Elemental Plane of Earth

The Elemental Plane of Earth was an Inner Plane or Elemental Plane of the Great Wheel cosmology and the World Tree cosmology models. Earth is one of the four elements and two energies that make up the known universe and therefore of keen interest to cosmologists. The abundance of large gems and huge ore deposits lured many greedy prospectors to brave the significant dangers of this plane.

Description

 
“It is a place of hidden riches. It is a wall against all foes. It is a grave for the greedy.” — Manual of the Planes
  • The Elemental Plane of Earth was an infinite expanse of solid matter pockmarked by bubbles of other elements and riddled with fissures and tunnels created by burrowing creatures or the occasional small mining operation. Ensconced in a few of these pockets were trading outposts and the rare hidden wizard fortress. Solid does not imply stationary: the substances of this plane were constantly moving in a slow, grinding motion punctuated by earthquakes from small tremors to massively violent upheavals. Open spaces were gradually filled by the relentless shifting (or marauding earth elementals) unless action was taken to prevent it. Air could be found in scattered pockets but unbreathable gasses were also present—unprepared travelers lucky enough to arrive in a cavern might slowly asphyxiate while the unlucky quickly suffocated by being buried alive. Other pockets of magma, water, ooze, dust, or ash were particularly dangerous for miners if they accidentally breached one of these. 
  • No light existed in the Plane of Earth except for rare luminous gems buried in the crushing darkness. Travelers able to pass through stone were effectively blind unless they used magic such as a ring of x-ray vision, or until their eyes reached an open space where darkvision could operate or a source of light could be produced. Hearing was actually enhanced while encased in earth, to the point where travelers could detect any movement through the rock within a certain radius of their position.
  • As described by the Great Wheel model, the solid earth changed in proximity to the para- and quasi-elemental planes. A native guide was necessary to find these border regions and each had their own dangers. Near the Plane of Ooze, more water was present and the rock gradually lost cohesion. Approaching the Plane of Magma the temperature rose until the rock glowed with heat and became viscous. Proximity to the Negative Material plane dessicated the earth and caused it to crumble to dust. Toward the Positive Material plane, veins of ore, crystal, and gems became richer and more prevalent, finally crossing the border to the quasi-elemental plane of Minerals.
  • Every type of rock, soil, mineral, metal ore, sand, and dirt could be found here in abundance, ranging from talc soft to marble tough to diamond hard. Mining operations tended to be small and short-lived because the movement of the substance of the plane and intense gravity caused cave-ins, and the native population defended their territory and/or food supply. In addition, there was the unusual problem of where to put the discarded mine tailings. The dao were the only people known to successfully manage large continuous mining operations in the Plane of Earth. They did this in the Great Dismal Delve mercilessly using slave labor to dig and repair earthquake damage.

Notable Locations

  • The Great Dismal Delve
  • The Sevenfold Mazework
  • The Hidden Fulcrum
  • The Pale River
  • The Iron Crucible
  • The Aviary was a gigantic air-filled cavern inhabitated by a colony of avariel; due to its effective lack of gravity it was a paradise for all who enjoyed flying.

Divine Realms

  • Geb of the Mulhorandi pantheon had a realm here called the Caverns under the Stars.
  • Grumbar, the Lord of the Earth, Gnarly One, King of the Land Below the Roots, Boss of Earth Elementals, was thought to be a mountain-sized earth elemental with god-like powers that rarely granted audiences. His realm was called the Great Mountain.
  • Kabril Ali al-Sara al-Zalazil, Great Khan of the Dao, the Fountain of Wealth, the Perfect Compass, Atamen of the Mountain's Roots, and other titles lived in the Great Dismal Delve in a palace called the Sevenfold Mazework.
  • Ogremoch, Prince of Evil Earth Creatures, had a citadel called Stonemire atop a large mesa within a huge pocket of vacuum near the paraplane of Magma.
  • Sunnis, Princess of Good Earth Creatures, resided in a fortress called Sandfall.

Inhabitants

The matter of the plane itself comes alive, the earth elementals were the most numerous creatures on the plane, with typically blocky, angular bodies covered in sharp edges, ranging from man-sized to mountainous. Other native creatures looked like rough-hewn statues of Prime Material Plane animals and monsters or animated crystalline forms like crysmals. Then there were the alien-looking khargra, xorn, and xaren with tri-fold symmetric bodies and a taste for metal. All natives and some creatures with an earth-affinity could move through the plane like a fish through water, the rock flowing around them and closing back up again, leaving no tunnel.
  • Immigrants and visitors to the Elemental Plane of Earth included basilisks (greater), chaggrin, the dao, dwarves, an occasional blue or copper dragon, galeb duhr, gargoyles, lava children,  mephits of the earth and salt subtypes, the pech, sandlings, stone giants, thoqqua, minoaturs, and wraiths.

Great Dismal Delve

The Great Dismal Delve was the home of all dao living on the Elemental Plane of Earth.

Description

The Great Dismal Delve was actually a massive labyrinth located deep underground. The area it covered was larger than most continents on the Prime Material Plane.

Location

Located deep within the Elemental Plane of Earth, the Great Dismal Delve was pocketed with links to a wide array of elemental materials, allowing the Great Khan of the dao to summon allies and resources at will.

Geography

All tunnels within the Great Dismal Delve ultimately led to the Sevenfold Mazework, the heart of dao power.

Inhabitants

In addition to the dao, the Great Dismal Delve housed many kinds of slaves who spent much of their time clearing debris caused by planequakes. The exact number of dao and their slaves inhabiting the Great Dismal Delve was unknown.

SEVENFOLD MAZEWORK

The Sevenfold Mazework was the center of all major dao activity within the Great Dismal Delve on the Elemental Plane of Earth. It served as both a trading center and court for the dao, in addition to housing the palace of the Great Khan of the Dao.

Geography

  • The Sevenfold Mazework was actually an enormous labyrinth of tunnels, passageways, and chambers. Only the noble dao were immune to the confusion caused by the winding passages. Even minotaur slaves were not immune to the bizarre properties of the Sevenfold Mazework, and could easily become lost if they weren’t careful.
Geographical Features
  • Elemental vortices and other portals existed throughout the Sevenfold Mazework, connecting it to all of the other Elemental Planes. It was also linked to all the other mazeworks of the Great Dismal Delve.
  • The entire area was divided into seven distinct regions, though only the noble dao knew with certainty what lay beyond the first region of the Mazework.

SEVEN REGIONS

First Region
  • The outermost region of the Sevenfold Mazework was populated by thousands of dao and even more of their slaves. The dao traded here with outsiders in the immense so-called Free Market. Almost all imaginable goods were for sale here, but the most important commodity were slaves. Stacks of glowing gems sitting atop great pillars provided light in this region. The theft of a single common gem was punishable by death since everything within the Sevenfold Mazework was considered property of the Great Khan. Every gem within the Mazework was marked with a special sigil indicating such. A detect magic spell would reveal the sigil.
Second Region
  • The tunnels of the second region were blocked by massive stones that had to be moved in a specific pattern in order to pass. Muscular slaves were posted near each of these stones, ready to move them for their masters. These slaves only moved the stones; they had no idea where the passages led, so questioning them for information was useless. Each stone held a large gem in its center that reflected light toward the next stone in line. If the stones were moved in an incorrect pattern, the light from the gems would not align properly and the stones became immobile.
  • Minor dao nobles in the second region would serve as guides if they were bribed with enough treasure or special favors.
Third Region
  • The third region was a pair of large identical halls, polished to a mirrored finish with metals. Most special visitors to this area were highly impressed by the craftsmanship presented herein. The mirrors reflected the many balconies and tunnels lining the halls, creating a mesmerizing effect. Every passage and balcony here was identical to all of the others, meaning that the inhabitants needed to specifically memorize their routes or become hopelessly lost within the passages. Large blue steel mirrors were rumored to be magical portals leading to the chambers of noble dao.
Fourth Region
  • This region was a reverse maze, meaning that the end could only be found by walking through its walls and not down the passages. One wrong decision would lead the subject back to the beginning of the maze.
Fifth Region
  • Glass and walls of force comprised the entire area of the fifth region. The exit to the fifth region was always visible, but the walls were not. Light was reflected in subtle patterns by the glass walls, clearly outlining any occupant to those viewing from the outside.
Sixth Region
  • Earth gods were rumored to have constructed the sixth region in exchange for vast wealth. Shifting walls and floors created a puzzle that easily confused visitors. Those who were not blindfolded, including noble dao, ran the risk of permanent madness or even petrification from viewing the shifting puzzle pieces here.
  • Light within the sixth region did not travel in a straight line. Instead, it bent and swirled like water. Only the Great Khan could safely view the bizarre sights within this region without experiencing adverse effects.
Seventh Region
  • Tiny passageways, less than 1 ft. (30.5 cm) in diameter, dominated the seventh region. Only small creatures, or dao in gaseous form, could traverse them. Another rumor stated that the Great Khan’s palace was actually a miniature, and his servants included tiny creatures such as mites and rats. The location of the central audience chamber, called the Hidden Fulcrum of the Dao, where the Great Khan held his court, was also a secret known only to the most high-ranking dao.

Government

The Sevenfold Mazework was ruled by the Great Khan and his court, comprising the Dao Khanate.

Trade

The dao traded all manner of gems and metals, most notable with the baatezu of the Nine Hells.

Defenses

  • The noble dao had several elite military organizations that they could call upon if the Sevenfold Mazework was threatened, including:
Heart of All Mountains (infantry)
  • The Heart of All Mountains comprised the bulk of the armed forces of the dao within the Great Dismal Delve
  • Nine thousand dao heavy infantry made up the Heart of All Mountains
  • The infantry was drilled and indoctrinated in loyalty to the Great Khan on a regular basis. The khan used them to deal with noble dao who troubled him. They also hunted down merchants who owed taxes.
Mithril Mountain (archers)
  • The Mithril Mountain, or the Crescent, was a military organization within the Sevenfold Mazework of the Great Dismal Delve.
  • Three thousand light infantry archers made up the Mithril Mountain.
  • Recruited from the households of noble dao atamen and hetamen, the Mithril Mountain was not the most reliable combat unit.
Petralisks (cavalry)
  • The Petralisks, or the Gazers, was a military organization within the Sevenfold Mazework of the Great Dismal Delve.
  • 1,500 dao cavalry using greater basilisks for mounts made up the Petralisks.
  • This unit was poorly trained but maintained high morale, perhaps because of the devastating power their mounts had over most corporeal enemies.
  • They were slow to react and maneuver against enemies made from earth and stone.
Corpse-Tearers (shock troops and burrowing maneuvers)
  • The Corpse-Tearers, or the Four-Eyed Giants, was a military organization within the Sevenfold Mazework of the Great Dismal Delve
  • The Corpse-Tearers were made up of 1,200 umber hulks and dao commanders
  • This well-disciplined unit served as auxillary shock troops and led burrowing maneuvers for larger forces.
Dream Brigade (fodder and soldiers)
  • The Dream Brigade was a military organization within the Sevenfold Mazework of the Great Dismal Delve
  • 4,000 sandmen comprised the Dream Brigade
  • These fanatics were used to crush slave rebellions or as fodder to blunt attacks from elemental creatures.
Pick and Shovel Corps (slave troops)
  • The Pick and Shovel Corps was a military organization within the Sevenfold Mazework of the Great Dismal Delve.
  • 3,500 slaves and gladiators made-up this organization. The gladiators were typically freed after performing above and beyond their station
  • Derro served as the "picks" and dwarves formed the "shovels".
  • Both groups wanted to create their own separate communities, but the dao kept them dependent on their generosity for food and tools.
Shadowy Eye (scouts and spies TRUSTED)
  • The Shadowy Eye was a mercenary organization within the Sevenfold Mazework of the Great Dismal Delve
  • The Shadowy Eye was made-up of 900 mercenaries from other planes.
  • This mercenary organization served as advanced scouts for the dao. Delivering false information was severely punished by the dao, so the dark creepers generally provided detailed reports.
Triple Legion (scouts and spies NOT-TRUSTED)
  • The Triple Legion was a mercenary organization within the Sevenfold Mazework of the Great Dismal Delve
  • The Triple Legion was made-up of 800 xorn mercenaries.
  • This mercenary group was used by the dao for scouting and spy missions. They were well-paid but not trusted. The dao kept them far from the palace of the Great Khan
Horns of the Earth (patrol guards)
  • The Horns of the Earth, or the Darkwings, was a large group of gargoyles within the Sevenfold Mazework and the Great Dismal Delve
  • The exact numbers of gargoyles within the Horns of the Earth remained unknown. Estimates placed the numbers between 15,000 and 25,000.
  • These gargoyles patrolled the entire expanse of the Great Dismal Delve. They typically metted out justice to non-genie slaves and workers, but would occasionally apprehend common dao who broke the Khan's laws.
 

Notable Locations

Koh Nur : The Mountain of Light
  • Koh Nur, or the Mountain of Light, was a giant opal kept in the heart of the Great Khan's palace in the Sevenfold Mazework of the Great Dismal Delve
  • The light emitted from Koh Nur was the method of timekeeping with the Sevenfold Mazework and the entire expanse of the Great Dismal Delve. The light also illuminated the entire area
  • Twice a day Koh Nur would change color, from light orange to rich purple. The beginning of morning was marked by the orange light trickling from the Mountain of Light and lasted for approximately 13 hours, at which point the light changed to purple and lasted for the same amount of time. All light from Koh Nur was reflected from other strategically placed gemstones located throughout the entire region of the Great Dismal Delve, synchronizing the entire dao nation on the same time schedule
  • Tampering with or destroying one of the gemstones reflecting light from Koh Nur was punishable by a fine a 500 gp and a year of servitude to the Great Khan

Inhabitants

100,000 genies and over a million slaves were rumored to live within the Sevenfold Mazework, though it was widely believed that these numbers were exaggerated to thwart invasion attempts from efreet or other hostiles.

Rumors and Legends

A group of dao banded together to oppose the hated yak folk.

Basic information

Natives

Earth elementals, Earth Genasi, dao, xorn, gargoyles, khargra, mephits, Stone Giants, Minotaurs, Basilisks (greater), Umber hulks, Sand Men*

Languages

Terran

Color pools

Moss granite

Ethereal curtains

Flickering gray and brown

Tuning fork

Zinc

Avariel (rare) 

The Aril’Tel’Quessir, or winged elves, were among the first to settle in Faerûn. They are famed for their feathered wings and ability to fly. Ancient conflicts with dragons nearly wiped them out, and today they are rarely, if ever, seen.

NATIVES

NAMES

MALES
  • Mufees
  • Zaahammil al-Jasoon
  • Azmoos
  • Shahaimaan
  • Faraaq al-Naazain
  • Shaddanna al-Sakooq
  • Bakaidaan
  • Aimafaat
  • Anwi
  • Muboof
FEMALES
  • Haaroona al-Dalith
  • Ghuzika
  • Ghaidaat
  • Zeenida
  • Madeera
  • Mahdeen
  • Nasaal
  • Thameeha
  • Zahraal
  • Maisika
Type
Plane of Existence

LOOT AND ITEMS

The Scattered Components

Orrery of the Wanderer - story plot
  • The rotor of return Rotor-of-return Found by Dao in Elemental Plane of Earth
  • Held by the Great Khan

Ruler of the Dao, Great Khan Kabril Ali al-Sara al-Zalazil

Kabril Ali al-Sara al-Zalazil was the powerful ruler of the Dao.

Activities

Much less athletic than the usual noble dao, he had a shrewd mind for schemes and business of all sorts, and was always open to new ideas and technologies to improve the empire of the dao, called the Great Dismal Delve, and his personal wealth. The Great Khan governed the affairs of his people (and their many slaves) from the Hidden Fulcrum of the Dao, the secret audience chamber in the center of the Sevenfold Mazework, the capital of the dao on the Elemental Plane of Earth.

History

Though Kabril Ali al-Sara al-Zalazil did not leave his palace often,[2] he took an active interest in Zakharan affairs.[3] When the monarch traveled to the Prime Material Plane, his splendor was always announced by earthquakes. Legend ascribed to him power akin to that of the gods. It was also rumored that the Great Khan of the Dao was once bested by the Faceless God of the Yak-men, forcing the dao to serve those enemies of Enlightenment.