Elemental plane of weave
The Elemental Plane of Weave, is the origin of all spellcasting, and is populated by Weave elementals. There is little that is fixed in the Plane of Magic - rocks can turn into birds as one walks past them.
A “very familiar” location is one the traveler has been to multiple times. “Studied carefully” is a well-known place that the traveler has been to at least once. Seen casually” is a place witnessed from a distance, or one that is similar to a better-known location. “Viewed once” would be a place seen through magic, and “description only” could be related to the traveler verbally or written by a third party. The nature of the Plane of Weave means that there are no encumbrance penalties for travel.
Geography
The Plane of Weave is a vast realm of eternal silver twilight, with no discernible direction or regional break across the entire plane. Upon first contact it presents an empty silvery sea, devoid of any substance. But it is not empty, and the plane operates on magic. This basis creates a lot of strange situations that can understandably confuse new travelers. Direction is meaningless, and the nature of the plane means that finding places to go requires expending mental energy and having a clear vision rather than knowing a specific path or route.Getting There
Each elemental plane possess a large well linking it to Toriel. The Nexus is a unique well of magic located in Coldarra, which serves as the link between Toriel and the elemental plane of weave.Traveling Around
As a realm of thought, moving around in the Plane of Weave is not so much a physical act as a mental one. Creatures on the Plane of Weave have a flying speed equal to 3 x its Intelligence score while traveling on the plane. Physical movement is possible as well, but it’s clumsy, so a creature relying on its walking speed has a flying speed equal to half its walking speed. Creatures that can swim or fly can move normally, choosing to use their Intelligence, swimming, or flying speed to move around. Distance is a very abstract concept on the plane as well. Reaching a specific destination relies more on willpower and a clear mental picture than anything else. Traveling to a location on the Plane of Weave requires a number of hours based on how familiar the traveler is with their destination. Use the following chart as a guide.Familiarity | Travel Time |
---|---|
Very Familiar | 2d6 hours |
Studied carefully | 1d4 x 8 hours |
Seen casually | 2d4 x 8 hours |
Viewed once | 1d6 x 16 hours |
Description only | 2d6 x 16 hours |
Creatures & Denizens
Denizens
The Plane of Weave is filled with life of all kinds. Most of it is dangerous, some just accidentally, so travelers are urged to exercise caution when dealing with any native creature of the Plane of Weave.Elementals
The living extension of the plane are the weave elementals. Numerous and powerful. Most Weave elemental consume the weave around them, growing stronger. It’s a natural process that creates a rich environment for magic to exist, which in turns grows and becomes consumed in a never-ending cycle. Weave elementals come in all shapes and sizes, and many of the intelligent denizens of the Plane of Weave have learned to domesticate the creatures.Aberrations
The Plane of Weave has become home to numerous creatures from across the multiverse who have found the magical energy of the realm a natural fit for their unnatural existence. Aboleths have been encountered, having created a nice personal territory from which to expand their influence, and even beholders have been found from time to time.Humanoids
Gith. Raiders, pirates, and reavers.Monstrosities
Numerous creatures that defy easy categorization make their way through the vast silvery wasteland of the Plane of Weave. The most dangerous of these are the astral dreadnoughts, enormous forces of appetite and destruction.History
Creation Myth
In the beginning, the realm was shrouded in elemental chaos. Here, the very forces and spirits of nature waged an unrelenting battle within a primordial chaos. This tumultuous conflict is now remembered as the Elemental War, where each elder elemental strove for dominance over the plane. Their clashes, fueled by the fury of weave, fire, air, water, and earth, gave birth to the material plane, emerging from the crucible of elemental chaos. Yet, amid their ferocious combat, the elder elementals inadvertently consumed the essence of the Weave elemental, leading to a profound imbalance within this nascent world. It was within this unstable and volatile realm that the ancient gods arrived—a group of nine deities, each representing a distinct alignment. The ancient gods sought to establish order and society, but the elder elementals fiercely contested their presence. However, due to the preexisting imbalance triggered by the consumption of the Weave elder elemental, the ancient gods ultimately prevailed. They banished the elder elementals to pocket planes known as the Elemental Planes. Nevertheless, the elemental power of these ancient beings was too potent to be wholly suppressed. In time, they harnessed the surrounding chaos, giving rise to the five Elemental Planes. Meanwhile, dragons and giants, forged the prime material plane from the materials left of the battle of the elements, shaping the world into the familiar form it holds today. The connection between the inner planes and the Ethereal Plane is a remnant of the once-unbridled elemental chaos, its formidable power gradually harnessed and subdued over the course of countless ages.
Type
Plane of Existence
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