The Plane of Quasi-Elemental Ash
|Cosmology / Powers and Deities / Dramatis Personae /
Rules and Mechanics / Character Creation / Equipment
Ash. Miles upon miles of choking ash – that’s what a berk’s going to find here. It starts at the edge of the plane of Fire; the flames flicker and die, and from them cooling ashes rise. A little farther on and the air grows thicker, and farther still the burnt earth beneath gives way. At first, the ash swirls in tendrils ’round a being. Then, before he knows it, a berk’s swimming in an ocean of ash. The red glow of distant fire fades, warmth turns to chill, and the air is choked with charcoal soot.
The Quasielemental Plane Ash of has the following traits.
Minor cold-dominant: It is said that Ash remembers being Fire, and desperately absorbs heat from everything within it. All creatures and objects take 2d6 points of cold damage per round. Creatures of the fire subtype take double damage. Natives are immune to this effect.
No energy traits: Some regions have the minor negative-dominant trait.
Enhanced magic: Spells and spell-like abilities that use, manipulate, or create cold or negative energy (including spells of the Cold domain) are both empowered and enlarged.
Impeded magic: Spells and spell-like abilities that use or create fire, positive energy, or water (including spells of the Fire or Water domains and spells that summon creatures with the fire, positive, or water subtype) are impeded.
Breathing: For the most part, Ash is a semi-solid mass of gray-white flakes. Although there is usually some difference between “ground” and “air”, the atmosphere is a thick, powdery cloud unfit for breathing. Natural flames won’t ignite, although magical fire-based effects still may work (they are impeded, as stated above).
Movement: In most areas, a body can walk over the layers of ash that had formed a solid enough mass over the eons. The land speed is halved, however. Occasionally, the ever-present ash becomes so fine that a traveler begins to sink and drowns quickly. No known creature except the ash quasielemental is able to swim through these seas of ash.
Vision: Below the surface of the ash, all sight (including darkvision) is limited to 5 feet. Above the surface, sight functions normally up to 60 feet; beyond that, all creatures and objects have concealment (20% miss chance). There are no natural light sources on Ash.
Creatures: Ash child, ash quasielemental, ash mephit, ash witch, descriat, ember hulk, l’zoir, negatai, rast, tem’mat, ulish, undead (cold resistant), xorn.