Codex of The Infinite Planes Vol 02 Plane of Water

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The passage provides an overview of the Plane of Water, describing it as a vast realm filled with mysteries, life, and wonders both above and below the surface.

Some notable locations mentioned include the Great Coral Forest, the Graveyard of Sails, the Citadel of Ten Thousand Pearls, the Fathomless Caves, and the Trench of Death.

Creatures mentioned include sahuagin, marid genies, kuo-toa, merrow, and other aquatic creatures. Some have built cities and bases beneath the waves.

Codex of the

Infinite Planes
Volume II:
Plane of Water

The Essential Guide to the Planes of Existence


Codex of the
Infinite Planes
The Essential Guide to the Planes of Existence
Volume II:
Plane of Water
Written & Designed by “Weird Dave” Coulson

Interior Art by Jeshields, Indi Martin, and


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Volume II: Plane of Water Sea of Worlds
Islands comprised of rock, earth, and even coral break the
“The greatest ocean in all the Material Planes is but a surface of the Sea of Worlds, though few are permanent.
drop of water compared to the fathomless depths of the The nature of the watery plane breaks down hard surfaces,
Plane of Water. I believe that it is the source of all water eroding them and sending them back to the depths. Few
in the multiverse, that at some point every raindrop and things last above the sea, as super storms are known to
every stream began in this watery paradise. But, just like suddenly appear without warning to drag everything back
any body of water, the real interesting things are located down. There are no native creatures that do not swim in
below the surface, where fantastic treasures and creatures the Plane of Water, though swarms of winged quippers
swim in an aquatic wonderland that is both calming and break the surface of the sea to ride the stormy winds.
terrifying at the same time.”
Sea of Light
Astromarchus the Sage The upper region of underwater is known as the Sea of
Light. Here, much of the sunlight from above the sea filters
The Plane of Water is a vast realm of deep mysteries, down, creating a brightly lit aquatic wonderland. Great
shadowed darkness, and wondrous life, all combined swaths of coral reefs clinging to unanchored rocks dot the
into one of the most recognizable elements across the Sea of Light, and within these are found the fortresses,
multiverse. Life flourishes in this plane, which many strongholds, and cities of the most common planar natives,
travelers can relate to on some level – after all, most including the sahuagin and kuo-toa. Nominally, the marid
Material Plane worlds have seas and oceans, so it’s too genies rule over much of this layer, but they care little for
hard to imagine a vast, endless version of it. the machinations of non-marid.
But the Plane of Water holds so much more, and it is Even at night, the Sea of Light is illuminated, bathed by
one of the most hospitable of the Inner Planes to natural a soft green light that seems to infuse the water. The water
life (second only to the Plane of Air). With a little magic, temperature is near perfection at all times, not too hot and
travelers can dive into the Sea of Worlds and seek out not too cold, though pockets of intense heat, slime, and
the wonders and treasures of the Great Coral Forest, the chill float through the currents. Throughout the waters,
wrecks of lost ships in the Graveyard of Sails, the reckless “up” is considered to be towards the surface of the Sea of
and arrogant halls of the marid genies in the Citadel of Worlds, while “down” is considered away from the light.
Ten Thousand Pearls, or even trade goods and services In all portions of the Plane of Water below the surface,
under the icy dome of the City of Glass. Deeper still lies however, it can be difficult to easily determine “up” from
dangerous lairs of cold, unyielding monsters, such as the “down” especially since the effects of gravity are lessened
Fathomless Caves and the Trench of Death. in the water.
Sahuagin, marid genies, kuo-toa, merrow, and all
manner of other creatures occupy the Plane of Water, and Darkened Depths
some have built cities and bases beneath the waves. And The deepest sections of the Plane of Water are reserved
while most of the planar activity is underwater, contrary for a lightless realm known as the Darkened Depths. It is
to most beliefs, the Plane of Water has a surface, and this here dwell the greatest and most monstrous of creatures,
surface is broken by several islands. The most famous of including elder krakens and the lairs of the elemental lords
these islands is the Isle of Dread, surrounded by a fierce of water. Olhydra, the Princess of Evil Water Elementals, is
storm that extends to many Material Planes, which has the best known among these primordial powers, and she
the capability to draw in ships and strand them. The island is fickle and without mercy. Light from above the Sea of
itself is a dangerous, jungle-filled wilderness with great Worlds does not filter down to the Darkened Depths, and
dinosaurs competing for food. whatever infusion illuminates the Sea of Light above is
The treasures and sites of the Plane of Water are there lessened here.
for travelers willing to brave the monsters and dangers of
an endless sea of unrelenting change. Sea of Ice
The Plane of Water borders two other Inner Planes at its
extreme edges. Where it borders the Plane of Air, the Sea
Lay of the Land of Worlds grows frigid and great icebergs bob slowly in the
water. This is the Sea of Ice, and travelers that continue
The Plane of Water has three major layers to its endless through it eventually reach the Frostfell (also known as the
geography and two side regions where it borders other Plane of Ice). White dragons and remorhazes are known
Inner Planes. The first is actually above the waters of the to lair in the icebergs of the Sea of Ice. Particularly large
Sea of Worlds, where a sun and stars sit similar to most rogue icebergs have been known to break from this area
Material Planes. Ships that inadvertently travel through a to float into the Sea of Worlds, though the warmer waters
portal to this Inner Plane can drift forever on the waves, ensure the massive ice formations don’t last forever.
though it is more likely they run afoul of one of the many
terrible storms that rocks the region. This elemental Silt Flats
realm is a plane of constant change, with seas shifting At the other end, the sea grows shallower where the Plane
dramatically from calm to stormy in the blink of an eye. of Water is near the Plane of Earth. This area is known as
the Silt Flats before giving way to the Swamp of Oblivion
(also referred to as the Plane of Ooze). In the Silt Flats,

Volume II | Plane of Water


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the water is thick and sludge-like, and it is not uncommon However, many stable portals are known to lead to the City
to have acidic globs float out into the Sea of Worlds to of Glass, the trading hub for the entire Inner Planes (and
wreak havoc on all life. Unnaturally large and aggressive some would say all the planes). These portals typically
insects, such as mud mosquitos, are known to occupy the lead to one of the many market squares in that city, tightly
Silt Flats. Because of its thick, shallow water, most regular patrolled and governed by the Aquatic Council so as
inhabitants of the Plane of Water avoid the Silt Flats, to ensure goods and services are brought in fairly and
though travelers have been known to scour the region recorded accurately. However, secret portals are rumored
looking for lost treasure sites, such as the Mud Tombs. to exist leading to the shady underbelly of the City of
Glass, a frozen region known as the Freezer. Officially,
the Aquatic Council does not recognize the existence of
Cycle of Time the Freezer, but for those in the know it can be a place to
A sun rises and sets over the Plane of Water in a regular acquire goods that people don’t want tracked or monitored.
24-hour cycle similar to most Material Planes. It is often
obscured by thick storm clouds, but when it passes in the
azure sky overhead it creates light and very little heat. Traveling Around
Some planar scholars theorize it is a massive portal to the
Plane of Fire, though no definitive research has been done As long as a traveler can swim, traveling around the Plane
to prove this. Attempts to reach it have been thwarted by of Water isn’t difficult, though navigating can be tricky.
the unnaturally intense thunderstorms that gather. Some of the advanced aquatic races, such as merfolk
At night, a deep blue twilight settles over the Sea of and sahuagin, have developed echostones to help locate
Worlds and the night sky is covered in twinkling stars. common locations. Echostones are magical devices
The night sees no change in temperament for the storms, attuned to each other, so that a sahuagin raiding party in
unfortunately. the Sea of Light can use one to return to their fortress in
the Great Coral Forest.
Using a mount is a common means of transportation in
Surviving the Plane of Water for non-natives, and herds of seahorses
The Plane of Water offers normal, breathable air above are known to swim wild and majestic across much of the
the water. Many sailors have passed into this Inner Plane Sea of Light. In the City of Glass, such mounts can be
during a freak storm and didn’t even notice a difference! purchased with little difficulty, though taming one out in
Beneath the water, the greatest threat (besides monsters the wild can be a real challenge for a non-native.
and natural hazards) is drowning, so traveling without
the aid of magic is ill-advised. However, considering
most Material Planes have their own oceans and seas, The Powerful and Mighty
the availability of water breathing magic is generally
considered high. Like the might of the ocean itself, the Plane of Water is
Unlike Material World oceans and seas, the Plane of wild, powerful, and above all else, untamed. That doesn’t
Water applies no pressure the further down in the water stop powerful creatures and entities from trying to exert
a traveler swims. Also, within a hundred feet or so of the control over it, but the most intelligent among them
surface, things do not float up naturally. Planar scholars understand that the mercurial nature of the water element
have theorized that since there is no recorded “bottom” to works against their best efforts. The most successful of the
the Plane of Water, gravity has little or no application here. powerful and mighty on the Plane of Water learn to move
Above the surface, however, gravity applies normally. with the tide and adapt to the inevitable changes.
This creates interesting opportunities for adventuring
groups willing to deal and negotiate with unsavory
Getting There characters of all nature. The marid genies, while not
wholly evil, are certainly selfish, but through powerful
There are likely more portals to the Plane of Water than emissaries and the Padishah herself, a party may find
any other Inner Plane (with the possible exception of the information, secrets, and the dirt on what’s happening in
Plane of Air), though opening them can be tricky if the this watery realm. Other beings, such as the shark god
traveler is not prepared. Many portals are two-way, and Sekolah or the eldritch entity Great Cthulhu, offer potential
thus opening a portal to a realm of endless water can villains to thwart and work against.
create a real drowning hazard for the unprepared.
Permanent portals to the Plane of Water are known to Azure Council
exist in enchanted waterfalls, in the mouths of deep rivers,
and in the lowest trenches of seas and oceans. Sudden In the cosmopolitan City of Glass, no individual king
storms on oceans can create spontaneous portals, and or queen rules over the factions that inhabit the area.
one such storm ravages the Isle of Dread at all times. That Instead, rule of law has been given over to the Azure
portal is capable of pulling in entire vessels and depositing Council, a semi-secretive group of merchants, traders, and
them on the shores of the famed island, stranding the demagogues representing the diverse nature of the City of
sailors on another plane of existence entirely. Glass. The Azure Council was created in response to the
Most wild portals lead to locations in the Sea of Light, absence of the marid who were responsible for building
or for the really dark ones to the Darkened Depths. the magnificent city, but to whom the responsibility for

Volume II | Plane of Water


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governing became too tedious. In their absence, some the Glittering Tower with enough room for a reasonable-
merchant princes stood up to assume responsibility, and sized support staff. Intrigue and subterfuge in the tower
in response the marid placed a magical decree over the is commonplace though the councilors each treat each
council’s true power – monitoring and controlling the other with respect in public. The commander of the
many portals that lead in and out of the City of Glass. This Knights of Glass, the peacekeeping guard force in the
decree ensures no two councilors can be the same race city, has an advisory role on the Azure Council and takes
and that the Azure Council must consist of at least five guidance from the speaker. Large scale deployments or
members. mobilizations of the Knights of Glass requires full council
Since that original proclamation by the marid in the approval, however.
distant past, the Azure Council has had representatives
from the following Plane of Water native races – merfolk,
sahuagin, kuo-toa, locathah, and sea hag. The marid hold a Eadro, God of the Merfolk
seat on the council though a representative rarely attends, In the Sea of Light, Eadro is a shining beacon of hope
even when the great padishah visits on her irregular and bounty in the aquatic paradise of Shelluria. As a god,
vacation from the Citadel of Ten Thousand Pearls. Eadro created and is revered by the merfolk and locathah,
Recently, the Azure Council has welcomed an aquatic elf who both live freely together in the bright, warm waters of
as a member, but to date the petitions of the lizardfolk Shelluria, where thousands upon thousands of fish swim
community in the City of Glass for representation has gone and eat peacefully. Though he doesn’t take an active hand
unheeded. in the activities of the Plane of Water very often, Eadro
The Azure Council appoints a speaker from its ranks is well-regarded among the marid and a hated foe of the
to act as the voice of the council’s will to the citizens and sahuagin.
visitors to the City of Glass. The role of speaker rotates Unfortunately, he’s also missing. Clerics worshipping
every three years, and it is the speaker that approves new Eadro still receive spells and can channel his power,
topics and rules for the council to consider. In the case but in the paradise city of Shelluria he has been absent
of a tie vote, the speaker is the one to determine the final for many years. In his place, a trio of powerful servants
result, though in most cases a consensus is reached long makes decisions. This trio is comprised of the most senior
before a motion gets to that point. Laws and decrees by merfolk and locathah in Shelluria along with a good-
the council are recorded in the Book of Records and made aligned kraken who acts as Eadro’s voice in the god’s
available to all city citizens. absence. What happened to Eadro? The trio have gone to
The Azure Council meets on a regular basis in the great lengths to hide his disappearance from the residents
Glittering Tower which sits in the heart of the Royal of Shelluria, but it gets harder all the time.
District of the City of Glass. For their time on the council,
each councilor is given well-furnished accommodations in

Volume II | Plane of Water


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Elemental Lords of Water empire. Or it would, if there were a marid empire or even
functioning government to speak of.
The greatest manifestation of the natural power of the
The marid are boastful, proud, even arrogant genies,
Plane of Water are the Elemental Lords. Some sages
and while there is only one Great Padishah in the Plane
believe these entities to be the highest form of elementals
of Water, she doesn’t hold much sway over other marid.
that inhabit the plane, but there are others who doubt
Like many marid, she has slaves, but these slaves do
this theory. They are all universally incredibly powerful,
not perform menial labor (the genies have magic and
intelligent, and attuned with the Plane of Water, though
aquatic beasts to do that). Instead, the slaves are meant
only three have been documented or encountered. Others
to entertain, though the whims of the Great Padishah
may exist, especially in the shadowed corners of the
are as wild and fluid as the ocean itself. Dozens of marid
Darkened Depths.
outposts, castles, and settlements lay scattered across the
The three that are known as Olhydra, Ben-hadar, and
Plane of Water, but never has a Great Padishah assembled
Alvolvoy. Olhydra is the best known among them as her
or commanded them all towards a single goal. They are
evil machinations have reached the Material Planes on
all free to do whatever they like, which suits the Great
multiple occasions. Wicked cults and dangerous priests
Padishah just fine.
worship Olhydra as the Princess of Evil Water Elementals
Physically, Great Padishah Kalbari is a beautiful marid
and seek to drown cities and kingdoms in a tidal wave of
by any standard, tall and imposing but lithe and flexible at
destruction and death. On the Plane of Water, Olhydra
the same time. Her brightly colored garments are made
dwells in the Black Coral Citadel in the Darkened Depths.
from the finest silkweed and serve only to accentuate her
Ben-hadar is known on the Plane of Water as a force
enchanting form. While in the Citadel of Ten Thousand
for good and wages constant war against the powers of
Pearls, she has trained schools of multicolored fish to
Olhydra, but his influence is limited. He is rumored to
dance around her constantly, accentuating her actions
command a flotilla of enormous dragon turtles with which
and moods. Her generosity can be legendary, as can
he patrols the Sea of Light, seeking out Olhydra’s minions
her sudden wrath. Those willing and able to endure her
and keeping her in the Darkened Depths. Least is known
constant grandstanding, boasting, and showmanship find
of Alvovoy, though references in ancient Olhydra texts
Great Padishah Kalbari charming, elegant, well-versed,
refer to him as a subjugated elemental lord in the princess’
and a shrewd negotiator.
command.
At random times, Great Padishah Kalbari and her
trusted court appointees and confidants leave the Citadel
Great Cthulhu of Ten Thousand Pearls to travel the Plane of Water on a
tour of her “kingdom.” A favorite stop on this tour is the
There are entities in the multiverse that are older than City of Glass, which throws the Azure Council into a frenzy
some of the planes of existence. Scholars disagree on every time. They have little power to stop her and her
many facts about these alien intelligences, but most followers, however, so they simply try to endure her visits,
agree that they originate originally from the depths of which can last weeks or months depending on her mood.
the Far Realm, and most still live there now. One does
not, however, and that is Great Cthulhu, a blasphemously
monstrous elder god who slumbers in the Sunken City of Sekolah the Joyful Hunter
R’lyeh in the Darkened Depths.
Sharks are the ultimate expression of purity according
Great Cthulhu is said to possess the physical qualities
to the sahuagin, and no being embodies this belief more
of octopi, squids, and fish, though those that gaze upon
than their god Sekolah. Known as the Joyful Hunter,
its titanic bulk are usually driven insane. Something
Sekolah is one of the largest sharks in the entire Plane of
happened in the eons before most gods existed that drove
Water, measuring hundreds of feet long with black, cold,
Great Cthulhu and the sunken city out of the Far Realm
calculating eyes. He seeks only to hunt and he moves
and into the Plane of Water, and that same something
through all the waters of the plane with single-minded
keeps the elder god sleeping. But in its sleep, dark dreams
determination. Sahuagin priestesses chart his path and
dance, which extend out to the Material Plane when the
derive meaning from his actions, but truly Sekolah is a
stars are right. What are Great Cthulhu’s goals? None can
monster of the oldest order with little thoughts towards the
say for certain, though secret cults and depraved priests all
sahuagin that worship him.
around the multiverse claim to speak for it.
Woe be to the prey that finds itself in Sekolah’s sight,
though normally the great shark occupies itself with
Great Padishah of the Marids hunting the largest krakens, octopi, and other massive
creatures in the Darkened Depths. He is a solitary hunter
The marid are the greatest power in the Plane of Water and his drive inspires the sahuagin to greater acts of
or any of the elemental planes, or so they would have you savagery and barbarism.
believe, and none hold more influence than Kalbari al-
Durrat al-Amwajs ibn Jari, Great Padishah of the Marids,
the Keeper of the Empire, the Pearl of the Sea, the Mother
of Foam, the Maharaja of the Oceans, and Emir of All
Currents. She holds elaborate court in the Citadel of Ten
Thousand Pearls, a magnificently appointed structure in
the Sea of Light that functions as the heart of the marid

Volume II | Plane of Water


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Creatures & Denizens
Eye of the Deep
The Plane of Water is home to a multitude of monsters Large aberration, lawful evil
and inhabitants. Because of the plane’s infinite nature, sea
creatures are allowed to grow as large as they can, so it is Armor Class 18 (natural armor)
not uncommon to find massive squid, octopi, and sharks Hit Points 136 (16d10+48)
swimming in the Plane of Water. Speed 0 ft., fly 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA


Beholder, Eye of the Deep 18 (+4) 14 (+2) 17 (+3) 12 (+1) 15 (+2) 14 (+2)

Saving ThrowsInt +4, Wis +5, Cha +5


The eye of the deep is an offshoot of the beholder race Skills Perception +5
spawned in the deepest chasms of the Plane of Water by Condition Immunities prone
some malevolent intelligence. It appears as a spherical Senses darkvision 120 ft., passive Perception 15
crustacean, roughly eight feet across, with thick chitinous Languages Aquan, Deep Speech
plates covering its bulk. A single central eye sits in its Challenge 8 (3,900 XP)
center from which it can emit a blinding light, particularly
effective in the shadows of the Darkened Depths. It
Amphibious. The eye of the deep can breathe air and water.
possesses two large pincers and a mouth full of crooked
razor-sharp teeth, which it uses to rend flesh from blinded Blinding Cone. The eye of the deep’s central eye emits a 120-
or stunned opponents. Unlike a normal beholder, it only foot cone of blinding light. At the start of each of its turns, the
has two eye stalks, but both are tuned to help it hunt in the eye of the deep decides which way the cone faces and whether
deep waters. the cone is active. Creatures that start their turn in the cone
Solitary Hunters. Eyes of the deep lurk in the aquatic must make a successful DC 14 Constitution saving throw or be
depths of the Plane of Water, stalking prey for days on end blinded until the beginning of their next turn.
when necessary. Like all beholders, they are xenophobic
and each believe they are the pinnacle of beholder
Actions
perfection. The darkness of their territory drives them to
solitude, so rarely are they ever encountered with minions. Multiattack. The eye of the deep makes three melee attacks, one
Shiny Objects. If an eye of the deep has one key with its bite and two with its pincers.
weakness, it is for shiny objects. Their lairs are often
decorated with the pilfered treasures of their past meals, Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
but only if they reflect their blinding light. Mirrors are Hit: 13 (2d8+4) piercing damage.
prized above all else – they are shiny and they let the eye of
the deep admire their own perfect form. Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft. one target.
Hit: 11 (2d6+4) slashing damage.

Eye Rays. The eye of the deep shoots both of its magical eye
rays, choosing targets for each it can see within 120 feet of it.

1. Paralyzing Ray. The targeted creature must succeed on a DC


13 Constitution saving throw or be paralyzed for 1 minute.
The target can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

2. Slowing Ray. The targeted creature must succeed on a DC


13 Dexterity saving throw. On a failed save, the target’s speed
is halved for 1 minute. In addition, the creature can’t take
reactions, and it can take either an action or a bonus action
on its turn, not both. The creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
success.

Volume II | Plane of Water


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Caller from the Deeps
Caller from the Deeps
It is theorized that callers from the deep are natural Huge elemental, neutral evil
occurrences in the Plane of Water, where cast-offs of all
manner are common. Where magic and death come to Armor Class 15 (natural armor)
rest in the Darkened Depths, malevolence grows, and Hit Points 157 (15d12+60)
sometimes that malevolence grows impatient for its next Speed 0 ft., swim 40 ft.
meal. The caller from the deep appears as a monstrous
STR DEX CON INT WIS CHA
mass of writhing black tentacles, reaching and grasping
22 (+6) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 14 (+2)
for its next meal. It has no mouth or eyes but senses living
things in the water around it. Damage Resistances acid; bludgeoning, piercing, and slashing
Patient Lurker. A caller from the deep lurks in the from nonmagical weapons
shadows and crevasses of the deepest sections of the Damage Immunities poison
Plane of Water, but it is not uncommon for one to form in Condition Immunities exhaustion, paralyzed, petrified,
the Sea of Light, especially in a particularly devastating sea poisoned, prone, unconscious
wreck. It feeds on ambient life energy and can go for long Senses blindsight 120 ft., passive Perception 11
stretches without feeding. Languages Aquan
Necromantic Hunger. It has been theorized by some Challenge 7 (2,900 XP)
hydromancers that a caller from the deep only appears
when a planar crack appears between the Plane of
Water Breathing. The caller from the deep can breathe only
Water and the Plane of Shadow. That would explain the underwater.
creature’s life draining capabilities and hunger for living
creatures, though no definitive research has been done to
date. All attempts have ultimately resulted in the demise of Actions
all researchers. Multiattack. The caller from the deep makes two tentacle
attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one


creature. Hit: The target takes 16 (3d6+6) bludgeoning damage,
and it is grappled (escape DC 15). Until this grapple ends, the
target is restrained, cannot regain hit points, and it takes 27
(6d8) necrotic damage at the start of each of its turns. The
caller from the deep can constrict up to four targets at a time.

Luring Song (Recharge 5-6). The caller from the deep emits
a magical lure in the form of a powerful subsonic song. The
luring song can be felt by creatures up to 120 feet, and all non-
elementals in range must make a DC 15 Charisma saving throw.
On a failure, they must move their full movement towards the
caller from the deep on each of their turns for 1 minute. Each
victim can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.

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Elf, Sea
Sea Elf
In the beginning of the multiverse, the elves sprang forth Medium humanoid (elf), chaotic neutral
and populated the lands. Most were capitvated by the
forests of the varied worlds, but to a select few the watery Armor Class 14 (seaweed vest)
depths of the unpredictable Plane of Water drew them like Hit Points 11 (2d8+2)
a beacon. These elves dove deep beneath the waves, and Speed 30 ft., swim 30 ft.
were transformed through their experience into sea elves.
STR DEX CON INT WIS CHA
Though they exist on many Material Planes, most sea
10 (+0) 14 (+2) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
elven historians trace their historic roots back to the Plane
of Water that forever changed them. Skills Perception +2, Stealth +4
Sea elves are somewhat shorter than regular elves with Senses darkvision 60 ft., passive Perception 12
pale green or blue skin. Their hair is usually long and wavy, Languages Aquan, Elvish
even when out of the water, and tends towards hues of the Challenge 1/4 (50 XP)
sea - blue, green, gray, and all shades between. They make
clothing out of underwater plants and reeds, with intricate
Amphibious. The sea elf can breathe air and water.
designs woven into the delicate patterns. They speak Elven
and Aquan.
Friend of the Sea. Sea elves can communicate with Small or
Home Beneath the Waves. Sea elves gather in small smaller beasts that have a natural swimming speed using
communities they refer to as bands. A band normally gestures and sounds..
has less than one hundred members and they prefer to
shape their homes out of coral using their natural magical Actions
talents. They specialize in making tridents and crossbows
to ward off attackers and they are adept at using nets Light Crossbow. Ranged Weapon Attack: +4 to hit, range
underwater to subdue opponents. Like all elves, sea elves 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
have very long lifespans but their affinity towards the Plane
of Water allows for change - when change is needed. Spear. Melee Weapon Attack: +2 to hit, reach 5 ft. or range
Poor Relations. As a whole, sea elves are an anti- 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8)
social race. They build their homes to blend in with the piercing damage if used with two hands to make a melee attack,
surroundings as much as possible and they hunt in small or 5 (1d6+2) piercing damage if thrown.
groups in order to keep the location of their homes a
secret. A band usually trades with locathah at an agreed
upon location and the two enjoy a trading relationship, but
otherwise sea elves avoid contact with other races in the
Plane of Water.
Bound by Hate. The exception to the sea elves
avoidance of others is the sahuagin. The two aquatic races
are linked by some shared ancestry, though both refuse to
acknowledge any similarities. Sea elves attack sahuagin
without mercy or hesitation, and for their part the sahuagin
do the same to the sea elves. It is a vicous cycle of hate that
has been going on for as long as either race remembers. In
the City of Glass, the sea elf and sahuagin councillors on
the Azure Council rarely recognize each others’ existence.
Malenti. One curious aspect of the strained relationship
between sahuagin and sea elves is the birth of a malenti
among the sea devils. A malenti appears physically as a
sea elf but has the mindset and personality of a sahugain.
Sea elves refuse to believe malenti are real, but more than
one band has been infiltrated by one of these spies and
betrayed to the sahuagin at the wrong moment.

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Locathah
Locathah
The locathah are a race of bipedal aquatic humanoids that Medium humanoid (locathah), neutral
resemble man-sized fish. Fine scales cover their body that
range in color from ivory yellow to pale yellow to all shades Armor Class 14
of green, and their backs, arms, and legs are accentuated Hit Points 11 (2d8+2)
by delicate fins that allow them to move swiftly in the Speed 30 ft., swim 40 ft.
water. Their fish-like heads are well-adapted to aquatic life
STR DEX CON INT WIS CHA
and they only rarely wear clothing. The only distinguishing
10 (+0) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
feature between male and female locathah is a vertical
ocher stripe marking the egg sac. Outside of the water, Skills Insight +3, Perception +3
locathah have an almost overpowering fish-like stench. Senses darkvision 60 ft., passive Perception 13
Nomadic Lives. Locathah never travel alone, and can Languages Aquan, Common
often be found in the Plane of Water in great schools Challenge 1/4 (50 XP)
numbering in the hundreds. They rarely settle down in one
place, preferring instead to move from location to location,
Amphibious. The locathah can breathe air and water.
hunting the smaller fish populations for food before
moving on to the next spot. Exceptions exist, specifically
Fish Scales. The locathah have tough fish scales covering their
in Eadro’s realm of Shelluria and the City of Glass. Out body. They have an unarmored AC of 12 + Dexterity modifier.
in the wilds of the Sea of Light, locathah travel with sea
worms, often using them as mounts and keeping electric
sea worms as a deterrent to larger predators. Actions
Aquatic Relations. Locathah and merfolk both believe
Light Crossbow. Ranged Weapon Attack: +4 to hit, range
themselves to be the perfect creation of the god Eadro.
80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.
This belief has created a rivalry between the two aquatic
races, especially in Shelluria where they compete Trident. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
constantly for their god’s favor. Rarely does this rivalry turn Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage
violent, however. When it comes to the sahuagin, though, if used with two hands to make a melee attack.
locathah and merfolk have wildly differing opinions. Where
the merfolk believe sahuagin to be abominations that need
to stopped, locathah see them as simply another part of the
ocean’s tapestry of life. After all, do they not eat the smaller
fish of the ocean? To that prey, the locathah must seem
like horrific monsters. This open-minded perspective has
kept the locathah out of many conflicts though they are not
immune to the aggressive movements of the sahuagin and
their shark allies.
Skilled Traders. Locathah understand the value of a
good trade, and to this end they collect objects around
the seas that they believe other races would find valuable.
This includes colorful shells, rare aquatic plants and
herbs, and the cast-off debris of numerous ships. They use
these objects to barter with other races in exchange for
safe passage, food, information, or advanced weaponry.
Because of this, most locathah warriors are armed with
aquatic crossbows and tridents that they’ve bargained to
receive. Locathah are not well-regarded craftsman and are
sometimes referred to as “bottom feeders” by the more
affluent merchants of the City of Glass.

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Megalodon
Megalodon
Megalodons are one of the apex predators of the Plane Gargantuan beast, unaligned
of Water. They are massive sharks, roughly 60 feet long,
and they are constantly hunting for prey. Lesser creatures Armor Class 17 (natural armor)
of the plane are thankful that megalodons are solitary Hit Points 264 (16d20+66)
creatures, though the great shark god Sekolah is usually Speed 0 ft., swim 50 ft.
followed by a pack of four of these terrifying beasts.
STR DEX CON INT WIS CHA
Awe Inspiring. To the sahuagin, a megalodon is a sign
24 (+7) 14 (+2) 22 (+6) 2 (-4) 11 (+0) 6 (-2)
of Sekolah’s favor and they are treated with awe and
reverence. They assign names to these terrifying predators Skills Perception +6
such as Corpsejaw, Maw of Doom, Fleshripper, and Senses blindsight 120 ft., Passive Perception 16
Eater of Souls, and some sahuagin tribes are dedicated Languages -
to following the wake of their movements. The respect is Challenge 10 (5,900 XP)
not mutual – to most megalodons, sahuagin are simply
another meal.
Blood Frenzy. The megalodon has advantage on melee attack
Bloodtooth. In a hidden city of the sahuagin in the
rolls against any creature that doesn’t have all its hit points.
Darkened Depths, the greatest warrior of their race – a
six-armed barbarian king – rides a scarred megalodon Water Breathing. The megalodon can breathe only underwater.
called Bloodtooth. This megalodon is said to be the spawn
of Sekolah itself and is one of the oldest living sharks in all
the multiverse. It is rare for Bloodtooth and its barbarian Actions
king rider to venture out of the Darkened Depths, but
Multiattack. The megalodon makes two attacks: one with its
historically every time it has happened, it is said that the bite and one with its tail. It can’t make both attacks against the
waters of the Sea of Light ran red with the blood of their same target.
victims and the currents were choked with corpses.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 23 (3d10 + 7) piercing damage. If the target is a medium
or smaller creature it is grappled (escape DC 16). Until this
grapple ends, the megalodon can’t bite another target.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 17 (3d6 + 7) bludgeoning damage.

Swallow. The megalodon makes one bite attack against a target


it is grappling. If the attack hits, the target suffers damage and
is swallowed by the megalodon, ending the grapple. While
swallowed, the target is blinded and restrained, it has total
cover against attacks and other effects outside the megalodon,
and it takes 14 (4d6) acid damage at the start of each of the
megalodon’s turns. A megalodon can have only one creature
swallowed at a time.
If the megalodon takes 25 damage or more on a single turn
from the swallowed creature, the megalodon must succeed
on a DC 14 Constitution saving throw at the end of that turn
or regurgitate the creature, which falls prone in a space within
10 feet of the megalodon. If the megalodon dies, a swallowed
creature is no longer restrained by it and can escape from the
corpse by using 15 feet of movement, exiting prone.

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Nereid
Nereid
Nereid are shy fey native to the Plane of Water. They Medium fey, chaotic neutral
appear as beautiful elven women with translucent blue
skin and hair that resembles cresting waves. Nereids Armor Class 15 (natural armor)
are never without their shawls, which are typically worn Hit Points 44 (8d8+8)
around their neck and wrapped around their bodies. Speed 30 ft., swim 40 ft.
Though shy, they can be playful when enticed and they
STR DEX CON INT WIS CHA
typically grow bolder in larger groups.
8 (-1) 20 (+5) 12 (+1) 16 (+3) 12 (+1) 18 (+4)
A Splash of Nereids. Nereids are not solitary creatures
by nature, and they typically gather in small groups called Skills Perception +4 (+7 underwater)
a splash. A splash can have anywhere from two to ten Damage Resistances fire
nereids, and other aquatic creatures can be found with Damage Immunities cold
them as well. Octopi, squid, and water elementals are Condition Immunities charmed
common companions for a splash of nereids. Senses darkvision 120 ft., passive Perception 14
Ciellieri’s Shawl. A nereid protects her shawl with every Languages Aquan, Common
fiber of her being, and with good reason. If the nereid’s Challenge 4 (1,100 XP)
shawl ever be destroyed, the fey is destined to expire
within a day. Some nereids tell the tale of Ciellieri, an
Amphibious. The nereid can breathe air and water.
ancient nereid who lost her shawl to a cruel wizard long
ago. It is rumored that Ciellieri was able to fashion a new Aquatic Displacement. While immersed in water, the nereid’s
shawl to save her own life, but the transition warped and shimmering form makes it difficult to target, causing attack
twisted the fey’s mind and body. Some say that Ciellieri rolls against it to have disadvantage.
is still somewhere in the Darkened Depths of the Plane
of Water, hiding away in some shadowed cave, plotting Magic Resistance. The nereid has advantage on saving throws
revenge against the playful nereid that squander the joy against spells and other magical effects.
she was robbed of so long ago.
Shawl Bound. Each nereid is bound to its shawl, which it rarely
lets out of its possession. Each nereid’s shawl is unique, though
they are all beautiful and well decorated. If a nereid’s shawl is
destroyed, the nereid expires within 24 hours.

Actions
Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.

Drowning Touch. Melee Weapon Attack: +8 to hit, reach 5 ft.,


one target. Hit: The target’s lungs begin to fill with water. If the
target cannot breathe water, it suffers a level of exhaustion, and
it suffers an additional level of exhaustion at the beginning of
each of its turns. At the end of the target’s turn it can make a
DC 14 Constitution saving throw. On a success, the drowning
ends, though any exhaustion levels remain. The nereid can end
the drowning at any time.

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Sea Worm
Sea Worm
Sea worms are a common creature in the Plane of Water, Large beast, unaligned
and they are often used as mounts for locathah and traders
from the City of Glass. They appear as thick, segmented Armor Class 13 (natural armor)
worms, about 2 feet wide, and can grow as long as 30 Hit Points 60 (8d10+16)
feet in length. They swim through the water by wriggling Speed 5 ft., swim 40 ft.
back and forth, making riding them difficult with a proper
STR DEX CON INT WIS CHA
saddle and training. Though they are not graceful, sea
18 (+4) 14 (+2) 14 (+2) 3 (-4) 10 (+0) 8 (-1)
worms can exist outside of the water.
A Knot of Sea Worms. A group of sea worms is a Skills Perception +2, Stealth +4
called a knot and for good reason. When two or more sea Senses blindsight 60 ft., passive Perception 12
worms get together, they have a natural tendency to curling Languages understands Aquan but can’t speak it
around one another, and when there are up to a hundred Challenge 2 (450 XP)
of the creatures the mass can be overwhelming. Locathah
know to keep the sea worms away from one another and
Amphibious. The sea worm can breathe air and water.
have special hoods they use to keep the aquatic creatures
docile when not being ridden. These hoods reduce the sea
worm’s natural blindsight to only 10 feet. Actions
Bigger Size, Bigger Brains. Sea worms develop their
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
intelligence throughout their natural lifespan, which can
Hit: 8 (1d8+4) piercing damage and 7 (2d6) poison damage.
last several hundred years. Smaller sea worms have little
more than survival instincts, but the larger specimens Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one
become canny creatures capable of understanding creature. Hit: 11 (2d6+4) bludgeoning damage, and the target
complex ideas. The largest sea worms are ridden by the is grappled (escape DC 16). Until this grapple ends, the creature
most experienced locathah and they typically bond for life. is restrained, and the sea worm can’t constrict another target.

Sea Worm, Electric Sea Worm, Elder


Some sea worms are born with a special gland that The oldest sea worms in the Plane of Water grow immense
gathers lightning energy at a rapid pace. These electric sea and intelligent, becoming elder sea worms. Over the years
worms are able to expel the energy in a burst, damaging these creatures have developed telepathy to communicate
nearby creatures and keeping dangerous predators at with the intelligent denizens around them, and have even
bay. Planar scholars are confused as to how this gland learned a few defensive spells to help them continue to
specifically works – it seems to draw ambient energy from grow larger. Elder sea worms can grow to be up to 7 feet
the storms that regularly wrack the Sea of Worlds and the wide and over 30 feet long.
resultant bolts of lightning that strike the water. Why this The Memory Remains. Elder sea worms have long
gland develops in some sea worms and not others is a bit memories and they remember creatures that harm them,
of a mystery. especially when harmed out of cruelty and spite. Scrag
An Alternate Component. Some wizards claim and other monsters are known to hunt sea worms, and for
that a piece of electric sea worm skin can be used as a those that escape the scars help to crystallize the memory
replacement material component for spells like lightning of their encounter. Locathah know this, which is why they
bolt. Entire libraries have been written about the treat their sea worm mounts as true companions rather
properties of beasts and magical creatures in some spells, than simple beasts. Because of their long memories, some
though little practical study has been completed. scholars have sought out elder sea worms to gain a new
Shock Troops. Locathah know better than to ride perspective on historical occurrences.
electric sea worms, but they are fond of using them as Gentle Giants. Elder sea worms are not territorial by
weapons of war when pushed into conflict with sahuagin nature and rarely seek out conflict. Like locathah, they tend
and other aggressive neighbors. An electric sea worm to be nomadic, moving from location to location in the Sea
typically releases its charge only when it has a victim in of Light without much of a purpose beyond the endless
its wormy grasp, so locathah warriors prod the creatures current of the Plane of Water. A threatened elder sea
forward with lances and other long weapons. worm does everything in its power to neutralize the threat
Short Lived. Unlike regular sea worms, electric sea against it, but when forced into a corner it won’t hesitate to
worms do not have a very long life span. They reach destroy opponents.
maturity after several years, growing to the length of a
normal sea worm, but over time the gland in their body
begins to break down their skin. Rarely does an electric
sea worm live longer than a decade.

Volume II | Plane of Water


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Electric Sea Worm Elder Sea Worm
Large beast, unaligned Huge beast, neutral

Armor Class 13 (natural armor) Armor Class 19 (natural armor)


Hit Points 70 (10d10+20) Hit Points 210 (20d12+80)
Speed 5 ft., swim 40 ft. Speed 5 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 14 (+2) 5 (-3) 10 (+0) 8 (-1) 24 (+7) 14 (+2) 18 (+4) 16 (+3) 14 (+2) 8 (-1)

Skills Perception +2, Stealth +4 Skills Perception +6, Stealth +6


Damage Immunities lightning Senses blindsight 60 ft., passive Perception 12
Senses blindsight 60 ft., passive Perception 12 Languages Aquan, telepathy 120 ft.
Languages understands Aquan but can’t speak it Challenge 9 (5,000 XP)
Challenge 3 (700 XP)
Amphibious. The sea worm can breathe air and water.
Amphibious. The sea worm can breathe air and water.
Innate Spellcasting. The elder sea worm’s innate spellcasting
ability is Intelligence (spell save DC 15). It can innately cast the
Actions following spells, requiring no material components:
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
1/day each: hold monster, invisibility, protection from energy
Hit: 8 (1d8+4) piercing damage and 7 (2d6) poison damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one Actions


creature. Hit: 11 (2d6+4) bludgeoning damage, and the target
is grappled (escape DC 16). Until this grapple ends, the creature Multiattack. The elder sea worm makes up to three attacks in
is restrained, and the sea worm can’t constrict another target. a round, which can be any combination of bite and constrict
attacks.
Electrify (Recharge 5-6). The electric sea worm has a special
gland that it uses to create a powerful lightning charge. Every Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature.
other creature in a 20-foot radius of the electric sea worm Hit: 14 (2d6+7) piercing damage and 21 (6d6) poison damage.
must make a DC 13 Dexterity saving throw, suffering 21 (6d6)
lightning damage on a failure or half as much on a success. A Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one
constricted target automatically fails their saving throw. creature. Hit: 16 (2d8+7) bludgeoning damage, and the target
is grappled (escape DC 19). Until this grapple ends, the creature
is restrained. The elder sea worm can constrict up to six
medium sized targets at a time.

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Hazards & Phenomena massive (4 checks necessary to get out).
On the random encounter tables for the Plane of Water,
There are many natural hazards in the Plane of Water a current is identified as either helpful or hindering. A
that can derail or end a traveler’s journey. Even the native helpful current is one that is flowing in the direction the
creatures of the realm know to avoid some of these party is traveling, which can speed up time considerably. In
dangerous phenomena. this situation reduce travel time in half. On the other hand,
a hindering current is one that is flowing in a different
direction than the one the party wants, requiring them to
Powerful Current pass through it or go around it. Going around a current
The waters of the Sea of Light and the Darkened Depths requires more travel time - one hour for a small current,
are pushed and pulled by random, chaotic forces, creating four hours for a medium current, eight hours for a large
currents that act like roads. Canny planar natives learn current, and sixteen hours for a massive current. Trying
to detect these currents and use them to get to one place to swim through a current requires a number of Strength
or another more quickly (or to avoid them altogether if (Athletics) checks against a DC set by the current’s
they happen to be flowing in an undesired location). The strength.
strength of a current can randomly be determined on
the below table, which determines the DC for Strength 1d20 Current Strength DC
(Athletics) checks to swim out of a current. Swimming
1-4 Light 10
directly against a current requires a Strength (Athletics)
check against the listed DC made at disadvantage. You can 5-11 Moderate 13
roll on the table to also determine the size of the current as 12-15 Strong 16
represented by the number of Strength (Athletics) checks
16-19 Brute 20
needed to escape.
A special note is needed for the doom tide. Somewhere 20 Doom Tide (see text) 25
in the Plane of Water sweeps this massively powerful
current. The doom tide shifts haphazardly, sometimes
flowing in a single direction for months at a time and other
times changing direction several times in an hour. Some 1d10 Current Size
planar scholars believe the doom tide originates from the
depths of the Darkened Depths in some mysterious hole, 1-3 Small (1 check)
perhaps a permanent vortex to the Plane of Air, but to 4-7 Medium (2 checks)
date no one has found its source. The doom tide is always 5-9 Large (3 checks)
10 Massive (4 checks)

Hot Spot
Vortices and planar pockets exist all across the multiverse,
and that is no different for the Plane of Water. Sometimes,
those pockets lead to a much hotter location, such as the
Plane of Fire, Magma, or one of the Lower Planes. This
creates a floating hot spot in the sea. A hot spot is typically
a rough sphere 2d10 x 100 feet in diameter. Creatures in a
hot spot suffer 5 (1d10) fire damage each round.

Ice Pocket
Similar to the hot spot, an ice pocket is a supernaturally
cold vortex that travels in the Plane of Water. The watery
conditions are more conducive to the cold than the heat,
and as such the ice pockets are large spheres 2d10 x 500
feet in diameter. Creatures in an ice pocket suffer 3 (1d6)
cold damage each round and they must make a DC 14
Constitution saving throw. On a failure they suffer a level
of exhaustion. Ice pockets often have floating ice chunks
drifting along with the current making identification of this
danger a little easier.

Volume II | Plane of Water


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Slime Water of melted ice cube that retains its shape), fortified kelp, and
coral sprawl about beneath the dome, with many being
Sometimes the never-ending tide of Sea of Worlds pulls
completed filled with water to accommodate occupants.
large swaths of the Swamp of Oblivion away, sucking
The City of Glass was constructed originally by the
them into the sea. There, they are sometimes picked up by
marid long ago, but they quickly abandoned it after the
currents and pulled further into the sea’s depths, creating
project was complete. But even then, the nature of the
large pockets of dangerous slime water. The mud from the
city drew many to it, as the marid worked with planar
Swamp of Oblivion mixed with certain aspects of the Sea
architects to make sure the City of Glass could be accessed
of Worlds creates a corrosive mixture that harms creatures
from anywhere in the multiverse. Dozens upon dozens
caught in its path. A patch of slime water is typically a
of permanent portals were constructed which the marid
sphere 2d10 x 100 feet in diameter. Creatures in the slime
held control over, and when they left they did not leave the
water sphere suffer 4 (1d8) poison damage per round.
portals ungoverned. The great padishah of the marid at the
time decreed that a group of representatives from the city
Red Tides would rule with control over the many portals. Thus the
Azure Council was born.
Red tides are dangerous patches of fungi and spores that Since then, the Azure Council has guided the City of
drift through the Plane of Water, causing panic and chaos Glass to become a merchant paradise where all manner
where the current takes it. Native creatures know to avoid of goods and services could be bought and sold. The city’s
red tides with all possible haste as the consequences of position as a neutral ground, free of the hostilities of the
being inside of one can be deadly. As rare as they are, a outside seas and worlds, is maintained by a peacekeeping
red tide can cover a substantial area. Each red tide fills a force known as the Knights of Glass. Like the council itself,
sphere 2d10 x 50 feet in diameter. Living creatures inside the Knights of Glass are made up of many representatives
of a red tide must make a DC 15 Constitution saving throw of the city’s inhabitants, and the high commander takes
or suffer the effects of the contagion spell, inflicting a orders from the speaker of the Azure Council. The delicate
random disease from that spell’s list of possibilities. balance of peace has been broken several times in the past,
but the knights have always managed to restore order with
Whirlpool minimal issues.
Over the years, the Azure Council has enacted many
When two currents meet they form a whirlpool, which laws to govern trade and commerce in the city, and they do
can be dangerous for travelers in the Plane of Water. If that by controlling what passes through the many planar
a whirlpool is encountered, roll twice on the Current gates. Merchants delivering goods have them inspected
Strength table to determine the overall whirlpool strength. thoroughly by the Knights of Glass and the entire system
The highest current strength DC determines the DC for has become a bloated bureaucracy – but one that works,
Strength (Athletics) checks made to escape a whirlpool. albeit slowly. Although nearly any good or service can
The real danger is being buffeted by the powerful force of be purchased in the City of Glass, merchants that wish
the currents. The strongest current level determines how to avoid the scrutiny of the knights and the council have
much damage is dealt each round – light (1d6), moderate created a “black” market for those who know where to
(2d6), strong (3d6), brute (4d6), or doom tide (5d6). go. This illegal marketplace operates in the Freezer, the
poorest and least patrolled area of the City of Glass that
exists in the disc of eternal ice itself.
Dozens of marketplaces sprawl about the City of Glass,
Mysterious Sites & Treasures with many devoted to one type of good or another. The
Steel Market buys and sells weapons and armor, the
To the planar traveler, the Plane of Water holds a multitude Seabed Market trades in the natural resources of the
of wondrous sites, dangerous lairs, and mysterious Plane of Water, the Chain Market deals with the selling of
treasures to seek out, explore, and possibly plunder. From slaves, and many others. While nearly any good or service
the magnificent Citadel of Ten Thousand Pearls and the can be bought in the city, the Azure Council long ago
seat of the great padishah of the marids to the unplumbed decreed that the buying and selling of souls was strictly
depths of the Trench of Death, opportunities for adventure prohibited. Possessing a soul in a vessel was not a crime,
are as boundless as the sea in the Plane of Water. but the Knights of Glass keep a watchful eye on anyone
detected as possessing them.
The markets are scattered about the four districts of the
City of Glass city – the Royal District, containing the richest and most
Without a doubt, the greatest metropolis on the Plane of well-appointed manors and villas, including the Glittering
Water is the City of Glass. It is by far the most populated Tower of the Azure Council; the Crystal District, the largest
city on the plane, with roughly 30,000 residents and of the city’s regions, holding the major trade companies
visitors at any given time. The city takes its name from and guild houses that keep coins coming in and out; the
the titanic dome of translucent crystal that hangs over Flow District, a hub for travelers, transients, and non-
the interior, all resting on a great disc of eternal ice. mercantile guilds in the city; and the Tide District, home to
This dome holds trapped air, and by a natural process the most warehouses. Unofficially, the Freezer sits in the
of the eternal ice disc the air is constantly refreshed and disc of eternal ice below the city’s streets, though the Azure
recycled. Buildings constructed of ice, waterblocks (a kind Council does not recognize it as an official city district.

Volume II | Plane of Water


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Open hostilities are discouraged by the presence of guardians of the iceberg vault are said to be among the
the Knights of Glass, but in any city of this size crime deadliest creatures from the Frostfell, and even inside
and murder become an issue. Gang warfare spilling out the halls and passages hold traps, dangers, and creatures
of the Freezer and mercenary companies competing for beyond death itself. Many travelers have died scouring the
business in the Flow District keep the knights busy enough Sea of Ice for this lost storehouse.
with maintaining order. Travelers are advised to keep
to themselves and steer clear of any trouble that might
involve the Knights of Glass – they have a reputation as Citadel of Ten Thousand Pearls
ruthless enforces of the Azure Council’s will. The home of the great padishah of the marid is the
fabulous Citadel of Ten Thousand Pearls. Here, the pride
and vanity of the marid is put on full display, with hundreds
The Freezer of beautifully carved air fountains, multicolored curtains of
Inside the great disc of eternal ice that the City of Glass rare kelp, and splendidly appointed pearl-studded housing
rests upon squats a region known as the Freezer. The domes filling the aquatic halls. In the center towers a spike
Freezer is an open secret among the city’s residents, and of gilded coral wherein rests the great padishah herself
it contains a myriad of frosty tunnels dug into the ice over and her royal court. Throughout the citadel, glowing orbs
the course of hundreds of years by malcontents, gangs, of various size and hue illuminate the darkness, and from
and people who didn’t want to live under the thumb of the a distance they appear as pearls in the sea, thus giving the
Azure Council. The region spread quietly until it became magnificent palace its name.
too big to ignore, though the Azure Council still does its Normally, the Citadel of Ten Thousand Pearls is
best to ignore it. Many attempts have been made to shut occupied by about two hundred marid genies and one
down the Freezer, including collapsing the entire sheet of thousand servants. Even for marid, the ones in the citadel
ice and crushing all within it, but the ancient marid magic are haughty and pompous, and every action must be
has kept most options out of reach. announced and honored by someone in a higher station.
There are several secret portals from other worlds and While visitors are welcome in the citadel, they must be
city’s that lead directly into the Freezer and these portals polite and operate within the bounds of marid etiquette.
exist outside of the City of Glass network that the Azure Offending a marid within the Citadel of Ten Thousand
Council maintains. One such portal is known to exist in Pearls is a capital offense, and a marid can take offense at
Sigil, the City of Doors in the Outlands, though agents anything given the right mood and circumstance.
of the council have been trying to shut them down for The great padishah’s treasure room, however, is said to
countless years. In the Freezer, merchants sell their ways house the most splendid collection of valuable and rare
away from the prying eyes of the council and the knights, pearls ever to be found in the Plane of Water, along with
and though the prices might be higher, many buyers the prized possessions of dozens of defeated foes and
are willing to pay the extra for the discretion. The main conquered heroes. While the marid do not put much stock
commodity that can be found in the Freezer that is strictly in large-scale military offenses, duels are common, and it is
unavailable in the markets of the above city are souls. customary for the winner to take something valuable from
Yugoloth merchants, bargaining devils, and unscrupulous the loser. This can be their life, but most often it’s a valued
demons seek out specialized soul traders in the Freezer. possession that the marid wanted in the first place.

Great Coral Forest Graveyard of Sails


In the Sea of Light, the sprawling Great Coral Forest Floating in the Sea of Light is a mass graveyard of
stretches out for hundreds of miles. Some property of the sunken ships and broken debris. The entire mass is held
coral forest keeps it from rising or sinking too far from together by a swirling vortex leading to the Plane of Air
its position, which is only several miles below the surface at its center, and this whirl is what pulls in the wreckages
of the Sea of Worlds. The entire mass of brightly colored like a magnet. Dozens upon dozens of wooden ships
coral rests underwater where it provides food and shelter have sunk and collected in this Graveyard of Sails, and
for countless native creatures. Schools of fish swim in because of the water’s nature the wood does not break
and out of the natural coral “caves” along with predators, down naturally. Undead pirates, fierce elementals, and
such as sharks, eels, and numerous elementals. Several countless scavengers prowl the great wrecks, but for the
outposts rest on or in the forest, including a sahuagin brave traveler a wealth of treasure and information can be
settlement and an aquatic elf village. plundered.

Vault of Thrym Fathomless Caves


One of the massive icebergs floating in the Sea of Ice is The Darkened Depths hold any number of lightless,
not like the others. This is the Vault of Thrym, created by dangerous sites, and one of the most notorious are the
the god of frost giants to house some of his most secret Fathomless Caves. It is widely assumed that the Plane of
and powerful possessions. Rumors say that the only way Water has no bottom, but the further down one travels the
to access the vault is to possess a special key also crafted more rocks and earth debris are encountered, and a great
by Thrym, though few know any details on this key. What shelf of black rock holds the series of tunnels that make up
wondrous treasure rests in the Vault of Thrym? The the Fathomless Caves. Aquatic dragons, krakens, aboleths,

Volume II | Plane of Water


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elder sea worms, morkoth, and more lurk in the shadowed Black Coral Citadel of Olhydra
darkness of these caves. Rumors persist of certain caverns
In stark contrast to the marid’s Citadel of Ten Thousand
holding air, though it is agreed that most of the Fathomless
Pearls, Olhydra keeps a lair in the Darkened Depths
Caves are flooded completely.
known as the Black Coral Citadel. This imposing structure
Several portals to the Plane of Earth can be found in
is a tall, twisted spire made of pure black coral, a rare
the Fathomless Caves leading to flooded areas of that
form of coral in the Plane of Water that holds great evil.
neighboring Inner Plane. Earth elementals, mud mephits,
Most of the interior of the Black Coral Citadel is reserved
and other border elemental creatures wander the caves
for prison cells – the elemental minions of Olhydra enjoy
as well, and the dao genies regularly send teams of slaves
torturing the multitude of aquatic elves, locathah, and
through to steal away pearls and other treasures of the
merfolk locked away in the dark citadel.
Plane of Water. Most slave teams do not return alive.
The top of the citadel is reserved for Olhydra’s royal
throne room where she plans her conquest of the Plane of
Reef of Nightmares Water and all the seas of the Material Plane. She and her
followers work to drown all the worlds in a torrent of black
The most populated city of the sahuagin in the Plane water to wash away all traces of life, leaving her to claim
of Water is a dangerous region known as the Reef of ownership of the abandoned lands. A handful of favored
Nightmares. It sits in the Sea of Light close to the surface, cultists across the Material Planes have been allowed to
where the sahuagin raid ships pulled through portals for visit the Black Coral Citadel, and in each case they were
food and treasure, and it stretches out for several miles. gifted with some portion of Olhydra’s watery power. A
Hundreds of sharks prowl the waters, and more than a handful have stayed in the Plane of Water to serve the
few megalodons are known to swim between the broken Princess of Evil Water Elemental Creatures and act as her
coral pieces of the reef in search of food and prey. Several proxy or spy on the plane. The Azure Council of the City
sahuagin outposts rest on the Reef of Nightmares, each of Glass has worked long to make sure the destructive
competing with one another for total dominance and the followers of Olhydra do not succeed in their various plots
favor of Sekolah the Joyful Hunter. to destroy the crystalline dome that gives the city its name.
In the Black Coral Citadel, Olhydra keeps an unusual
Trench of Death pool of silver liquid. Through it, she can view nearly any
ocean or sea on the Material Plane, and she uses it to keep
Without a doubt, the deepest portion of the Plane of Water tabs on her servants and underlings. The pool can act as a
is a great crevasse in a massive shelf of rock known as portal, but doing so requires a portion of Olhydra’s mighty
the Trench of Death. Deep, deep in the Darkened Depths, elemental power that is forever sacrificed, so she usually
this pitch-black hole is cold and lightless (the entire region refrains from using it.
function as an ice pocket). What monstrous entity dwells
in this trench? The marid avoid the region above all others,
and certain legends among them speak of a creature that Isle of Dread
existed before time. This creature, a titan of the highest The legend of the Isle of Dread has been spread across
and oldest order, created the Plane of Water by ripping the seas of the Material Plane for generations. Most
a hole in the fabric of the world, spilling the contents of sailors believe it to be an island somewhere on a distant
another realm entirely and filling up this one. Does this ocean, but the truth is that it exists on the Sea of Worlds
legend hold any truth? And if it does, what does it have to on the Plane of Water. Powerful storms surround the Isle
do with the Trench of Death? of Dread, and these storms become so violent that they
The Trench of Death does hold some inhabitants, but create planar vortexes to the Material Plane on a regular
they dwell in the caves and niches along the slope leading basis. These planar vortexes exist only during similarly
down the endless abyss of darkness below. Many eyes of violent storms on the Material Plane, and they are big
the deep keep lairs along the trench’s walls, along with enough to pull through a sailing vessel. Ships that pass
morkoth and a handful of degenerate krakens. Even these through find themselves on a planar ocean looking upon
great monsters refuse to swim into the darkness of the an island of danger and death.
trench mouth itself, where a strong current can suddenly A steamy jungle fills most of the Isle of Dread along with
pull swimmers down into is gulf of endless night. a rough chain of mountains. Great monsters inhabit the
island – dinosaurs and their like dominate the food chain
at every level. Several tribes of savage humanoids eke out
an existence as well, and the center of the island holds a
large mysterious lake. Travelers that make it ashore find
that they must fight to survive but that a greater secret sits
on that central lake. There are some captains that have
found the Isle of Dread and returned back home to tell
their tale, passing through another vortex by some stroke
of luck or providence, but most that find it are never heard
from again.

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Raftland Pearl of Blood
Many ships have been pulled into the Plane of Water, and Among the sahuagin, few stories invoke such reverence
most of the time they do not find their way back. Most are and awe as the ones that involve the Pearl of Blood. This
boarded by sahuagin or other vicious planar raider or sunk massive pearl is blood-red in color and is said to hold the
by one of the many storms that rock the Sea of Worlds, wisdom of the most powerful sahuagin priestesses that
but some manage to survive on the ruins of their boats. have died in the service of Sekolah the Joyful Hunter.
Over the years, these survivors that pulled together other Legends about it claim that it can summon a great
flotsam and wooden debris, and they pulled these together tornado of sharks in the ocean to devastate opponents,
to form a massive floating “island” of broken ship parts or that it can serve as a beacon for all megalodons in a
known as Raftland. ten-mile radius. The possessor of the Pearl of Blood is
Raftland travels with the tide and its size has helped it said to be able to control the megalodons, commanding a
survive the storms that continually appear in the volatile near-invincible army of titanic sharks. The relic itself was
skies overhead. Through it all, sailors and fishers of all formed by a drop of Sekolah’s blood that crystallized and
races have managed to survive and even thrive in Raftland. formed a perfect sphere, if the stories are to be believed.
They fish for food and the lack of salt in portions of the Sea But these are all legends. The truth likely is somewhat
of Worlds creates plenty of drinking water. They’ve been different, but the item has been lost for generations.
floating long enough on the Sea of Worlds that they’ve Nobody knows the current location of the Pearl of Blood,
developed into a small kingdom. King Atwood the Gray though sahuagin priestesses are always on the hunt for
Beard is the latest in the line of succession to rule the signs and portents to its eventual return. Did the powerful
Independent Kingdom of Raftland, and by all accounts he relic get swept up in a storm and pushed to one of the
is a murderous thief and a liar. Unfortunately, most of the Material Planes? Does it sit somewhere in the Great
residents of Raftland are bloodthirsty pirates, so infighting Coral Forest? Perhaps the marid found it and are keeping
and bickering is common. But when the storms roll in, it locked away in a storeroom somewhere in the Citadel
they put aside their differences and work together to keep of Ten Thousand Pearls. Or perhaps Thrym, god of frost
their own slice of freedom from breaking apart and floating giants, found it and it sits now in his secret vault in the Sea
away. of Ice. Wherever it is, if the Pearl of Blood were to return
to sahuagin hands it would herald a sweeping invasion of
much of the Plane of Water.

Volume II | Plane of Water


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Sunken City of R’lyeh ... While aboard a ship, the party and the crew encounter
a terrible storm. Battered but alive, the party wakes up
Titanic monoliths stand in a submerged crumbling
to find they are on the beach of some mysterious jungle
landscape of tumbled buildings too large for anyone but
island. The Isle of Dread lays open to them, and now
a giant somewhere in the Darkened Depths. This is the
they must venture further into the island’s interior to find
Sunken City of R’lyeh, where the elder god Great Cthulhu
a way out. The lake in the island’s center holds a secret
slumbers to this day. Where did R’lyeh come from? Who
that could transport them home, but finding it is going to
built it? Did Great Cthulhu construct it along with his alien-
take all of their cunning and wits (and no small amount of
minded kin in the Far Realm? Or was it built by servitors
luck!).
of the elder god? Why does Great Cthulhu slumber in its
depths?
... In a waterfront tavern, the party is confronted by a
Truthfully little is known about this dangerous site
beggar trying to sell a small golden locket containing a
except that those that swim to it find the alien landscapes
mysterious wavy symbol. Regardless of whether or not
defy all manner of logic. The eerie and unsettling masonry
they purchase it, the beggar drowns suddenly and violently
has driven some travelers to madness, but worse are the
with no obvious cause. What part did the locket play in the
guardians of R’lyeh that slink over its fallen stone arches
beggar’s death? How does a man drown in the middle of
and monoliths. These shambling monstrosities known as
a tavern with no drink in hand? The locket once belonged
shoggoths are little more than beasts, or so it is thought,
to a sailor, who was gifted it by a nereid long ago as a sign
and they share certain characteristics with Great Cthulhu
of love and friendship. Over the years, however, the sailor
itself. They are alien in thought, fierce in combat, and
became bitter and angry, and that resentment turned the
entirely blasphemous to behold.
locket into a tool of evil.
In rare circumstances, when the stars are right, the
Sunken City of R’lyeh rises from its position in the
Darkened Depths to pierce the veil of the planes and rise Tier 2 (levels 5-10)
in some distant location on the Material Plane. Deranged
cultists of Great Cthulhu herald the arrival of R’lyeh with Waterbreathing magic becomes more available to
sacrifice and savagery, hoping that the slumbering elder characters of this tier and higher, opening up the Plane of
god awakens and devours the world. The Sunken City has Water to a greater variety of exploration and adventure.
risen on several occasions, but for whatever reasons Great
Cthulhu usually only awakens for a very brief time before ... A man dies in front of the characters, and in death
being called back to his prison. transforms into his true form – that of a merfolk. He
was trying to get help for his small merfolk colony, and
information kept on him leads the party to the sea where
the merfolk colony was supposed to be located. Or at least
Adventure Hooks where it was located, as it is now a vortex portal leading
into the Plane of Water. Something sucked the merfolk
Adventure abounds in the Plane of Water for those able to in, and the party’s investigation leads them into the Sea
withstand its aquatic nature. Below are some adventure of Light. What nefarious machination pulled the merfolk
hooks that can be expanded upon by an enterprising from the Material Plane to the Plane of Water?
Dungeon Master looking to incorporate the Plane of Water
into their campaign. ... The notorious pirate Captain Fearmonger has been
raiding and pillaging the coast for years, and the party is
chartered to finally track the pirate down and stop him. In
Tier 1 (levels 1-4) the final confrontation, a great storm sweeps up, pulling
both ships into the Plane of Water. The characters’ vessel
In this tier, characters do not have reliable access to
is destroyed in the storm, but the pirate captain’s remains
waterbreathing magic, so deep dives into the mysteries
seaworthy still. Do the party steal aboard the enemy ship
of the Plane of Water are generally out of reach. But that
and take over? What about the sahuagin that have targeted
doesn’t mean they can’t be affected by the machinations of
the ship from the sea below as their next raid?
the powers and monsters that dwell in this watery realm.
... In the City of Glass, the party is approached by a
... The City of Glass is a metropolis ripe for adventure
merchant guild with some information they’d like to act
of all levels, but for Tier 1 characters it can serve as an
on. A ship was pulled into the Plane of Water by one of
introduction to planar travel. A multitude of aquatic races
the storms, and this ship was loaded to bear with gold,
call the City of Glass their home, and the relative reliability
silver, and trinkets from the treasury of some Material
of the Knights of Glass keep the worst of the worst from
Plane king. The merchant guild knows the name of the
preying on a band of fresh-faced adventurers from the
ship and that it now rests in the Graveyard of Sails, but
Material Plane. But dangers and mysteries abound
they need a discrete band of adventurers to reach the mass
everywhere, so once they find their way to the city the party
ship graveyard before other guilds find out about it. Do the
can find itself caught up in all manner of intrigue involving
characters trust the merchant guild? What dangers await
the powerful merchant guilds and trade houses that
them in the Graveyard of Sails?
dominate life there.

Volume II | Plane of Water


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Tiers 3 and 4 (levels 11+) Random Encounter Tables
By this tier, characters have proven themselves as capable
adventurers of the highest order, and they may start The below tables can be used by the Dungeon Master
actively looking to other planes for greater challenges and as a source of inspiration when a party of characters is
rewards. The Plane of Water can provide such opportunity, traveling around the Plane of Water. Four separate tables
if they’re willing to risk life and limb to get it! are provided – one for the City of Glass, one for the Sea of
Light, one for the Darkened Depths, and one for the Sea of
... Something has riled up the sahuagin in the Reef of Worlds.
Nightmares recently, and rumors persist that they’ve
uncovered information about the Pearl of Blood. Holding City of Glass
this relic would be bad for all peace-loving denizens of the
plane, so the Azure Council of the City of Glass pulls the
party in to have them investigate. Has the Pearl of Blood 1d100 City of Glass Encounter
surfaced? How do the characters get into the Reef of
01-05 Kuo-toa merchants
Nightmares without alerting the sahuagin colonies of their
presence? 06-10 Sahuagin priestess and entourage
11-15 Lizardfolk thugs
... The Great Padishah of the Marid has taken her court out
of the Citadel of Ten Thousand Pearls on her irregularly 16-20 Marid and attendant sycophantic slaves
scheduled tour of the Plane of Water. In their absence, 21-25 Planar traveler looking to get out
the citadel is going to be left relatively unguarded, so it is 26-30 Locathah traders
a perfect time for a raid of the treasury room of the great
padishah. The party either needs something that happens 31-35 Aquatic elf herbalists
to be in the treasury or catch wind of the plot through 36-40 Human merchants selling wares
some connections and are tasked with finding the Great
41-45 Elf pickpocket
Padishah herself and warning her of the potential theft.
46-50 Storm giant seeking a treasure
... A hydromancer wizard on the Material Plane, obsessed 51-55 Sea hag and water elemental servants
with the power of water, has made an agreement with
56-60 Eadro followers
a greedy marid shah. The terms of the agreement were
not what the wizard bargained for, and he found himself 61-65 Cultists of Olhydra
a prisoner of the marid’s power. Now, with access to a 66-70 Water sphere holding merfolk traders
wizard’s tower and a portal to the never-ending Plane of
Water, the marid seeks to flood the Material Plane and pick 71-75 Knights of Glass on patrol
through the ruins for treasure. The party must get through 76-80 Polymorphed bronze dragon enjoying the
the portal and shut it down, which can only be done from day
the Plane of Water side, but there they must contend with 81-85 Quasit demon running an errand
the marid’s personal slaves and fighting forces.
86-90 Dwarf bard with an octopus assistant
91-95 Locathah mercenaries
96-00 Polymorphed green dragon looking for
trouble

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Sea of Light Darkened Depths

1d100 Sea of Light Encounter 1d100 Darkened Depths Encounter


01-05 2d6 merfolk 01-05 1d6 sea hags
06-10 Red tide 06-10 1d6 giant sharks
11-15 2d8 sahuagin 11-15 Ice pocket
16-20 Hot spot 16-20 1d10 hostile water elementals
21-25 1d4 merrow 21-25 1 morkoth
26-30 Ice pocket 26-30 Slime water
31-35 1d4 reef sharks 31-35 1 kraken
36-40 Slime water 36-40 1 dragon turtle
41-45 1d4 hunter sharks 41-45 2d6 swarms of quippers
46-50 Whirlpool 46-55 Whirlpool
51-55 1d4 hostile water elementals 56-60 1 eye of the deep
56-60 2d8 locathah 61-65 1 megalodon
61-65 2d4 sea worms 66-70 1 caller of the deeps
66-70 1d4 electric sea worms 71-75 Red tide
71-75 1d4 nereid 76-99 Powerful current
76-80 1 marid 00 1d4+1 kraken
81-00 Powerful current
Sea of Worlds (surface)

1d100 Sea of Worlds Encounter


01-10 Abandoned ship
11-20 1d6 giant sharks
21-30 Ship with dehydrated crew
31-40 2d10 sahuagin raiders
41-50 1d8 locathah
51-60 1d4 nereid
61-80 Powerful storm
81-90 Slime water
91-99 Uncharted coral island
00 1 megalodon

Volume II | Plane of Water


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Character Options Sea Elf
Sea elves are considered by many to be a native race of
The boundless blue ocean of the Plane of Water is a the Plane of Water, but the truth is that they emigrated
mystery that pulls many into its warm embrace. Whether to the boundless blue ocean long ago. Once, they were
it’s exploring the vast depths beneath the waves itself or elves like others of their kin, and they lived in the beautiful
sailing the Sea of Worlds in search of treasure or home, wilderness of Arborea in the Outer Planes. Deep Sashelas,
the Plane of Water teems with life. Deep water monsters a powerful elf god and patron of the water, swam in the
lurk in the formidable depths as well, and along with lakes, rivers, and seas of Arborea.
threats from pirates, raiders, and the natural hazards, Eventually Deep Sashelas developed a powerful
travelers and natives to the watery realm must always be following, and the community petitioned the Seldarine –
on guard. the conclave of elven gods – for a new home more suited
One of the most disorienting effects the Plane of Water to their aquatic longing. After much debate, it was decided
has on non-natives is the three-dimensional aspect of that Deep Sashelas could establish a new home for their
existence and the challenges it presents. The vast majority followers outside of Arborea. The Plane of Water was a
of the plane is underwater, and in the Sea of Light and natural choice, and as part of the move the elven deity
Darkened Depths, danger can come from any angle. transformed their followers into aquatic, water-breathing
Keeping an eye on the surroundings is critical to surviving versions of themselves.
surprise attacks from sahuagin hunting bands, ferocious Thus the sea elves were born anew on the Plane of
sharks, and bloodthirsty merrow. Water. They learned much about the ways of the merfolk,
Along with simply being aware of the watery locathah, marid, and other peaceful races of their new
surroundings, moving and navigating in three dimensions home, but they came into conflict almost immediately with
can be tricky. The Sea of Light, while infused with an the sahuagin. Bloodthirsty and savage, the sahuagin were
azure glow, quickly abandons all sense of up and down as consummate predators who viewed the arrival of the sea
the distance to the surface grows further and further. A elves as nothing short of blasphemy. The enmity between
good navigator with a sense of the sea is critical to travel, the two races has been strong ever since.
especially when the landmarks – such as the Graveyard Sea elves have numerous cities and colonies all over the
of Sails and the Great Coral Forest – can move with the Plane of Water, and they have a seat on the Azure Council
unseen currents at a moment’s notice. that governs the City of Glass. Deep Sashelas maintains a
The City of Glass gives natives and travelers an anchor presence on both the Plane of Water and Arborea, as their
point to reference and a resting place for trade and duties as a member of the Seldarine often require divine
merriment. By ancient marid magic the City of Glass, presence in the ancient elven homeland.
enclosed in a dome on the top and an iceberg at the Few outsiders are invited to the cities of the sea elves.
bottom, floats in the Sea of Light in a fixed position. This suspicion is rooted in generations of dealing with
Merchants all over the Plane of Water sell magical glass sahuagin spies and conniving merchants looking to steal
compasses that always point back to the fabulous City of the secrets of sea elf crafting and magical arts. Sea elves
Glass, giving the city a sense of central importance in the jealously guard the details of their artful crafting that
plane. The truth is that no place in an infinite expanse transforms coral into wondrous pieces of magical art – no
like the Plane of Water can be considered center, but the other race has been able to duplicate the extreme skill and
residents of the city like to think this nonetheless. delicate precision the sea elves bring together to create
their unique pieces.

Native Races Sea Elf Traits


Your sea elf character has the following racial traits
Without exception, creatures native to the Plane of Water
(common elf traits are reprinted here for convenience).
must be able to breathe underwater. In order to thrive and
Ability Score Increase. Your Dexterity score increases
grow in the aquatic realms beneath the endless waves,
by 2, and your Constitution score increases by 1.
creatures must adapt, whether through magic, divine
Size. Elves range from under 5 to over 6 feet tall and
intervention, heritage, or simply time.
have slender builds. Your size is Medium.
However, places like the City of Glass do offer other
Speed. Your base walking speed is 30 feet, and you have
options for non-water breathing races as well. The City of
swimming speed of 30 feet.
Glass has existed for generations and now plays home to
Darkvision. You can see in dim light within 60 feet of
a multitude of creatures, many of which would not survive
you as if it were bright light, and in darkness as if it were
without magical aid in the wilds of the Plane of Water.
dim light. You can’t discern color in darkness, only shades
Halflings, dwarves, gnomes, dragonborn, humans, and
of gray.
others all call the City of Glass home, living and working
Keen Senses. You have proficiency in the Perception
beneath the indestructible dome that separates the water
skill.
from the air.
Fey Ancestry. You have advantage on saving throws
The native races of the Plane of Earth available for
against being charmed, and magic can’t put you to sleep.
player characters include the sea elf subrace for elves
Languages. You can speak, read, and write Aquan,
along with the triton and water genasi.
Common, and Elven.
Amphibious. You can breathe air and water.

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Sea Elf Training. You have proficiency with the spear, Emissary of the Sea. Aquatic beasts have an
trident, light crossbow, and net. extraordinary affinity with your people. You can
Friend of the Sea. Using gestures and sounds you can communicate simple ideas with beasts that can breathe
communicate with any beast that has an innate swimming water. They can understand the meaning of your words,
speed. though you have no special ability to understand them in
return.
Guardians of the Depths. Adapted to even the most
Triton extreme ocean depths, you have resistance to cold damage,
Proud, steadfast, noble, and sometimes arrogant, the and you ignore any of the drawbacks caused by a deep,
tritons have taken it upon themselves to protect the Plane underwater environment.
of Water – and the multiverse – from the threats posed by Languages. You can speak, read, and write Common
the great evils lurking in the water. Long ago, aboleths and and Aquan.
other monsters prowled the Sea of Light, but the tritons
rose up and pushed back the evil powers into the lightless
corners of the Darkened Depths. And they remain ever
vigilant for the actions of those they have defeated.
Water Genasi
Or so the tritons would have you believe. The truth is Water genasi are the descendants of marid, the most
likely more complicated than the simple story of “light capricious of all the genies in the Inner Planes. This
versus darkness” the noble tritons purport. They are a heritage tends to make water genasi less reliable than
formidable people, with a strong moral code and a sense their genie-descended kin, at least on the surface, but the
of right and wrong, and their skill in aquatic warfare is truth is much more complicated than that. In the mind of
without question. They do, however, tend to overinflate a water genasi, everything is as fluid and changing as the
their sense of worth, especially on the larger scale, and waves of the boundless ocean.
offer few concrete examples of their ancient prowess. And yet, beneath that current of change, lies a core of
Regardless, the tritons are a powerful force militarily in true determination. Water genasi tend to make a lot of
the Plane of Water. Their citadels are beacons of hope and friends but have few close friends, and for the ones they
justice in the Sea of Light, protecting the watery realms choose to bring into their inner circle, the genasi would do
from merrow raiders and deep sea invasions. This sense anything to protect or avenge them. Loyalty is not freely
of duty extends beyond the Plane of Water as well – triton given but honored unto death and this core principal
outposts have been established in Material Plane seas speaks to the underlying personality of a water genasi
across the multiverse. Aloof, haughty, but capable, tritons – guard your feelings and don’t trust until you know for
strive to be the vanguard against the evils lurking in the certain.
deepest seas. The marid of the Plane of Water view their descendants
Tritons have little official presence in the City of Glass, with amusement, when they choose to view them at all.
while they do hold a seat on the Azure Council they rarely While not evil, marids are among the most arrogant of
attend. However, they do make up a significant portion of genies, and they put a lot of stock in names and titles.
the Knights of Glass (second only to the merfolk), serving Water genasi follow this thread as well, but for them their
as protectors of the citizens. Most take their duty seriously names are representative of their deeds and the lives
and defend the City of Glass as stalwartly as they would they’ve lived. They love telling stories and are adept at
their own homes. weaving lessons into those stories tailored made for their
audience.
Triton Traits There are no dedicated water genasi lands, but a fair
Your triton character has the following racial traits. number are found in the City of Glass. The Great Padishah
Ability Score Increase. Your Strength, Constitution, and of the Marid in the Citadel of Ten Thousand Pearls keeps
Charisma scores each increase by 1. a spy network of water genasi across the Plane of Water
Age. Tritons reach maturity around age 15 and can live and the seas of the multiverse, always seeking new joys
up to 200 years. and amusements to report back to the grand home in the
Alignment. Tritons tend toward lawful good. As ocean.
guardians of the darkest reaches of the sea, their culture
pushes them toward order and benevolence. Water Genasi Traits
Size. Tritons are slightly shorter than humans, averaging Your water genasi character has the following traits.
about 5 feet tall. Your size is Medium. Ability Score Increase. Your Constitution score
Speed. Your base walking speed is 30 feet, and you have increases by 2, and your Wisdom score increases by 1.
a swimming speed of 30 feet. Age. Genasi mature at about the same rate as humans
Amphibious. You can breathe air and water. and reach adulthood in their late teens. They live
Control Air and Water. A child of the sea, you can call somewhat longer than humans do, up to 120 years.
on the magic of elemental air and water. You can cast fog Alignment. Independent and self-reliant, genasi tend
cloud with this trait. Starting at 3rd level, you can cast gust toward a neutral alignment.
of wind with it, and starting at 5th level, you can also cast Size. Genasi are as varied as their mortal parents but
wall of water with it. Once you cast a spell with this trait, are generally built like humans, standing anywhere from 5
you can’t do so again until you finish a long rest. Charisma feet to over 6 feet tall. Your size is Medium.
is your spellcasting ability for these spells. Speed. Your base walking speed is 30 feet, and you have

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a swimming speed of 30 feet. Class Options
Languages: You can speak, read, and write Common
and Primordial. Primordial is a guttural language, filled The new class options include the Path of the Reaver for
with harsh syllables and hard consonants. barbarians, the Water domain for clerics, and the School of
Acid Resistance. You have resistance to acid damage. Hydromancy arcane tradition for wizards.
Amphibious. You can breathe air and water.
Call to the Wave. You know the shape water cantrip.
When you reach 3rd level, you can cast the create or Barbarian Path: Path of the
destroy water spell as a 2nd-level spell once with this trait,
and you regain the ability to cast it this way when you
Reaver
finish a long rest. Constitution is your spellcasting ability You are a warrior who thrives on the move, pillaging and
for these spells. plundering along the way. The Path of the Reaver calls out
to barbarians who relish underhanded combat and the
thrill of victory through whatever means possible, and they
New Feat are often found on pirate ships and among tribal raiding
parties. These barbarians are always on the move and
A new feat is presented below for campaigns using the rarely get pinned down in tough situations.
optional feat rules.
Cunning Warrior
At 3rd level, you learn to move quickly and decisively to
Aquatic Sense take advantage of situations. You can take a bonus action
You have keen senses underwater and react quickly to on each of your turns in combat. This action can be used
changing situations beneath the waves. You gain the only to take the Dash or Disengage action.
following benefits:
Heightened Awareness
• Increase your Dexterity or Constitution score by 1, to At 6th level your senses have heightened to near
a maximum of 20. supernatural levels. Your Passive Perception is now 14
• Swimming doesn’t cost you extra movement. + your Wisdom (Perception) modifier and you can apply
• You have advantage on initiative rolls when engaged in twice your proficiency modifier to Wisdom (Perception)
underwater activities. checks you make.
• You do not provoke opportunity attacks while
swimming. Dirty Trick
You have mastered the art of fighting dirty. At 10th level
you can take an action to trick a single opponent within
melee range of you. This could be as simple as throwing
sand in their eyes or an elaborate feint designed to
put your opponent off balance. That opponent suffers
disadvantage on their first attack on their next turn.

Reaver Speed
Starting at 14th level, you can use your reaction to move
your walking speed in a burst of movement.

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Cleric Domain: Water Improved Water Whip
Starting at 8th level, your water whip becomes more
Water is a force of change, a relentless agent that wears potent. Once on each of your turns when you hit a creature
down all things in time. It is both patient and spontaneous, with your water whip, you can cause the attack to deal an
caring and unforgiving, infinitely flexible and suddenly extra 1d8 slashing damage to the target. When you reach
unyielding. The gods of water – Poseidon, Brigantia, Aegir, 14th level, the extra damage increases to 2d8.
Sobek, Umberlee, and Zeboim – are an eclectic mix of evil,
neutral, and good deities, focusing on the varied aspects
Body of Water
of water and its power over the world. Followers of these
At 17th level, your body and all of your possessions
gods see themselves as embodying the power and fluidity
become more liquid. You can move through a space as
of water itself, working to provide a path for a change and
narrow as 1 inch wide without squeezing, and you can
to being an agent of agent in the world.
move through a hostile creature’s space but you cannot
stop there. This does not provoke an opportunity attack.
Water Domain Spells You are also immune to the following conditions: grappled,
Cleric Level Spells paralyzed, prone, and restrained.
1st create or destroy water, purify food and
drink Arcane Tradition: School of
3rd augury, hold person
Hydromancy
5th tidal wave*, wall of water*
To some wizards, water is more than just one of the four
7th control water, watery sphere* elements – it is the most vital of all the elements and a key
9th conjure elemental (water elemental component to life itself. Most living creatures require water
only), maelstrom* to live, and without it a land is dry, parched, and mostly
dead. By understanding water and its many effects, the
hydromancer is able to control it, rivalling a druid for their
Spells marked with * are found in supplementary books mastery over this fundamental element. Hydromancers
(Elemental Evil Player’s Guide and Xanathar’s Guide to scoff at pyromancers as being nothing more than glorified
Everything). evokers.

Bonus Proficiencies Hydromancy


When you choose this domain at 1st level, you gain Beginning at 2nd level, your knowledge of hydromancy
proficiency with the Nature skill. You also learn the Aquan gives you a greater understanding of magic that
language. manipulates water in all forms. You learn the shape water
cantrip if you didn’t know it already. You also automatically
Water Whip gain spells upon gaining specific levels as noted in the
Also at 1st level, you gain the ability to summon a below list. Once you gain a Hydromancy spell, you always
magical whip made out of water as a bonus action. You have it prepared, and it doesn’t count against the number
are automatically proficient with the water whip, but of spells you can prepare each day.
it is otherwise treated as a magical weapon with all
the properties of a whip. If you drop your water whip it Wizard Level Hydromancy Spells
dissipates immediately.
2nd create or destroy water
Channel Divinity: Force of Water
Starting at 2nd level, you can use your Channel Divinity to 5th wall of water*
summon a powerful jet of water. As an action, you create a 9th maelstrom*
60-foot line of water starting from your position. Any large
or smaller creatures in the line must make a Strength 15th Abi-Dalzim’s horrid wilting*
saving throw against your spell save DC. On a failure, they
are knocked prone and pushed back 10 feet. The force of Spells marked with * are found in supplementary books
water effect is instantaneous. (Elemental Evil Player’s Guide and Xanathar’s Guide to
Everything).
You can cast a spell on the Hydromancy list that you
Adopted of Water know without expending a spell slot or requiring material
At 6th level, your body changes to be better adapted to
components. You must complete a short rest before you
water. You have a swimming speed equal to twice your
can use this ability again.
base speed. In addition, you can breathe air and water and
you gain resistance to cold damage.

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Watery Fist
At 6th level, your arcane mastery over water extends to
Backgrounds
controlling water to strike at targets. If you are within Cosmopolitan, beautiful, and deadly, the Plane of Water
30 feet of at least 5 cubic feet of water, as an action you boats quite a few distinct archetypes that characters can
can focus a rush of water at a single target within 30 feet choose from as backgrounds.
of that water. If the target is a creature it must make a
Dexterity saving throw against your spell save DC. The
target takes 6d6 bludgeoning damage on a failed save, or Blue Diver
half as much on a successful one. Regardless of the save, if
Things get lost in the vast endless Plane of Water all
the target is size Large or smaller they are knocked prone.
the time. Whether they’re discarded deliberately, dropped
Once you use this feature, you can’t use it again until you
into the boundless blue accidentally, or simply ended up
finish a short rest.
there through the moving waves of the multiverse, these
things float all around in the Sea of Light and down into
Watery Defense the Darkened Depths. Often times they get caught in coral
Beginning at 10th level, you learn to summon a temporary forests or are drawn into the eerily magnetic Graveyard of
bubble of water around yourself that can protect you Sails, and the people that go out finding those things are
from harm. As a reaction when you take damage, you can blue divers.
summon a shield of water around yourself that grants you You are a blue diver, taking off into the deep world of the
resistance to one type of damage you are taking. The shield Plane of Water in search of treasure, trinkets, and other
dissipates immediately. lost things. You may operate alone, selling the things you
Once you use this feature, you can’t use it again until you find to keep yourself afloat in a sea of other divers, or you
finish a short rest. may be part of a larger crew. The City of Glass boasts the
largest number of diver crews in the multiverse, but just
Greater Hydromancy as many wander from place to place in the Plane of Water
At 14th level, your skill at the hydromancy spells grows and beyond, never settling down and letting the waves of
considerably. The casting time for the spells in the fate move them along.
Hydromancy feature is 1 bonus action for you. On the Plane of Water, blue divers are respected for their
courage and willingness to dive headfirst into problems.
Some divers specialize in looting the lost treasures of
ancient sunken cities, constantly diving deeper into the
Sea of Light and the Darkened Depths to find the ruins of
merfolk citadels, sea elf colonies, marid palaces, and more.

Skill Proficiencies: History, Survival


Tool Proficiencies: Navigator’s tools
Languages: Aquan
Equipment: Large waterproof sack, a net, bauble from a
previous dive, oiled diving clothes, and a belt pouching
containing 10 gp

Feature: Favored Market


You know of a market in the Plane of Water that buys and
sells the trinkets you find, and you have a favorite merchant
there that you dealt with regularly. The market gives you
fair prices for common and uncommon equipment you
wish to sell, and the merchant keeps you informed of
places to dive for new baubles. You can also rely on the
merchant for temporary shelter for you and up to six allies
should you require it.

Suggested Characteristics
Use the tables for the criminal background in the Player’s
Handbook as the basis for your traits and motivations,
modifying the entries when appropriate to suit your
identity as a blue diver.

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Drowned d6 Ideal
You drowned after your lungs filled with water, but 2 Nihilism. Water eventually claims all things so
something happened afterwards. Perhaps you were saved why take joy in life. (Neutral)
by a friend or stranger who knew what actions to take to
bring you back, or perhaps it was a magical revival from 3 Family. Treasure the people around you because
a priest. Or just as likely you don’t know how or why you they can be taken away suddenly. (Any)
came back. 4 Truth. I will stop at nothing to find out more
You definitely died as a result of the drowning, and information about the mysteries of water. (Any)
during that period your soul touched the Plane of Water
5 Stability. The only way to live is to keep up a
however briefly. The experience left you with an uncanny
routine and not think about death. (Lawful)
ability to sense water, but you are left with more questions
than answers. What mark did it leave on your soul? 6 Mercy. I was given a second chance and others
Were you brought back through the intervention of some should be given the same oppportunity. (Good)
elemental creature? If so, why?
d6 Bond
Skill Profiencies: Intimidation, Survival
Tool Proficiencies: Navigator’s tools 1 Dying opened my eyes to the multiverse.
Languages: Aquan 2 The person who saved my life is the most
Equipment: 50 feet of rope, a set of common clothes, a important person to me.
waterskin, and a belt pouch with 10 gp.
3 I saw something on the Plane of Water and it
touched my soul.
Feature: Dowsing
Your brief moment of death touched upon the Plane of 4 The water calls me back.
Water and you now have a sixth sense about water. You 5 I was the only survivor and the guilt weighs
can concentrate and feel the presence of water within 60 heavily on me.
feet of you, including how swiftly it is moving and which
6 Water is very precious to me.
direction it is from your current position.

Suggested Characteristics d6 Flaw


For most people, drowning is the end of their life, but 1 I constantly take bigger and bigger risks with my
not for people touched by the Plane of Water. That kind life and others.
of experience leaves a lasting affect, and some people
2 My legs get shaky whenever I’m around water.
embrace their new lease on life while others view the
world with a detached eye. Knowing that there’s a world 3 Drinking alcohol is the only thing that keeps me
full of water and that your soul touched that world leaves sane.
an indelible mark that changes people. 4 Nothing matters so why try?
5 I get seasick if I close my eyes too long.
d8 Personality Trait
6 I was clearly chosen to come back for a reason,
1 I value every experience because I never know which makes me better than everyone else.
when it’s going to be my last.
2 Water holds an unnatural fascination to me.
3 The drowning affected my voice and now I can
only whisper.
4 I laugh at the story of how I drowned and tell it
loudly to others.
5 I am superstitious and believe there’s a purpose
in all actions.
6 I’m afraid of water and hate being wet.
7 I get right to the point and hate wasting my time.
8 Sometimes my mind slips back to a watery
landscape and I lose myself in its tranquility.

d6 Ideal
1 Freedom. Life can be taken away at any
moment, so live while you can. (Chaotic)

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Glass Trader Raftlander
You are a merchant who specializes in the free markets You have lived on the greatest and most expansive ocean in
of the City of Glass. Known as a glass trader, you may be the multiverse – the Sea of Worlds on the Plane of Water.
part of a larger company or guild moving goods in and out There, on the Island Kingdom of Raftland comprised of
of the cosmopolitan city. Or you could be an independent the wrecked hulls of hundreds of ships, you worked and
trader, working to make a name for yourself in the markets survived with fellow travelers from across the multiverse.
where the bigger trading houses dominate the landscape. The most common way for sailors to be introduced to the
The glass traders make up the large portion of the Sea of Worlds is by accident, whether through a planar
population in the City of Glass, living and working in the vortex, elemental storm, or the machinations of a clever
Crystal and Flow Districts of the city. Most are treated hydromancer or monstrous being. Those that survive often
with respect by the citizens of the city, especially the Azure end up on Raftland, joining a community of lost sailors.
Council and the Knights of Glass as they understand Raftland is far from a unified place, however. Pirates,
most keenly that the success of the City of Glass depends sailors, marines, cutthroats, slaves, and more live, work,
on keeping the nature of the merchants independent. and die on the ramshackle island, and over the many years
Traders are the lifeblood of the city and keep the wheels of of its survival various factions and kings have taken over
progress (and money) moving throughout the districts. as leader to direct its destiny. Raftland drifts with the tide
of the Sea of Worlds and moves with the powerful storms,
Skill Proficiencies: Insight, Persuasion but it does occasionally find real land. Most know not to
Languages: Aquan and one of your choice trust these temporary places but there are still goods and
Equipment: A set of traveler’s clothes, a sample of your treasures to be found among them.
trade specialty, a writ from the City of Glass permitting Being a Raftlander means stepping up to do a job when
you to trade in the free markets, and a pouch containing a job needs doing. Everyone takes turn at the various tasks,
15 gp including fishing and hunting, cooking, scouting, repairing
damages, securing and protecting the island from raiders,
Trade Specialty and more. Each task is assigned a workhouse, and
The markets of the City of Glass are filled with goods and those that perform the task for that tenday live in that
materials from all across the multiverse. Glass traders buy workhouse; when it’s time to change, they move to the next
and sell these goods and bring them to one of the many workhouse. Nobody has a permanent home, except for
markets in the city, but many of the traders specialize in a the king of Raftland, and that title is mercurial enough to
type of product. You can select your trade specialty from sometimes last less than the tenday work shift.
the Trade Specialty table or roll randomly. But it’s the king that decides the workhouse
assignments, so currying favor with the current ruler is
a top priority for many Raftlanders. The population of
d10 Trade Specialty
Raftland can change drastically but usually hovers around
1 Raw and cut gems 150, so everyone gets to know everyone. Rivalries and
2 Fine jewelry fights are commonplace and the only law is the law of the
king, who rarely interferes in the personal business of
3 Weapons the citizens. Meals are communal though done in shifts
4 Armor and usually consist of fresh-caught fish. Life on Raftland
5 Beasts is hard, but it can instill a real sense of community and
purpose into a person – if they can survive.
6 Books and maps
7 Magical components Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
8 Paintings and art
Equipment: Dented spyglass, a leather sack, 50 feet of silk
9 Historic items rope, a set of common clothes, and a pouch containing
10 Alchemy supplies 4 gp

Feature: Portal Network Feature: Sea Stories


You know the network of portals leading into and out of You have heard hundreds of different stories about seas
the City of Glass across the multiverse. They are closely across the multiverse from sailors pulled onto Raftland.
monitored and checked by the Knights of Glass to prevent You can recall sea legends regarding monsters, hazards,
smuggling and to collect taxes, and there’s one portal storms, and other phenomena that may aid you in
that you use enough to be on good terms with the knights encountering similar aspects.
watching over it.
Suggested Characteristics
Suggested Characteristics Use the tables for the sailor background in the Player’s
Use the tables for the guild artisan background in the Handbook as the basis for your traits and motivations,
Player’s Handbook as the basis for your traits and modifying the entries when appropriate to suit your
motivations, modifying the entries when appropriate to suit identity as a Raftlander.
your identity as a glass merchant.

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