Friday, October 5, 2018

The problem with para- and quasi-elements

The para- and quasi-elements have never been the most logical parts of planar geography. For example, steam is positively charged water and salt is negatively charged water, while ice is air plus water. Mimir.net went a step further and introduced quasi-para-elemental planes. Para-elements as logical mixtures of the elements was explored by Dark Sun. Air plus water made rain, air plus fire made sun, earth plus fire made magma, earth plus water made silt. The quasi-elements would be dramatically different depending on what logic is actually used, since they do not use the same logic.
  • Ice, water and steam make sense as the phases of water.
  • Radiance, fire and ash make sense as the stages of burning. You make sparks, sparks set the combustibles aflame, flame burns the combustibles to ash.
  • Lightning, air and vacuum are not on the same spectrum.
  • Mineral, earth and dust are not on the same spectrum either.
I have seen a few alternate versions of the para- and quasi-planes.

Pathguy suggests:
  • Dust is between Air and Earth. "Negative Earth" is Grime.
  • Steam is between Fire and Water. "Positive Water" is Rainbow.
  • Mist is between Air and Water. "Negative Water" is Ice.

The 3e MotP suggests that the quasi-planes would follow the logic of positive border being dangerously dynamic and active, whereas the negative border would be drained of life and color.
  • Air: the positive border would be storm, the negative vacuum.
  • Earth: the positive border would be earthquake, and the negative would be slag.
  • Fire: the positive border would be firestorm, the negative cinders.
  • Water: the positive would be maelstrom, the negative stagnant.

In general I prefer some variation of the elemental chaos for the actual geography. While the para- and quasi-elementals themselves seem cool, as geography they are just silly. 

The plane of water: The sky of the plane of water is analogous to the plane of mist, rain or vapor. One example of its inhabitants is the niln or "vapor horror" from Tome of Horrors. The land of the plane of water is analogous to the plane of cold or ice, though it is not necessarily cold. The sea of the plane of water is the material plane sea, where the planes merge.

Supplements: Dark Dungeons, Slayers Guide to Elementals, Tome of Horrors Complete, Tome of Horrors 4

Links:
  • http://smileylich.com/dnd/collective/Collective_Q15.html
  • http://expeditiousretreat.blogspot.com/2015/05/enter-elemental-borderlands.html
  • http://www.pathguy.com/inner.html
  • https://mimir.net/mapinfinity/quasi.html
  • http://aveneca.com/cbb/viewtopic.php?t=106
  • https://www.d20pfsrd.com/gamemastering/environment/the-planes/
  • https://campaignwiki.org/wiki/DarkDungeonsSRD/Out_of_This_World#h5o-12
  • http://blogofholding.com/?p=3908
  • http://crushingskulls.blogspot.com/2011/04/quasi-elemental-planes.html

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