The Coral District is home to sea elves. It's one of the oldest parts of the city, second only to the shah's palace. The district is quite beautiful, designed as it was to remind the sea elves of their lost underwater homes. As its name hints, most of the buildings are built from living coral, winding towards the dome in unusual shapes. To keep the coral from dying and turning brittle, the elves must regularly douse it in water, so the streets of the district are usually sopping wet.

Drake's End

Drake's End

When Jalal Dragonblood won the wager long ago, the shah kept his word and relinquished control of the city to the merchant houses. However, the marids offered no assistance in reorganizing, leaving such details to the half-dragon. He organized the first city council, calling for representatives from each district's major merchant house to draft new laws. One of the shah's former carriagehouses was cleared out and made into the new city hall. Other buildings sprang up around this, and the region became the Council District, though everyone calls it "Drake's End" in reference to the half-dragons that control it. Home to city hall, courthouse and royal library

Jewelers' District

Jewelers' District

Buildings here are similar in style and materials to those in the Ale District, though of course more with an eye to ease and comfort. These make considerable use of glass windows, often colored or artfully faceted. Halfling jewelers from all over flocked here to take advantage of the incredibly fine raw materials the dwarves were bringing back. They settled next door to their dwarven friends, and jewelry shops sprang up by the dozen. Although other businesses arose to support the halfling community, jewelers still predominate. Another area of halfling expertise is the law.The halflings realized there was a place for skilled legal practitioners in a city where the letter of the law (let alone the spirit) was so rarely enforced. Halfling lawyers congregate about the courthouse in Drake's End. Inhabitants: Halflings Businesses: Jewelry, law Major House: Sharpeye Councilor: Max Sharpeye Watch Captain: Kerl Sharpeye Gang: The Bushwhackers

Kelp Forests

Kelp Forests

The kelp forests are rich in plant and animal life. Myriad species of fish call the forest home, using it to protect themselves from larger predators - which also lurk the depths in search of a treasure trove of food. The light here is filtered and blocked by the kelp, leaving the area cooler than other regions of the sea . This is most noticeable at the base of the forest, where almost all view of water above is obscured by the twisting vines. This is perhaps the most dangerous region of the kelp forest during the day, where threats can most easily move unseen. The huge amount of available resources makes the forests appealing to the sentient population of the plane. Small settlements can often be found in these areas - collections of spherical, floating houses made of the thicker, more wood-like material found at the base of the forest that have been attached to the kelp. These settlers survive on forage from the forest, needing only to defend themselves from aggressors.

The Berg south

The Berg south

The Berg is a complex of caves on the underside of the great ice platform. The merfolk don't so much live in the City of Glass as swim around it. Having no feet, only tails, they can't negotiate its streets. The city itself is like a dream to the merfolk: Though they can see it, it's always out of reach. The Berg is really just an aquatic slum filled with unfortunates who have no place under the gleaming dome. Their caves, enlarged with the aid of mottled worms, tend to be cylindrical and are sparsely furnished with shells, living seaweed, and various corals. They're chill even for creatures accustomed to arctic waters. The merfolk are truly the underclass in the City of Glass; few of the many aquatic beings who live in the city ever visit their caves. Their primary jobs are to clean the dome of algae and barnacles and dispose of the city's waste. The rest of the citizens take these services for granted, not realizing how quickly the city would degenerate without them

The Berg west

The Berg west

The Berg is a complex of caves on the underside of the great ice platform. The merfolk don't so much live in the City of Glass as swim around it. Having no feet, only tails, they can't negotiate its streets. The city itself is like a dream to the merfolk: Though they can see it, it's always out of reach. The Berg is really just an aquatic slum filled with unfortunates who have no place under the gleaming dome. Their caves, enlarged with the aid of mottled worms, tend to be cylindrical and are sparsely furnished with shells, living seaweed, and various corals. They're chill even for creatures accustomed to arctic waters. The merfolk are truly the underclass in the City of Glass; few of the many aquatic beings who live in the city ever visit their caves. Their primary jobs are to clean the dome of algae and barnacles and dispose of the city's waste. The rest of the citizens take these services for granted, not realizing how quickly the city would degenerate without them

The Central District

The Central District

Unlike many of the other races in the City of Glass, humans have no common history here. There was no great migration, no visionary leader who brought his or her people to a new home. Rather, humans from across the planes trickled into the city over the years, and for whatever reason, decided to stay. As they arrived in this haphazard way, humans generally settled wherever there was space. In the early years, the city resembled a group of armed camps, with kuo-toa, sea elves, and marids clustered in their own areas. The humans moved into the spaces between the isolated communities, transforming P'unkar into a real city. Today the human district is known as Central. It features an eclectic mix of architectural styles and building materials, befitting the varied origins of its inhabitants. As in the Ale District, most structures feature bone and shell plaster.

The Endless Sea

The Endless Sea

The plane of water is boundless ocean with specks of civilization in between. Any idiot can get there- just dive deep enough- but not getting lost and actually coming back is another matter entirely. Great bubbles of air sometimes accumulate with islands and jungles and pirates and generations go by without them ever realising how insignificant their world is. They circumnavigate their bubble and they think they’ve mapped the entirety of the plane of water with their globes. Poor insignificant fools. The plane of water is so many things and more: the Sea of Worlds, the Isle of Dread, the floating outposts built on wood and coral, towns inside the bellies of whales or sea monsters, the Sea of Ice, the Darkened Depths, the Silt Flats, the sunken planets, the nomad clans, and, of course, the City of Glass. The City of Glass is the "Sigil of the elements", the greatest city in all the inner planes, wealthier than any Prime Material country and far more populated than the City of Brass!

The berg north

The berg north

The Berg is a complex of caves on the underside of the great ice platform. The merfolk don't so much live in the City of Glass as swim around it. Having no feet, only tails, they can't negotiate its streets. The city itself is like a dream to the merfolk: Though they can see it, it's always out of reach. The Berg is really just an aquatic slum filled with unfortunates who have no place under the gleaming dome. Their caves, enlarged with the aid of mottled worms, tend to be cylindrical and are sparsely furnished with shells, living seaweed, and various corals. They're chill even for creatures accustomed to arctic waters. The merfolk are truly the underclass in the City of Glass; few of the many aquatic beings who live in the city ever visit their caves. Their primary jobs are to clean the dome of algae and barnacles and dispose of the city's waste. The rest of the citizens take these services for granted, not realizing how quickly the city would degenerate without them

the berg east

the berg east

The Berg is a complex of caves on the underside of the great ice platform. The merfolk don't so much live in the City of Glass as swim around it. Having no feet, only tails, they can't negotiate its streets. The city itself is like a dream to the merfolk: Though they can see it, it's always out of reach. The Berg is really just an aquatic slum filled with unfortunates who have no place under the gleaming dome. Their caves, enlarged with the aid of mottled worms, tend to be cylindrical and are sparsely furnished with shells, living seaweed, and various corals. They're chill even for creatures accustomed to arctic waters. The merfolk are truly the underclass in the City of Glass; few of the many aquatic beings who live in the city ever visit their caves. Their primary jobs are to clean the dome of algae and barnacles and dispose of the city's waste. The rest of the citizens take these services for granted, not realizing how quickly the city would degenerate without them

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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