The Planes: Positive Quasi-Elemental Planes

The Planes: Positive Quasi-Elemental Planes

Our next stop in The Planes series are the Positive Quasi-Elemental Planes
- the elements of energy and movemet.

What are the Positive Quasi-Elemental Planes?

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Between the major Inner Planes are the positive quasi-elemental planes that bridge the gap between them and the Positive Energy Plane. Four quasi-elemental planes blend the pure energy of Positive with the elements, creating worlds of agitating elements that are often as deadly as they are beautiful. The four planes are Lightning, Radiance, Mineral, and Steam, each adjoins a different elemental plane of Air, Fire, Earth, and Water, respectively. 

These planes are crackling with energy and its occupants are just as full of life as the plane. Unfortunately, for many travelers, these planes are just as dangerous as the Positive Energy Plane and pose very real risks for those who visit them.

History

The positive quasi-elemental planes are first introduced in the Manual of the Planes (1987) where the foundations of each are laid. This book provides the reader with information on how deadly these planes are and their relationship to the Inner Planes as well as the Positive Energy Plane. It isn’t until The Inner Planes (1998) is released though that additional detail is provided on the inhabitants and specific places to explore. Unfortunately, little information is actually known about these planes. 

An Outsider’s Perspective

Survival in any of these planes is difficult for the ill-prepared. Not only do travelers have to overcome the challenges of the major element that each quasi-plane represents, but they are energized by the Positive Energy Plane, creating agitated realms of chaotic energy.

Lightning

Travelers are greeted with a world alight with lightning and energy. The sky is crowded with black clouds and arcs of lightning. The entire plane smells of ozone while bolts leap from cloud to cloud and touching anything in this world is enough to cause static shock to explode out. A glowing brilliance, known as St. Elmo’s fire, coats everything that visits the plane, giving every creature an electrical brilliance. The biggest secret to survival on this plane is to avoid bringing any metal as even a dagger is enough to attract the elemental energies of this plane, turning the traveler into a lightning rod. 

Mineral

Thought of as the treasure trove of the multiverse, the plane is made up of brilliant gems, ores, rubies, sapphires, gold, and more with veins of pure metals wrapped around each other like tree roots. Because this plane represents the positive energy of the Plane of Earth, it is filled with the positive minerals and materials with pure metal and gems of the finest quality. Despite how easy it is to find such valuable goods, this plane isn’t often visited simply due to the deadliness of it all. This world is filled with razor-sharp edges from gems, ore, metals, and more, cutting and slicing any creature that attempts to move through the world more than a few feet. 

Radiance

Beautiful and made of pure color, this plane is of an aching and burning beauty. Radiance is the mixing of the Positive Energy Plane and the Plane of Fire, creating a burning, cleansing energy that glows and burns in painful splendor. Every color can be found glistening in this realm of energy, with colors swirling in a dazzling display. There is a price to witnessing the beauty of this plane, as anyone who visits goes blind from the Radiance unless they can properly prepare for their trek into the plane. 

Steam

This plane, despite its name, is surprisingly cool and many believe that calling it Mist would be a better name for it. This mist is clammy and thick, seeping into everything and drenching it completely. While there are pockets of superheated water, it isn’t the biggest danger that travelers should be mindful of, instead, it is drowning on the plane. The mist is so thick and prevalent that every time a creature breathes, they are also breathing in lungfuls of water, choking on flooded lungs. 

A Native’s Perspective

Creatures of these planes exist, though they are rare and typically don’t like leaving their home plane without good reason. These creatures are based on the elements of their planes, overflowing with energy from the Positive Energy Plane, and are often thought to be bubbly and over the top. Very few powers make their home on these planes, though they are often visited by many gods who simply wish to re-attune themselves to a specific element, like storm gods who visit Lightning.

Lightning

The natives of Lightning are largely lightning elementals, though there are a few others who soar through these storm skies. There are even creatures, the Uun, whose entire life cycle starts and ends in the flash of lightning that arcs through the sky. Many of the creatures found here take on the form of lightning, making it hard to discern what is a living lightning bolt and what is a natural construction of the plane, with many believing that every lightning bolt is sentient and alive. Some outsiders have lived here so long as to understand the dark of this plane, though they are rare and reside in the center of the plane on a small mote of earth. 

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Mineral

One of the few quasi-elemental planes with an Archomental, Crystalle, who holds claim over the territories of the plane. The inhabitants of this plane are largely the quasielementals of Mineral, though there are also the Tsnng, a race of crystalline creatures who are renowned for their spellcasting and magic. The inhabitants of the plane are typically only encountered by outsiders when they begin trying to take precious gems and ore from the plane, especially in large scale operations like with teams of miners. The inhabitants are constantly having to protect their plane from outsiders looking to get rich quick, and even fighting off the Xorn who travel to this plane from the Plane of Earth and try to devour everything they find. Strangely, the Dao are allowed to take what they want from this plane and are not hassled or destroyed for their greed, making many believe that the Dao are offering something to the Tsnng and Crystalle that allows them such freedoms.

Radiance

The beings of Radiance must be able to survive the erratic energies of the Positive Energy Plane, as well as the burning heat of the Plane of Fire. This radiance isn’t simply hot, but its blinding beauty is enough to burn out those unworthy travelers who would travel to this plane. The quasielementals who reside here are aloof, even with each other, and rarely choose to make themselves known to outsiders. While the people of Radiance rarely ever leave, several distinct groups reside on this plane.

The Varisoh, a group of bird-like humanoids who live in a place known as the Refuge of Color where two regal figures, King Black and Queen White, watch over them. It is said that the two are powerful and have godlike powers. Apart from them are the inhabitants of the Kingdom of the Blind, occupied solely by outsiders who have journeyed to this plane and refuse to leave. Thanks to the protection of their home, they are not blinded by the beauty of the plane. 

Efreet also journey to this plane, though the inhabitants despise them. The only outsiders the inhabitants like, at least a little, are the celestials who pilgrimage to this plane. Devas, solars, holiphants, and more journey to this plane to witness the splendor of Radiance.   

Steam

Steam holds a variety of natural creatures who appeared in the mists of this plane. The most common are the elementals of this plane, though they are incredibly hard to see as they are mist themselves, allowing them to blend into the plane almost seamlessly. The easiest way of locating these elementals is to look for their communities as they constantly trade with the Marids for slaves for unknown purposes. 

Apart from the elementals are the Faberes, gigantic balloonlike creatures who propel themselves through the plane by breathing out gases, the Javoose and Calden, which appear to be large water bugs that flit across the plane in search of food, and the Klyndesi and Wavefires who also appear like steam or mist in strange forms. The Klyndesi are dangerous to outsiders as they hunt the Fabere and travelers, while the Wavefires simply hunt the plane for dry air and don’t bother attacking other creatures. 

Atmosphere

The atmosphere on these planes is akin to the major elemental plane that they represent, though they introduce their risks. Every plane is breathable, though in the case of Mineral, there just might not be much to breathe as it is made of solid ore and gems, like the Plane of Earth, and there are only pockets and tunnels to travel through. These planes can support life, though each has its own unique dangers associated with them.

Lightning

Arcs of lightning fill this world and any metal immediately begins building up charges and attracting lightning to it. The atmosphere is breathable, though it tastes like burnt ozone with a tang. So long as travelers aren’t wearing metal, they probably won’t get struck by lightning often though certain spells are needed to help ward them from harm. 

Mineral

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Like the Plane of Earth, this plane is almost completely filled with minerals occupying almost every space of this plane, though the difference is that it has no limestone or granite filling in the spaces between gems and ore. Air exists in the twisting tunnels, and apart from the deadly razor-sharp edges of this plane, it is easy to survive here.

Radiance

Brilliant lights blind all creatures who journey here unless they take the necessary precautions to protect their eyes. Those who are resistant or immune to the heat of Radiance, which is dependent on the edition if it is simply fire or radiant damage, can look upon this world without going blind. Others must cover their eyes in thick bandages that can protect their eyes from the intense light of the plane. A common tactic by many is to cast darkness on themselves before they enter the plane, as the spell makes the plane around them just dark enough that they can see without going blind. 

Steam

While this plane is breathable, it is like breathing in heavy fog and mists that fill up your lungs with water. The only way to survive in this plane is if you can naturally breathe in water or air, or you have a water breathing spell cast on you. Many unprepared travelers have drowned on the air of this plane, their lungs so full of water that they burst. 

Traits

Travel to the Planes

Traveling to these planes is not too difficult, though it isn’t as easy as traveling to one of the major Inner Planes. There are known portals that link to these planes, as well as vortices that suddenly spring up where their element is strongest. While portals are commonly used by many travelers, you can also hire guides from the major planes and they can take you across the planar boundaries that separate their plane from one of the quasi-elemental planes. The borders at these intersections of planes can be quite dangerous, but with a trusted guide, it isn’t too difficult to get across them, of course, the guide may only know where the border is and not be able to help navigate you across the new plane. 

The most common portals appear in places that are linked to the planes, and of course, Sigil holds at least one portal to each of these planes, but they can be constantly changing their location as the mood comes. Portals are often guarded by creatures who embody some form of that element, like Storm Gods on the Outlands have laid claim on a series of portals to Lightning, or a group of dwarven miners, also on the Outlands, have laid claim to a portal to Mineral. Celestials feverishly guard a portal to Radiance from fiends trying to unlock the power of radiant energy, while Steam might be located at the bottom of Aquallor on Arborea. 

Vortices, quick and temporary portals that are often only one way, often form at points of large gatherings of elements. Lightning storms on the Prime Material Plane could be a bridging point for Lightning, while many Prime Suns are thought to spawn vortices on their surface to Radiance. Mineral also creates vortices when massive amounts of brilliant gems and pure ore are gathered together, while Steam often appears in dense, massive fogs that are so thick as to be impossible to see through.

Another popular method of traveling to these planes is by using the Ethereal Plane and traveling through the Deep Ethereal until you find a quasi-elemental plane’s color curtain and stepping through. Most Border Ethereals for these planes are relatively safe, apart from the standard inhabitants of the Ethereal Plane, though there can be errant bolts of lightning that suddenly appear on Lightning’s Border Ethereal, just as thick fog might seep into the Steam’s Border Ethereal and threaten to drown anyone there.

Traversing the Planes

Traversing these planes is difficult for those unprepared, and it isn’t solely because of the inhabitants or the elemental nature of these planes. The planes are so agitated with energy that they can have secondary effects that make staying in them for an extended period of time quite dangerous. While moving across these planes is similar to how it works on the major plane they are part of, it does come with its problems.

Lightning

With arcs of lightning and balls of electricity that chase after living creatures, traveling the plane is often thought to be a death sentence. Those who journey here, and wish to travel, must take a lot of precautions to protect themselves and their equipment from the hazards of this plane. Most planewalkers simply discard any metal items, instead, bringing in wood swords and leather armor to protect them from building up too much static in the plane. Those who choose to bring metal objects attract lightning immediately upon entering the planes, and those who survive a bolt, or several, find themselves walking around with metal objects increasing in static charge. Simply touching or brushing the metal is enough to set it off and a massive eruption of energy soon follows, often destroying everything and everyone nearby as a blast of lightning, thunder, force, and fire explodes out.

Once a traveler has arrived on this plane, and survived, the next problem they face is the cacophony of this realm as peals of lightning are soon followed by the rumbles of thunder. This plane is full of thunder, shaking and booming across the plane, causing creatures to become deaf, and it has even been known to cause some to implode from the vibrations. To properly travel through the plane, travelers need thick earplugs of wax shoved into the ears to help reduce the noise, which unfortunately makes them deaf to their companions. 

Finally, a traveler is now ready to traverse the plane. To travel across the plane, it is the same as the Plane of Air where you determine your gravity and fall to your destination. This type of travel can be awful for those unused to it, though there is less material in Lightning than in the Plane of Air so the chance of hitting something as you fall is greatly diminished. 

Mineral

This plane is solely composed of pure ore and beautiful gems that are so sharp that it slices any creature that walks through the plane. Only twisting tunnels and caverns allow egress through the plane, but luckily those empty spaces are filled with breathable oxygen. If you don’t wish to follow the natural and artificial tunnels that have been mined through the plane, you are forced to dig yourself your own tunnel or have the ability to walk through stone like a Xorn. This is the same process as the Plane of Earth, though the Plane of Earth is far less lethal to simply walkthrough.

Sharp edges and crystals extend out from the walls of tunnels and caverns, almost invisible to the naked eye. These edges slash and cut through thick leather, hard metal, and more, cutting creatures and visitors to ribbons simply from walking through the plane. The only way most can travel this plane without being sliced and bleeding out is by wearing thick heavy armor, like full plate, or have magical protections. While planewalkers disagree on how much magical protection is required, they all know that a ring of protection is not going to cut it, but rather you need magically warded armor.

If journeying through a world of sharp and deadly edges isn’t enough to deter visitors, those who spend more than a day here must also save against petrification. Those who are unable to withstand the effects of this plane turn into a perfect statue of crystal.

Radiance

Unlike the Plane of Fire, which has a super-dense layer of fire to walk upon, Radiance is more like the Plane of Air and Lightning. A creature must simply decide which way is their down and travel in that direction. Inhabitants of this realm have no understanding of gravity and find creatures who ‘fall’ to travel the plane as being ridiculous and lacking. For them, traveling the plane is simply done by existing and that by existing, they can move across their home plane. Planewalkers will often compare their movement to be similar to flying, though they have no wings or visible signs of levitation.

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Of course, traveling across Radiance is all for not if the traveler is blinded by the radiance of this plane. Creatures must wear thick padding over their eyes, cast darkness on themselves, or wear special lenses over their eyes to block out as much radiance as possible - these obstructions can’t stop all light and so while a creature might be blindfolded, light still pierces through and they can make out dark shapes against a painfully bright background. Planewalkers have discovered that certain smoky gems from Mineral can be crafted into lens caps that can be worn over the eyes, these special gems can block out almost all of the radiance and allow a creature to see as normal in the plane. Unfortunately, they are quite delicate and if a traveler gets into a fight, they can be knocked off or destroyed by such quick movements. 

Steam

Traversing Steam can be done in a variety of ways based on the abilities of the traveler. Due to how thick the air is with water, creatures can easily swim through the air, almost like they were flying, while other creatures can treat the plane much like the Plane of Air and decide on a new down for them to fall in, though it is slower like they were falling through an ocean. Birds and other creatures with wings can fly through the fogs, and the most common method of traveling is using steamships. 

Steamships are large objects that are similar to airships in that they have a large balloon with a carriage of metal or wood strapped to the bottom of the balloon. Unlike an airship though, they don’t use rare gases to levitate the creation but have captured, or trained, steam mephits to release steam into the balloon. Once the balloon is full, the pilot of the steamship can release the steam and the ship moves at frightening speeds across the plane. Occasionally, Fagere might act as the balloons with carriages constructed below them and act as large whales that taxi creatures across the plane. 

Locations

Despite the dangerous and hostile atmospheres of these planes, there are many settlements and reasons for visiting each of these planes. Because these planes connect the Positive Energy Plane with a major elemental plane, they provide a bridge of sorts between the two and are often visited by travelers hoping to go from one to the other. Also, every plane that borders the Positive Energy Plane has a tower made of its substance created by an unknown being eons ago. These towers pierce into the Positive Energy Plane and provide peninsulas into the plane of relatively safe spaces. 

Where the planes border another, it’s difficult to tell where one plane ends and the other begins, and instead, these borders are split across the planes. When describing a realm of Radiance and Mineral, known as Brighthome, it’s not restricted to a single plane but rather acts to adjoin the two planes and stretches between them. 

Lightning

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Lightning shares borders with the Positive Energy Plane, Steam, Ice, the Plane of Air, Smoke, and Radiance, each creating a unique interaction with the erratic energy of Lightning. Steam and Smoke both create an area of electrical fog that sparks with deadly energy and makes it difficult for creatures to see further than a few inches in front of their face, these two areas are both known as the Dark Land. The space near the Plane of Air is known as the Subdued Cacophony where there is more space between the dark thunder clouds and less errant bolts of lightning. As an opposite, where Lightning adjoins the Positive Energy Plane, the realm is known as the Wall of Energy where a physical barrier of lightning exists like a wall to the next plane.

Ice and Lightning create the realm known as Glistening Crystal where solidified ice crystals of lightning crackle with the green energy of lightning ready to explode out. Bright Ice, a rare material, can be mined from these ice glaciers though it is incredibly dangerous to get ahold of and transport safely off the plane. Where Lightning reaches Radiance, it creates the Bright Land, a region of the plane where it resembles the inner portion but the clouds themselves glow a dazzling array of different colors. 

While Lightning is a massive storm cloud, there are a few important locations that all planewalkers should be aware of in their travels. 

The Eye

Located near the center of this plane is a place of quiet and peace. Generations ago, some powerful individual was able to use their magic to quiet the plane and create a small area of peace. In this peace is a large earth mote where a small town has formed, welcoming outsiders who need a respite from the cacophony of Lightning.

The Tower of Storms

Located in the region known as the Wall of Energy, where Lightning abuts against the Positive Energy Plane, this tower has a glistening blue hue that crackles with electricity and bursts through the barrier between the planes. No entrance has been found, and no one has been able to enter the tower, at least no one is telling if they had. Even the elementals of the plane know little about this structure but are convinced it must hold powerful sway over Lightning. 

Mineral

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Mineral shares borders with the Positive Energy Plane, Steam, Ooze, the Plane of Earth, Magma, and Radiance, each creating a unique interaction with the crystalline structures of Mineral. Steam creates the realm known as the Misty Caverns choked with thick mists and fog. Ooze, also known as the Plane of Mud, creates the glistening, underground sea of mud and crystals that float through the thick ocean known as Sparklemire. It is rarely traveled as it is a slog to move through the mud, and even if you do, the crystals will slice you into ribbons.

The space near the Plane of Earth is called the Unnamed Border as it is impossible to tell where one ends and where the other begins, it just a massive sheet of stone and rock with caverns and tunnels dotted throughout. As an opposite, where Mineral adjoins the Positive Energy Plane, the realm is known as the Gemfields where the gems begin glowing. The closer you travel to the energy plane, the less gems there are, and the more they glow until they become stars glistening in the void. 

Magma and Mineral create the realm known as the Natural Forge which is filled with precious metals but they only exist in the state of molten ore. Those who can survive the intense heat can pull forth such pure metals that when fashioned into jewelry or weapons, take on a supernatural beauty of their own. Where Mineral reaches Radiance, it creates the Brighthome, a realm similar to Gemfields where the gems are less deadly and instead glow with radiant energies. The vast majority of outsiders choose to make their home here as it is far safer than in the dangerous depths of the rest of the plane. 

There are not a large number of sites on Mineral, and those that exist are defined by what ore or gems are in abundance.

The Tower of Lead

This tower is massive and gray, jutting up through the borders of the Positive Energy Plane and Mineral, uniting the two together over a thin peninsula of minerals. Inside the tower is the best forge in the multiverse, at least according to dwarven legend, which is blasphemy to many dwarves as Moradin claims to have the best. While no one knows who built the place, it is largely abandoned and those who work the forge only stay for a short while. Those who decide to stay longer mysteriously disappear and no one has puzzled out where they leave to. There are also tools and machines inside the tower whose purpose is unknown, though they were built by someone for some specific reason. Many believe that these tools are meant for the technology yet to come and some dwarves have tried experimenting with the tools to little success. No matter how hard the dwarves have tried, no one has been able to steal the tools from this tower.

Radiance

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Radiance shares borders with the Positive Energy Plane, Lightning, Smoke, the Plane of Fire, Magma, and Mineral, each creating a unique interaction with the burning radiant energy of Radiance. Lightning creates the Bright Land, a region of the plane of radiant clouds and lightning. Smoke creates the Sea of Stars, thick clouds of smog with twinkling stars of radiant energy burning through. 

The space near the Plane of Fire is known as Brightflame, a region of fire in such varied colors that it appears as a rainbow of flame. As an opposite, where Radiance meets the Positive Energy Plane, it creates the region known as the Light, a place of healing and brilliant illumination. The realm holds such influence of positive energy that wounds themselves can heal, though not as quickly as the energy plane itself. 

Magma and Radiance create the realm known as the Glowing Dunes, molten lava that gives off a radiant glow of energy. Where Radiance reaches Mineral, it creates Brighthome, a realm of glowing crystals where the Kingdom of the Blind can be found. 

While little is defined about Radiance, those who travel to this plane are meet with such intense light and colors that it can be difficult to truly define where you are on this plane.

The Kingdom of the Blind

This city occupies Brighthome, the border between Mineral and Radiance. The city is formed inside of a massive mineral and is difficult to locate. This mineral also acts as a shield from the burning light of Radiance, making it a welcome respite for those who occupy the city from the energies of the plane. 

The Heart of Light

Also known as the Tower of Healing, this tower punches through the borders of the Positive Energy Plane and Radiance, creating a peninsula of radiant ground. This tower is largely abandoned but sees visitors constantly as they journey to this tower to heal curses, wounds, and afflictions. This tower is also studied by mages for it is constructed solely of blue light given physical form, no one has been able to reproduce it.

Steam

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Steam shares borders with the Positive Energy Plane, Mineral, Ooze, the Plane of Water, Ice, and Lightning, each creating a unique interaction with the mists of Steam. Mineral creates the realm known as the Shard Forest, crystals of all sizes float through dense fog, with the tiniest of the gems sharp enough to slice through tough leather armor. Ooze, also known as the Plane of Mud, creates the Realm of Cloying Fear, a place of nothing but a thick atmosphere of stench and oily air unfit for breathing. 

The space near the Plane of Water is called the Islands of Water where the plane is more water than air and bubbles exist between massives droplets of water. As travelers move further away from the Plane of Water, these droplets get smaller and smaller until they become a fine mist. As an opposite, where Steam adjoins the Positive Energy Plane, the realm is known as the Raging Mists where the droplets are so incredibly tiny it is like a super fine mist that radiates brilliant light. 

Ice and Steam create the realm known as the Hoarfrost where a freezing mist coats everything in a layer of ice. This region is overrun with ice and steam mephits fighting to gain control of the realm. Where Steam reaches Lightning, it creates the Death Cloud, with large clouds carrying massive electrical charges that blast apart any creature, mineral, or object that gets too close to them. 

While Steam is a massive fog cloud, there are important sites that cut through the dense mists and is well occupied for such a dangerous plane. 

Adrift

This city was created by outsiders to the realm and is in the shape of a spinning ring with clouds gathered around the outside. While there are the perpetual mists of this plane in the city, it is not so thick that travelers have to worry about drowning on it. At the center of the city’s ring are the Floating Statues, massive sculptures of human men and women that are over 1,000 feet in length. While no one is quite sure who these statues depict, they are quite old and many are beginning to fall apart, though their broken pieces still float next to the statue they broke off from. Creatures of all types live and work next to the mephits of this plane, creating a safe place for travelers to visit.

The Tower of Ice

Piercing through the borders of the Positive Energy Plane and Steam, this massive tower is made entirely of ice. While it is difficult to enter the structure, a secret not often passed on to strangers, alchemists and poisoners find that the arcane laboratories within create potions and poisons of exceptional quality. Control over the tower is tenuous and those who work within the labs rarely stay for long to cement their rule over the tower. 

The Inner Planes, 1998 WotC

The Inner Planes, 1998 WotC

Factions & People

The Powers

Only one power claims a domain in these Positive Quasi-Elemental Planes, and that is the powers known as King Black and Queen White located on Radiance. Many other powers will journey to these planes simply to reattune themselves to those energies, or if they are searching for something specific within the planes, but no other had decided to make their realm here. It could be that since the Inner Planes are focused on existence, and less on beliefs, that they just find it too difficult to reach their worshippers and petitioners on these planes.

Archomental

While they are not truly a power, or godlike being, the Archomental on Mineral, known as Crystalle, holds a small domain throughout the plane. Its tower is made of crystalline structures and an army of crystal elementals guards it against outside forces.

Quasielementals

These elementals are known as quasielementals by sages and researchers of the planes, though the elementals themselves don’t refer to themselves as such. They are thought to be the plane given sentience and are often summoned by the spellcasters looking to trap elemental energies or control elementals in battle. Most of these elementals that walk their plane are simply the animals of their planes, creating the birds, vermin, and natural beasts in varying displays of elements. From radiant rats of dazzling colors to lightning birds crackling with energy to the mist deer that gallop through the clouds of fog, these creatures have a natural place in their ecosystems. 

Encounters

Djinni’s Hunt - A djinni is planning on going on a great hunt through the Lightning plane and is inviting a large number of individuals to join him. He is hoping to bring down a massive, ancient blue dragon who has made their roost in the lightning storms. While the djinni has some skills, he is hoping for the party to weaken the beast for him so that he might land the killing blow and show off his victory to the other djinni nobles.

Cursed Existence - A party member has been cursed with festering wounds and no spell has worked. Rumors of the Tower of Healing has spurned them to traveling through Radiance in search of its healing energies.

Miners of Mineral - A team of dwarves are heading out into the Mineral plane and are looking for stalwart defenders who can protect them from Mineral Elementals, Xorns, and other foul creatures that dislike them taking gems from the plane.

Xanxost - Xanxost, a slaad, is looking for tasty mephits to eat. Unfortunately, Xanxost is having problem as all the mephits keep running away from him in Steam. Xanxost is having difficulties as the mephits keep running for protection behind larger Steam creatures and Xanxost can’t eat them. Xanxost looking for adventurers to kill big Steam elemental, then Xanxost can eat mephits.

Resources & Further Reading

Manual of the Planes (1st edition)
For more information on the introduction of the Positive Quasi-Elemental Planes.
The Inner Planes (2nd edition)
For more information on the locations and people in the Positive Quasi-Elemental Planes.


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Header Image: The Inner Planes by WotC

Homebrew - Warring Powers

Homebrew - Warring Powers

Homebrew - Haunts

Homebrew - Haunts

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