#para elemental planes
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cagemasterfantasy · 8 days ago
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Dnd Cosmology: Para Elemental Planes
The regions where the Elemental Planes collide and their elemental substances overlap are called Para elemental Planes.
Plane of Ash:
Planar Portal Color: Dark Gray
On the Plane of Ash also called the Great Conflagration howling winds from the Plane of Ash mix with the cinder storms and lava of the Sea of Fire. This plane is an endless storm of flames smoke and ash. The thick ash obscures sight beyond a few dozen feet and the battering winds make travel difficult. Here and there ash clusters into floating realms where outlaws and fugitives take shelter.
Plane of Ice:
Planar Portal Color: Aquamarine
The Plane of Ice also called the Frostfell forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant raging blizzards. Frozen caverns twist through the Plane of Ice home to Yetis Remorhazes White Dragons and other creatures of cold. The Inhabitants of the plane engage in a never ending battle to prove their strength and ensure their survival. The Frostfell monsters and bitter cold make it a dangerous place to travel. Most planar voyagers keep to the air braving the powerful winds and driving snow to avoid setting foot on the great glacier.
Plane of Magma:
Planar Portal Color: Maroon
The boundary between the Plane of Earth and the Plane of Fire is a great range of volcanic mountains. The Plane of Magma also called the Fountains of Creation is home to Azers Fire Giants and Red Dragons as well as creatures from the neighboring planes. Lava flows down the slopes of these mountains toward the Plane of Fire.
Plane of Ooze:
Planar Portal Color: Chocolate
The border region between the Plane of Water and the Plane of Earth is a horrid swamp where gnarled trees and thick stinging vines grow from the dense muck and slime. Here and there on the Plane of Ooze (also called the Swamp of Oblivion) stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitos. The few settlements here consist of wooden structures suspended above the muck on platforms between trees. Visitors to the plane have sometimes tried elevating houses on poles stuck in the mud but since no solid earth underlies the muck even such structures eventually sink. It is said that any object cast into the Swamp of Oblivion can't be found again for at least a century. Now and then a desperate soul casts an Artifact of power into this place keeping it away from the rest of the multiverse for a time. The promise of powerful magic lures adventurers to brave the monstrous insects and hags of the swamp.
Para Elemental Plane Adventure ideas: The Para elemental Planes are extreme environments but funamentally similar to places found on the Material Plane the place where all 4 elements mingle freely.
At a symbolic level the Para elemental Planes represent the interaction and sometimes the contrast between the forces and ideals embodied by their constituent elements. The Plane of Ash for example highlights the commonality between air and fire the tendency to movement and change given a destructive tone by the raging conflagration of the plane. The Plane of Ooze heightens the contrast between stable rigid earth and steadily flowing water.
@doodl3
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cordership · 1 year ago
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Why stop at fire, water, earth and air? We’ve got 14 other para-elemental, quasi-elemental, and energy planes floating around in the ether.
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Start an Eiselcross-based EXU miniseries with “Ice.” Start some gothic western D20 side quest with “Salt.” because the first scene opens on spooky salt flats. Use your imagination, people!
Am I only saying this because I want to see a professional DM start a campaign with “Ooze.”? No, why do you ask?
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nailsofvecna · 9 months ago
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Belching a constant stream of black smog from holes in their brazen armour, bronze mephits are some of the most fearsome creatures to inhabit the Great Conflagration; the para-elemental Plane of Smoke. They are cruel and untrustworthy, equally likely to burn you to ash or disappear into thin air when confronted.
Meanwhile, the winter mephits are the imperious princes of Frostfell, lording it over their lesser bretheren with no emotion but disdain ever touching their frozen lips.
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oldschoolfrp · 2 years ago
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The mihstu are free-willed elementals from the para-elemental plane of Vapor. Normally solitary, "they may perform tasks for powerful magic-users in exchange for substantial payment or powerful magic items." Mihstu were one of the three new monsters introduced in the AD&D Monster Cards Set 1 in 1982. They reappeared in the Monster Manual II the following year, which redefined them as air elementals, then they rarely have been mentioned since.
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pionneers-lm · 6 months ago
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Any wizards who know what to do pls help !!!
There has been a breech in between my trash dimension (the demi plane I use as a bin ) and the para-elemental plane of dust ! Even worse my automatic waste disposal system blasts the rubbish with lightning
As a result when I next opened my trash dimension to throw away some expired potions....a huge wave of statically charged dust came out and stuck to everything!!!
There is dust in my clothes
Dust in every corner of my tower
Dust in my forbidden library
There is even dust in my inner sanctum
And even worse because of the static charge it sticks to things so I can't simply brush it away and it's nonmagical in nature so I can't dispel it either !
What should I do ?
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12pt-times-new-roman · 2 years ago
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hey yall remember how both Matt and Brennan have used previous editions of D&D to represent knowledge lost to the Calamity, and how we know that certain spells and classes from D&D 3.5, 4, or even earlier did indeed exist during the Age of Arcanum but got wiped out by the Calamity?
well, if we look all the way back to AD&D, there's a campaign setting called Netheril: Empire of Magic. it's a part of the Forgotten Realms, and there are a couple things in here that are very interesting to highlight.
Floating Cities. [Ioulaum, a prominent mage in the setting] took one of his "mythallars" to the southern section of the Rampant Peaks and sheared off the summit of a mountain... he placed the mythallar in the center of the flat side and rotated the mountain point down, giving him a large, circular, flat surface upon which to build a city. He called the new structure Ioulaum's Enclave, and it soon became a flying city as people from all across Netheril flocked to him, wanting to live in the clouds high above the threat of those who feared and didn't understand magic... soon, dozens of these magnificent monoliths of magic rode the air currents or moved in orbital patterns around the loosely defined borders of the Netheril empire... the enclaves soon became a vehicle to provide funding for the archwizards' spell research, a staging area for campaigns against other archwizards, and excursions into the quasi- and para-elemental planes.
Of course, this is similar to Matt's Age of Arcanum flying cities, and I think it's fair to say that he took at least some inspiration from Empire of Magic for that entire age of Exandria. But I'm mostly pointing it out to feed into the next thing:
Proctiv's Move Mountain, a 10th level spell. This spell was vital in the construction of enclaves. Without this spell, there was no simple way for severed mountains to be turned over and set afloat above the landscape. When this spell was cast, the archwizard simply viewed the mountain they wanted to affect and the mountain was severed from the earth, leaving a flat mesa behind. The mountain was then turned over so the flat side was up, and the move mountain spell allowed this new structure to levitate. Once this was accomplished, the archwizard could begin constructing a city upon its smooth surface. The material components for this spell were a mythallar, a magical device that allowed flying or levitation, and a crystal ball.
This sounds exactly like what happened to Avalir and Cathmoira. Avalir was severed from the base of the mountain, Cathmoira was seated on the plateau it left -- the only difference is that Avalir was not turned upside down (otherwise it wouldn't be able to dock). Also, the components -- a mythallar and a crystal ball -- are consistent too, as Brennan describes the thing that allows Avalir to fly as a "crystal engine [that] lifted Avalir by the command of Imyr Por'co into the sky" in the heart of the Meridian Labrynth.
So that got me thinking. If move mountain is a spell that has an analogue in Exandria, what other spell in Empires of Magic might? Enter:
Karsus' Avatar, a 12th level spell. Karsus spent well over a decade researching this spell. It was so complex that he had to use a stone-filled gizzard of a gold dragon and part the epidermis of the pituitary gland of a tarrasque just to enchant one of the material components of the spell. This spell allowed the caster to become a god of their choosing, replacing a current god with themself at the moment the spell was completed. Whether the gods received a saving throw, were aware of its casting, and other factors were unknown. The notes regarding the spell's essence were nowhere to be found. It's believed that Mystra, the reincarnated form of Mystryl [the god Karsus used this spell on], snatched the spell information from the ruins of Karsus' enclave and sent it on an eternal journey to the ends of the universe.
Which sounds exactly like what we know about the Raven Queen's ritual. She crafted these rites, ascended, felled and replaced the previous god of death on her way up, and became a god. Then her name and her ritual were sundered from history.
so given all this, how fucking cool would it be if Ludinus Da'leth isn't a 5e 20th level wizard at all, but something like an AD&D 45th level arcanist? and if so, maybe he's trying to replicate a 12th-level spell that would've been possible before the Calamity but isn't anymore, so he needs more power than Exandria's leylines can give and is turning to the Feywild, the Shadowfell, and arcane batteries (in addition to utilizing the solstice) to get it?
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xsteps888 · 4 months ago
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Español (spanish): bueno, cómo ya leyeron, Harry Potter AU se enfocará en dos historias, ambas con la intención de revivir la infancia y traer de regreso el mundo mágico:
Harry Potter y el miembro perdido: Está es una continuación, la cual trata de una nueva continuidad de Harry Potter. Aquí, los acontecimientos de Harry Potter y el legado maldito nunca ocurrieron. Ahora nos enfocamos en el primer hijo de Harry: James junto a su amiga Charlie (hija de luna, no canon). Ahora, en lugar del regreso de lord Voldemort, tenemos la llegada de un nuevo villano, el cual tratara de ganar el mayor poder para conquistar el mundo mágico.
Este AU es el más importante para mí, y tengo muchos planes para el, por eso, será el contenido principal de aquí.
Fundadores de hogwarts: este segundo AU sería como animales fantásticos, una precuela de la saga. Ahora, nos enfocamos en la vida de los cuatro fundadores de hogwarts, a los cuales, ustedes le pueden hacer preguntas y demás. Este no es tan importante, aún así, es muy importante para mí, por eso me enfocaré mucho en éste.
Espero que puedan apoyarme en este proyecto y que podamos crear una nueva gran historia para Harry Potter. ¡Saludos y no se olviden de sus preguntas! Xsteps888
English: This is the post: THE COEXISTENCE REGULATIONS
It is important that, for a healthy community, some important rules have to be taken into account:
First of all, this AU is not recommended for children under 13 years of age due to its content of violence, bad language, fantasy violence, and sensitive themes. Now what is HARRY POTTER AU? Well, this is my own continuation of the Harry Potter saga, where the events of Harry Potter and the Cursed Child never happened. This AU seeks to continue the saga in a mysterious way, taking into account the important elements. This AU is divided into two parts: HARRY POTTER AND THE FORGOTTEN MEMBER and
FOUNDERS OF HOGWARTS.
One focuses on continuing the saga in a different way, and the other focuses on the founders of the school.
Well, as you already read, Harry Potter AU will focus on two stories, both with the intention of reliving childhood and bringing back the magical world:
Harry Potter and the Missing Member: This is a continuation, which deals with a new continuity of Harry Potter. Here, the events of Harry Potter and the Cursed Child never occurred. Now we focus on Harry's first child: James with his friend Charlie (daughter of Luna, non-canon). Now, instead of the return of Lord Voldemort, we have the arrival of a new villain, who will try to gain greater power to conquer the magical world.
This AU is the most important to me, and I have a lot of plans for it, so it will be the main content here.
Hogwarts founders: this second AU would be like fantastic beasts, a prequel to the saga. Now, we focus on the lives of the four founders of Hogwarts, to whom you can ask questions and so on. This one is not that important, still, it is very important to me, so I will focus a lot on this one.
I hope you can support me in this project and that we can create a great new story for Harry Potter. Greetings and don't forget your questions! Xsteps888
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dhr-ao3 · 8 months ago
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The Innkeeper [Traducción]
The Innkeeper [Traducción] https://ift.tt/HMmnO4A by JENNIFERSIZA Dimitriv había sido el guardián de la posada durante varios años, sin encontrar nunca un heredero que tomara el relevo, dejándole a él -con su vida inmortal- la vigilancia de la posada y de las criaturas que se acercaban en busca de santuario, comida o simplemente una charla. Pero todo cambia cuando encuentra un bebé en el umbral de un suburbio, en una fría noche de invierno, llevándose al niño y dándose cuenta rápidamente de que ha encontrado a su heredero. Desbaratando bastantes planes en el proceso, a la vez que se hace querer por la Muerte por llevarse a su Elegido para que crezca donde pueda marcar la diferencia. Words: 2076, Chapters: 1/35, Language: Español Fandoms: Harry Potter - J. K. Rowling Rating: Mature Warnings: Graphic Depictions Of Violence, Underage Categories: M/M Characters: Harry Potter, Dimitriv, OMC, Fenrir Greyback, Tom Riddle | Voldemort, Sirius Black, Amelia Bones, Remus Lupin, Severus Snape, Pandora Lovegood, Eileen Prince, Albus Dumbledore, Luna Lovegood, Lucius Malfoy, Draco Malfoy, Narcissa Black Malfoy, Hermione Granger, Ron Weasley, Bellatrix Black Lestrange Relationships: Harry Potter/Tom Riddle, Harry Potter/Voldemort, Harry Potter & Dimitriv, Death & Harry Potter, Magic & Harry Potter, Sirius Black/Remus Lupin, Fenrir Greyback/Dimitriv, Hermione Granger/Draco Malfoy Additional Tags: Creature Sancutuary, world building, Albus Dumbledore Bashing, Harry doesn't grow up with the Dursleys, the inn, Creature Harry Potter, Necromancer Harry Potter, Azkaban, Sirius gets free sooner, Sane Tom Riddle, BAMF Harry Potter, Ron Weasley Bashing, Ron Weasley Being an Idiot, trigger warning, Rape/Non-con Elements, Chapter had a mention at the start, Underage - Freeform via AO3 works tagged 'Hermione Granger/Draco Malfoy' https://ift.tt/q79sgdy April 13, 2024 at 01:42AM
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quoththemaven · 10 months ago
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2023 Favoritest Flicks
Take out your five faves and it'd still be a dynamite year for movies. My tops = Poor Things. Fave performance = Da'Vine Joy Randolph in The Holdovers. Fave score = Poor Things. Fave G'lord WTF is This Wild Gem = Dug Dug. The movie I liked a lot more than I expected to = Air. The Can't Wait for Their Next One = Kristoffer Borgli's Dream Scenario. Congratulations to all winners, you've won special mention on this Tumblr page 🏆
Loved!
Air
American Fiction
Anatomy of a Fall
Are You There God? It’s Me, Margaret.
Asteroid City
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Barbie
Beau is Afraid
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Blackberry
Bottoms
Dream Scenario
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Dug Dug
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Ferrari
Godzilla Minus One
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How to Blow up a Pipeline
Knock at the Cabin
M3GAN
May December
Napoleon
Oldboy (20th Anniversary Remastered)
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Oppenheimer
Past Lives
Poor Things
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Saltburn
Society of the Snow
Spider-Man: Across the Spider-Verse
Stop Making Sense (rerelease)
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The Boy and the Heron
The Holdovers
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The Iron Claw
The Killer
The Wonderful Story of Henry Sugar, The Swan, The Rat Catcher, Poison
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The Zone of Interest
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Liked!
65
A Haunting in Venice
A Thousand and One
Alice Darling
AKA
All of Us Strangers
Ballerina
Beyond the Infinite Two Minutes (2020)
Biosphere
Blue Beetle
Boston Strangler
Broker
The Burial
Cassandro
Cat Person
Creed III
Dark Harvest
Dicks: The Musical
Do Not Expect Too Much from the End of the World
Dogleg
Dumb Money
Dungeons & Dragons: Honor Among Thieves
Eileen
El Conde
Elemental
Evil Dead Rise
Fair Play
Fallen Leaves
Fast X
Fingernails
Five Nights at Freddy’s
Flora and Son
Good Grief
Gran Turismo
Guardians of the Galaxy Vol. 3
Halfway Home
Honk for Jesus. Save Your Soul.
If You Were the Last
Indiana Jones and the Dial of Destiny
Inside
It’s a Wonderful Knife
John Wick 4
Joy Ride
Landscape with Invisible Hand
Leave the World Behind
Little Bone Lodge
Luther: The Fallen Sun
Lyla
Maaveeran
Maestro
Maggie Moore(s)
Missing
Mission: Impossible - Dead Reckoning Part One
Mountain Woman
Mr. Monk’s Last Case: A Monk Movie
Mutt
Nairobby
Nimona
No One Will Save You
Nowhere
Nyad
Origin
Paint
Para Betina Pengikut Iblis
Plane
Please Don’t Destroy: The Treasure of Foggy Mountain
Priscilla
Quiz Lady
Raging Grace
Renfield
River
Ruby Gillman, Teenage Kraken
Sanctuary
Self-Reliance
Sharper
Shin Kamen Rider
Showing Up
Sisu
Skinamarink
Sometimes I Think About Dying
Starling Girl
Still Time
Strays
Suzume
Talk to Me
Taylor Swift: The Eras Tour
Teenage Mutant Ninja Turtles: Mutant Mayhem
Tetris
The Boogeyman
The Book of Clarence
The Call
The Covenant
The Kitchen
The Last Voyage of the Demeter
The Machine
The Royal Hotel
The Strays
Theater Camp
There’s Something Wrong With the Children
They Cloned Tyrone
To Leslie
Vesper
Wil
You Hurt My Feelings
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pathfinderunlocked · 1 year ago
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Mist Wolf - CR4 Elemental
An elemental in a shape other than humanoid or blob, for a change.
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Artwork by Sandara on ArtStation.
This creature is designed to function as an outsider created by power from the plane of para-elemental plane of ice, which I’m pretty sure doesn’t even exist in Golarion’s cosmology, so feel free to reflavor it as something a wizard did or the result of a vampiric curse on the land or whatever else.  Depending on the lore you decide, it might gain the extraplanar subtype while in the material plane.
I can’t think of any reason why the elemental planes wouldn’t have creatures with animal-level intelligence, so this one does.  In the likely event that you’re using this for a mutated wolf instead of a true outsider, it makes more sense this way anyway.
It’s based partially on the Mist Creature Template by Green Ronin Publishing, but that template isn’t balanced very well for low levels.  A CR 4 creature doesn’t need to be casting Cloudkill.
Mist Wolf - CR 4
The white-furred wolf seems to be made of solidified mist, trails of which emanate behind it as it moves swiftly.
XP 1,200 N Medium outsider (air, cold, elemental) Init +2 Senses cloud sight, darkvision, scent; Perception +10
DEFENSE
AC 14, touch 14, flat-footed 10 (+4 Dex) hp 37 (5d10+10) Fort +6, Ref +8, Will +3 Defensive Abilities blurred movement DR 5/magic Immune elemental traits Resist cold 10, fire 10
OFFENSE
Speed 50 ft. Melee bite +8 (1d6+6 plus trip) Special Attacks gaseous form
Spell-like Abilities (CL 5th; concentration +5)     3/day—fog cloud     1/day—solid fog
STATISTICS
Str 19, Dex 19, Con 15, Int 2, Wis 14, Cha 10 Base Atk +3; CMB +7; CMD 21 (25 vs. trip) Feats Run, Skill Focus (Perception), Weapon Focus (bite) Skills Acrobatics +8, Escape Artist +12, Perception +10, Stealth +9 (+24 within fog, smoke or mist), Survival +2 (+6 scent tracking); Racial Modifiers +4 Survival when tracking by scent; +15 Stealth while within fog, smoke, or mist
SPECIAL ABILITIES
Blurred Movement (Ex) A mist wolf gains 20% concealment for 1 round whenever it moves at least 10 feet.
Cloud Sight (Ex) A mist wolf can see through clouds, gases, fogs, mists, and smoke as though they didn’t inhibit vision.
Gaseous Form (Su) A mist wolf can assume gaseous form at will.  This ability works like the gaseous form spell, except a mist creature can remain in gaseous form as long as it wishes.  Becoming gaseous or resuming its normal form is a move action.
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juegaelgallego · 2 years ago
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Capeando el temporal 
“Fue un partido típico de la categoría”, dijo Chumba cuando analizó el desempeño de su equipo en la victoria por la mínima frente a Luján. Se refería a la segunda mitad del cotejo, cuando las piernas y la cabeza de sus dirigidos parecían no soportar el asedio visitante. Deportivo Español ganó en su estadio después de setenta y nueve días. Cortó una racha ignominiosa de tres caídas al hilo en Santiago de Compostela y Asturias. Mantuvo el arco en cero por segundo partido consecutivo. Y ─¡albricias!─ por primera vez en el año le ganó a un rival que se encuentra más arriba en la tabla de posiciones. Si la estadística de la fecha le sonríe es en buena parte por el desempeño de algunos jugadores, especialmente un puñado que no arrancó la temporada siendo titular ni estaba en los planes que lo fuera. La irregular campaña y el muy flojo rendimiento de los más veteranos del plantel hicieron necesario recurrir a volantazos que no siempre salen bien. Díaz dejó la valla y, por lo que se dice, tendrá futuro en cualquier lado menos en Español. De Bórtoli juega en el puesto más ingrato, ese que vuelve una risa cualquier bitácora como ésta, pero en los dos partidos que lleva disputados se quedó con la llave del arco. Y eso es unánime. Caride se afianzó como zaguero y ya no se discute su titularidad sino quién lo acompaña: Ríos, Peralta Salinas y Quinteros alternan allí. Santagati demostró que no hay que ser un virtuoso para volverse imprescindible en un once titular. David ─¡por fin, Chumba!─ se ganó su lugar en la línea de volantes y desplazó al círculo central a Vocos, que jugó más retrasado (y sin la 10 en la espalda) y volvió a ser el jugador que Español necesita. La lista de experimentos fallidos deja un tendal: Hernández, Graña, Amaya, Kirzner, siguen las firmas. La delantera sigue siendo un misterio a resolver para el cuerpo técnico. Anriquez no termina de quedarse con el lugar de delantero de área, Lazaneo le pelea el puesto a fuerza de despliegue y técnica, pero sin gol. Agost (de arranque) y Giménez (de relevo) ocupan el lugar de decisiones difíciles de explicar que tiene cualquier entrenador. El pleno de Chumba ─hoy─ se llama Juan Carlos Álbarez (sí, con “b”). El platinado que despunta su segunda temporada en el equipo ingresó cuando los papeles se incineraban tras el 1─4 vs. Liniers. Frente a Luján, el técnico lo reafirmó en el listado inicial. Y el pibe metió un zurdazo desde veinticinco metros que no le dio chances a Matías Caputo, el arquero visitante. Para más, fue el único gol de la tarde lluviosa en el Bajo Flores. Español convirtió cuando más méritos había hecho para ponerse en ventaja. El entretiempo mostró caras de satisfacción en las tribunas y el campo: los jugadores le responden al técnico, después de tantos rumores. Si en el segundo tiempo la cosa se complicó fue por un montón de razones, pero ninguna incluye dudas sobre las ganas de triunfar del local. Hubo una merma física llamativa, decisiones equivocadas en las modificaciones introducidas, errores no forzados al por mayor (despejes erráticos, faltas zonzas cerca del área); todo eso hubo. Pero también se notó la necesidad de romper la sequía insólita que le impedía a Español festear en su estadio desde aquel lejano 27 de enero. La celebración fue más un desahogo que locura total. No puede ser que cueste tanto ganar acá, parecía ser el pensamiento que reinaba en el pasillo invencible hacia la salida de Santiago de Compostela. “Fue un partido típico de la categoría”, dirá Chumba a los periodistas partidarios y hay que darle la razón. Español lo jugó con la receta elemental: tratar de imponerse y llegar al gol; después intentar jugar y si no se puede, arrastrar al oponente al barro y que no juegue ninguno. Por momentos lo consiguió. El desafío será sostenerlo en los próximos dos escollos: en Berazategui, cuando el Deportivo juegue sin su joyita; y en el clásico, antes de la fecha libre. Hoy capeó el temporal con lo que tenía a mano. Y al menos por un rato despejó los fantasmas. Es por ahí, Gallego. 
Primera C 2023 ─ Fecha #13 ─ Estadio España ─ 16/04/2023
Deportivo Español 1 ─ 0 Luján 
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thegreateyeofsauron · 8 months ago
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The Para-Elemental Plane of YouTube Poop, located between the Elemental Plane of Memes, and the Elemental Plane of Sudden Loud Noises
Notable inhabitants include the merchant Morshu, the evil wizard Ignatius Mortimer Meen, and Dr. Robotnik.
Notable locations are King Harkinian's Feasting Halls, seven different Koopa Hotels, Gwonam's House (if you can find it), and Principal Skinner's House (sages debate whether this belongs in the Plane of YouTube Poop or the Plane of Memes, as it is located on the very edge of the constantly fluctuating border between the two..)
Just base your planes on random nonsense.
Elemental plane of snakes. Dimension based around the concept of obscure medieval medical theories. Conceptual realm of that feeling you get when you eat a peanut butter sandwich. The alignments are all based around football teams and the transitive planes only connect different fast food chains.
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cagemasterfantasy · 9 days ago
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Dnd Cosmology: Elemental Plane of Fire
Planar Portal Color: Orange
A blazing sun hangs at the zenith of a golden sky above the Plane of Fire waxing and waning on a 24 hour cycle. It ranges from white hot at noon to deep red at midnight so the darkest hours of the plane display a deep red twilight. At noon the light is intense. Most business in the City of Brass takes place during the darker hours.
The weather on the plane is marked by fierce winds and thick ash. Although the air is breathable creatures not native to the plane must cover their mouths and eyes to avoid stinging cinders. The Efreet use magic to keep cinder storms away from the City of Brass but elsewhere in the plane the wind always blows sometimes rising to hurricane force during the worst storms.
The heat on the Plane of Fire is comparable to a hot desert on the Material Plane and poses a similar threat to travelers. Sources of water are rare so travelers must carry their own supplies or produce water by magic.
Important Features of the Plane of Fire are:
Cinder Wastes: The Plane of Fire is dominated by a great expanse of black cinders and embers crossed by rivers of lava. Roving bands of Salamanders battle each other raid Azer outposts and avoid patrols from the City of Brass. Obsidian ruins dot the desert remnants of forgotten civilizations.
City of Brass: Perhaps the best known location on the Inner Planes is the City of Brass which stands on the shores of the Sea of Fire. This is the fabled city of the Efreet and its ornate spires and spiked walls reflect the Efreet's grandiose and cruel nature. True to the nature of the Plane of Fire everything in the city seems alive with dancing flames reflecting the vibrant energy of the place. The heart of the city is the formidable Charcoal Palace where the tyrannical emperor of the Efreet reigns supreme surrounded by nobles and a host of servants guardians and sycophants.
Sea of Fire: Lava flows through the Fountains of Creation toward the Para Elemental Plane of Ash and pools into a great expanse of lava called the Sea of Fire traversed by Efreeti and Azer sailors in great brass ships. Islands of obsidian and basalt jut up from the sea dotted with ancient ruins and the lairs of powerful Red Dragons.
Torchy's: Built atop a tall basalt crag in the middle of a lava river is an iron walled tavern that is most easily reached by hot air balloon. The proprieter is a sentient Flame Tongue (Mace) named Torchy who sells a fine ale and seems to have a new wielder every few months. Torchy's is a popular hangout for ballooning enthusiasts.
Elemental Fire Adventure ideas: Fire represents vibrancy passion and change. At its best fire reflects the light of inspiration the warmth of compassion and flame of desire.
The cults of Elemental Evil represent fire at its worst: cruel and wantonly destructive. Cultists of Evil Fire seek the power to burn away the impurities of the world with volcanic eruptions uncontrolled wildfires heat waves and droughts transforming the Material Plane into a mirror of the Cinder Wastes.
Adventurers frequently come to the City of Brass on quests for Legendary Magic. If it's possible to buy magic items in your campaign the City of Brass is the most likely place to find any item for sale. The Efreet are fond of trading in favors especially when they have the upper hand in negotiation. Perhaps a magical contagion or poison can be cured only with something that must be purchased in the markets of the city.
@doodl3
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adndmonsteraday · 3 months ago
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Genasi (pronounced: /dʒɛnˈɑːsi/ jen-AH-see) were planetouched humans, infused with the power of the elements. Along with aasimar and tieflings, genasi were the most common planetouched found on the world of Toril.
Technically speaking, the genasi were not a race but rather a general classification of humans who had a heritage (usually unknown) that included some planar being from one of the elemental planes, most often a genie, (dao, djinn, efreet, marid, or jann,) whence their name is derived.
Each of the four fundamental elements had associated genies, so the most common genasi were air genasi, earth genasi, fire genasi, and water genasi, while stormsoul genasi became common in lands such as Akanûl in the 15th century DR. Para-genasi were genasi who expressed a bloodline of two elements, akin to the Para-Elemental Planes. These included the dust para-genasi, ice para-genasi, magma para-genasi, ooze para-genasi, smoke para-genasi, steam para-genasi, among other possibilities. Para-genasi were even rarer than the four standard genasi.
After the Spellplague, when the separate elemental planes coalesced into the Elemental Chaos, each genasi gained the potential to manifest the power of any of the elements, though only one at a time. After the Second Sundering, the genasi were again separated into the four major subraces of air, earth, fire, and water.
No two genasi were alike in appearance. Some could pass as normal humans, bearing the marks of their human ethnicity; for others, their elemental nature was impossible to hide. Their heritage was nearly always evident in one or two physical traits, such as skin or hair color or an elemental aura. Some genasi did not have hair at all; for such genasi, the substance that appeared to cover their heads was actually a supernatural expression of their elemental nature.
Even after the Spellplague, no genasi could maintain a neutral, "non-elemental" state, and their physical appearance changed depending on the elemental soul that they were currently manifesting. Those genasi manifesting an "earthsoul" had brown skin and golden eyes. Those manifesting a "firesoul" had bronze skin and orange eyes, with flickering flames coming out of their heads. "Stormsoul" genasi had purple skin with glowing, crystal spikes of silver in place of hair. Genasi with the "watersoul" manifestation had skin the color of seafoam and were bald. "Windsoul"-manifesting genasi had silver skin with blue and gray crystalline "hair".
Genasi were about the same size and stature as normal humans, but their bodies displayed signs of greater physical strength, and other subtle indications of their heritage.
Genasi of the era between the Spellplague and the Second Sundering bore a unique physical feature not reported in earlier generations. Regardless of their elemental manifestation, the body of each such genasi was etched with strange lines of energy, called szuldar in Primordial, that glowed in a color associated with the element that the genasi was currently manifesting. The earthsoul manifestation had golden-colored energy lines; the firesoul manifestation had fiery orange lines; the stormsoul manifestation had silvery lines; the watersoul had bright blue lines; and the windsoul light blue. These lines appeared in a pattern that was passed along family lines, sometimes extending into small communities as well. Though the patterns could be similar between relatives in a general sense, the specific configurations were unique to each individual and served much the same purpose that fingerprints did amongst humans; the pattern of these lines remained unchanged even when a genasi changed their manifestation. Many genasi, especially adventurers, displayed these lines with pride, often wearing clothing that left a fair amount of skin exposed.
Though szuldar usually remain unchanged throughout a genasi's life it was possible to alter them through scarring. Some genasi did this deliberately for aesthetic reasons, or in order to disguise themselves. Most genasi, however, disapproved of the practice and saw it as a loss of self-awareness, valuing the patterns they were born with as a mark of their identity.
Unlike many planetouched races, genasi generally took pride in their unusual features. Furthermore, because of their elemental power, most genasi felt a sense of superiority over other races and even over other genasi—including those of the same element. This was not so much a matter of prejudice as it was simple fact—a simple mortal could not possibly understand the mind of one with elemental heritage. In return, the genasi were perhaps the most distrusted of the planetouched races for being the most alien.
The personality of the typical genasi reflected her or his core element. For example, a fire genasi might have a "hot temper" and an earth genasi might take life slowly and carefully. Between the Spellplague and the Second Sundering, because of their roots in the powers of the Elemental Chaos, genasi were by nature changeable and contradictory. Nevertheless, the psychology of a genasi depended vastly on what element was currently manifested by the individual in question. Thus, genasi who could manifest in more than one way thought of themselves as possessing multiple personalities. Such genasi might even use one when dealing with one group of friends while using a another to interact with another set. Others were more picky and chose friends who could cope with their changing nature.
Many genasi philosophers believed that their race existed as a compromise between the chaos of the primordials and the divinely crafted world of the gods. A few genasi took this to heart and tried to eliminate one or the other aspect of their nature, either becoming agents of chaos or disciples of order, but these individuals were considered the exception rather than the rule. Most genasi were simply grateful for the innate connection to the elemental forces that shaped the world that they all shared.
Genasi had a strong ability to adapt, perhaps only superseded by humans in this regard, and embraced change as an inevitability or even something to be relished. Even lawful genasi embraced this change, and genasi of all kinds valued the possibilities the future might bring, such as new allies or new opportunities. In many ways, genasi were the most flexible of races, less stubborn and more willing to accept new ideas for better or worse.
One of the traits found commonly amongst all genasi was a strong sense of ambition. All genasi had a desire to better themselves and advance their status, either through pursuit of power, the acquisition of friends, or other means. Nearly all genasi had dreams and aspirations and would pursue these goals throughout their life and though few genasi were truly patient, so strong were their passions for these goals that they would often continue to follow them even long after individuals of other races would have given up and moved on. Simply put, they felt that they had a destiny and a calling to leave a name for themselves.
Genasi loved most forms of recreation, particularly competitive ones that allowed them to improve their standing amongst other races further. Most genasi preferred recreational activities that were active and physical, allowing them to release their impulses and wilder urges.
Because of their chaotic and spontaneous nature, genasi were not predisposed towards team athletics and preferred sports that favored the individual. Genasi were particularly fond of gladiatorial sports, which allowed them to bask in the attention of others while simultaneously releasing pent-up passions.
Calimshan had an historically higher population of air and fire genasi, because of its history of djinni and efreeti rulers. After the Second Era of Skyfire, the genasi of that land became engaged in a civil war over the Skyfire Wastes. When the Calimemnon Crystal shattered and the ancient foes Calim and Memnon were released, so too were many of their genasi servants. The two noble genies immediately began their epic war again, and the genasi took sides, joined by those genasi already living in Calimshan and even more from nearby lands of Tethyr, Amn, and the Lake of Steam. The Second Era of Skyfire ended suddenly in the Year of Holy Thunder, 1450 DR, when Calim and Memnon mysteriously disappeared again to their home planes. At that point, the power vacuum was filled by the genasi, who ruled Calimshan and enslaved many humans under them, reigning from the cities of Calimport and Memnon. The human slaves, led by a Chosen of Ilmater eventually overcame their genasi masters, restoring Calimshan to human rule and returning the genasi population once again to minority status.
Also after the Spellplague, when Abeir and Toril were merged again for a time, the lands that were once Chondath became the realm of Akanûl, which was ruled by genasi originally from the continent of Shyr. Prior to coming to Toril, these Abeiran genasi had been enslaved by the primordial Karshimis, but his citadel was not transferred with them to Toril, leaving them free to form their own kingdom. The majority of the citizens of Akanûl had the windsoul and stormsoul manifestation.
Members of the Burned, a group of Abeiran genasi, believed themselves to be direct descendants of original genasi crafted by the primordial Nehushta to be its slaves and that all other genasi "tribes" descended from theirs, but most other scholars refuted this local legend.
Source: https://forgottenrealms.fandom.com/wiki/Genasi
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gabinetedafarofa · 10 months ago
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🎮JOGOS DE CINZA? Não, calma, joguinho grátis na Steam para você curtir a ressaca, afinal, todo carnaval tem seu fim (ACHOU QUE A GENTE NÃO IA FAZER ESSA PIADA NÉ?)
TOWARDS THE PANTHEON
TUMBLE TOYS: AVIATION
EARL’S MINECART ADVENTURES
ARA AND THE EMPTY UNIVERSE
BEYOND THE MOUNTAINS
THE RICHMOND TU IN SEARCH OF FENTON
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edisonblog · 11 months ago
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"Five Girls of Guaratinguetá" iconic work by artist Di Cavalcanti - 1932. São Paulo Museum of Art.
In it, the painter portrays five women in an environment reminiscent of the city of Guaratinguetá, in the interior of São Paulo, Brazil. The work is marked by Di Cavalcanti's characteristic modernist style, which mixes vibrant colors, geometric shapes and an expressive representation of female figures.
The painting is an emblematic representation of Brazilian culture and identity at the time, using local and popular elements to portray the beauty and diversity of Brazilian women. Di Cavalcanti's work often brought up social, cultural and political themes, reflecting the reality of Brazil at the beginning of the 20th century.
"Cinco Moças de Guaratinguetá" is considered one of Di Cavalcanti's most important paintings and continues to be studied and appreciated for his contribution to modern Brazilian art.
The work features five women in different planes, all wearing hats and clothes that reflect the fashion of the time.
Using the oil on canvas technique, Di Cavalcanti managed to create depth and texture, making the work even more impactful.
His time in Europe brought him valuable contacts, such as Picasso and Matisse. These influences are clearly visible in his work, but always with a Brazilian touch.
The beautiful Benedita and her four daughters, who inspired the work, had an engaging story with the Clown Piolin, adding layers of meaning to the painting.
Di Cavalcanti frequently portrayed mulattas, a clear tribute to Brazil's diversity and cultural richness.
#edisonmariotti @edison
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"Cinco Moças de Guaratinguetá" obra icônica do artista Di Cavalcanti - 1932. Museu de Arte de São Paulo.
Nela, o pintor retrata cinco mulheres em um ambiente que remete à cidade de Guaratinguetá, no interior de São Paulo, Brasil. A obra é marcada pelo estilo modernista característico de Di Cavalcanti, que mescla cores vibrantes, formas geométricas e uma representação expressiva das figuras femininas.
O quadro é uma representação emblemática da cultura e da identidade brasileira da época, utilizando-se de elementos locais e populares para retratar a beleza e a diversidade das mulheres brasileiras. A obra de Di Cavalcanti frequentemente trazia temas sociais, culturais e políticos, refletindo a realidade do Brasil do início do século XX.
"Cinco Moças de Guaratinguetá" é considerada uma das pinturas mais importantes de Di Cavalcanti e continua a ser estudada e apreciada pela sua contribuição para a arte moderna brasileira.
A obra cinco mulheres em diferentes planos, todas com chapéus e vestimentas que refletem a moda da época.
A técnica de óleo sobre tela, Di Cavalcanti conseguiu criar profundidade e textura, tornando a obra ainda mais impactante.
Sua passagem pela Europa trouxe contatos valiosos, como Picasso e Matisse. Essas influências são claramente visíveis em sua obra, mas sempre com uma pitada brasileira.
A bela Benedita e suas quatro filhas, que inspiraram a obra, tinham uma história envolvente com o Palhaço Piolin, adicionando camadas de significado à pintura.
Di Cavalcanti frequentemente retratava mulatas, uma clara homenagem à diversidade e riqueza cultural do Brasil. @edisonblog
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