The Plane of Earth is a realm of unwavering solidity, where tradition binds the land like iron chains, and the ground itself groans beneath the weight of eternity. It stands in stark defiance of the boundless sky, its opposition to the Plane of Air a mirror of two forces locked in an eternal struggle—rigid, stern resolve against the unpredictable currents of change. Here, magic lurks beneath the surface, volatile and brooding, as if the earth itself resents the hand that dares to shape it.
Jagged mountains claw toward an unseen, sunless sky, higher than anything the Material Plane has ever known. No wind stirs these oppressive heights, and the very air seems to have been swallowed by the stony silence. Visitors do not traverse these peaks but arrive through the veins of the world—vast networks of caves and caverns that delve deep into the mountainside like ancient scars. These subterranean passageways twist endlessly, whispering secrets to those who dare wander their depths, where the dark crushes hope and sound alike.
Far below, buried beneath the mountains, lies the *Great Dismal Delve*, known also as the *Sevenfold Mazework*. This labyrinthine abyss serves as the stronghold of the dao—the City of Jewels—a place as glittering as it is foreboding. Here, wealth is more than a symbol; it is a weapon wielded with ruthless pride. Slaves toil endlessly beneath the ground, driven to uncover every last gem and sliver of precious metal hidden within the earth’s embrace. The city itself gleams, every building a monument to the dao’s insatiable greed, each structure adorned with inlaid gemstones and towers of slender spires, shimmering in the darkness. Yet, this beauty holds a terrible danger—a spell, ancient and unforgiving, ensures that even the theft of a single stone will summon the full fury of the dao, extending their vengeance not only to the thief but to their kin, condemning them to death.
To the south, nearer to the seething boundary where earth meets flame, rise the *Furnaces*—mountains whose veins run molten, bleeding lava through their hollowed insides. The air reeks of sulfur, heavy and poisonous, clinging to the skin like soot. Here, in the infernal heat, the dao’s great forges roar, consuming ore and vomiting forth weapons and treasures shaped from the molten heart of the earth. There is no reprieve from the toil, no respite from the relentless heat that turns metal and stone to liquid fire.
The Plane of Earth, however, is not simply rock and molten depths. Its border regions stretch into the *Swamp of Oblivion*, where the solidity of the earth crumbles into something far darker, more insidious. The swamp is a vast, festering mire, where trees—twisted and ancient—reach skyward with gnarled branches, their bark slick with the sheen of poisonous damp. The air buzzes with the incessant hum of monstrous insects, while thick, stinging vines coil like serpents through the muck. The very ground is treacherous, a living thing that sucks at the feet of those foolish enough to walk upon it. Here, stagnant pools of murky water conceal hidden dangers, and the promise of lost magic whispers from beneath the slime.
This place is known for its power to make things vanish—objects cast into the swamp seem to fall out of time, lost to the world for centuries. Artifacts of great strength are flung into the mire by those too fearful to wield them, and for a time, they are forgotten, swallowed by the oblivion of the swamp. But they are never truly gone. Adventurers, drawn by the allure of these hidden relics, brave the mire’s monstrous inhabitants—hags that lurk in shadowed groves, casting their dark eyes over intruders, and swarms of insects that descend like clouds of venom.
Where the earth begins to slide into the swamp lies the *Mud Hills*, a place of perpetual erosion. Here, the land itself seems to crumble, hills collapsing under their own weight and sliding into the bottomless depths of the mire. Yet, as fast as the hills fall, the Plane of Earth births new ones, in a never-ending cycle of creation and decay, as if the land is forever struggling to reclaim what it has lost. The air here is thick, humid, oppressive—the kind of atmosphere that presses down on the soul, forcing introspection, weighing every step.
In this world of stone and shadow, magic feels volatile, unpredictable—its essence bound to the stubborn will of the earth, as though the plane itself resents any attempt to manipulate it. It is a place where resolve is forged in darkness, where every step is a negotiation with forces that would sooner crush than yield. And those who dwell here—both mortal and immortal—are shaped by the weight of the world around them, their hearts hardened like the stone beneath their feet, ever-watchful for the moment when even the earth may turn against them.
---
# **Locations in the Canyons of the Infinite**
1. **The Great Dismal Delve (Sevenfold Mazework)**
Deep beneath the mountains, this labyrinthine network of caverns serves as the heart of the Plane of Earth. The *City of Jewels*, home to the dao, gleams with structures crafted from precious stones and metals. Spires adorned with gemstones pierce the underground gloom, while tunnels echo with the ceaseless toil of slaves digging for wealth. The entire city is wrapped in an ancient, powerful spell that instantly alerts the dao if even a single gem is stolen. It is a place of suffocating wealth and overwhelming oppression.
2. **The Furnaces**
On the edge of the plane, near the Fountains of Creation, these mountains house colossal forges powered by lava that seeps from the ground. The air here is heavy with sulfur, the heat blistering. Massive smelting furnaces and crucibles process ore and metal, casting the land in a perpetual glow of molten fire. The clamor of hammers on anvils and the roar of flames never cease. Everything here feels alive, driven by an infernal heat that suffocates the unwary.
3. **The Swamp of Oblivion (Plane of Ooze)**
At the border between Earth and Water, this swamp is a nightmarish landscape of gnarled, twisted trees, thick vines, and stagnant pools. The ground is a mire of muck and slime, with no solid foundation beneath, and houses built on stilts eventually sink into the depths. The air is thick with humidity and the incessant drone of insects. It is said that anything thrown into the swamp vanishes for centuries, lost in its endless quagmire of muck. The swamp conceals forgotten treasures but also harbors dangerous creatures and ancient curses.
4. **The Mud Hills**
Near the Swamp of Oblivion, the Mud Hills are a desolate region of landslides and erosion. Hills crumble continuously, sliding into the bottomless swamp below, while new ones rise to take their place. The air is thick with moisture, and the land shifts beneath one’s feet. The landscape is in a constant state of collapse and regeneration, a place where even the ground cannot be trusted. The weight of time feels tangible, the earth constantly trying to reclaim itself.
---
# **Creatures in the Canyons of the Infinite**
1. **Gemstone Sentinels**
**Description**: These crystalline golems guard the City of Jewels with unwavering loyalty. Their bodies are formed from various precious stones—sapphire, emerald, diamond—each imbued with a unique magical property. They serve as silent watchers over the wealth of the dao, their gemstone eyes glowing faintly in the darkness. If a theft is detected, these sentinels spring to life, their razor-sharp crystalline limbs capable of cutting through stone and flesh alike.
2. **Lava Wyrms**
**Description**: Massive serpentine creatures that dwell within the molten rivers of the Furnaces, Lava Wyrms swim through lava as if it were water. Their bodies, composed of hardened obsidian and molten cores, exude an unbearable heat. These wyrms are both feared and respected by the dao, for they can be harnessed to power the forges but are unpredictable and prone to violent eruptions. When enraged, a Lava Wyrm can spit streams of molten rock, turning entire caverns into lakes of fire.
3. **Oblivion Slugs**
**Description**: Towering, grotesque creatures that roam the Swamp of Oblivion, these enormous slugs leave a trail of acidic slime that dissolves anything it touches. Their bodies are covered in thick, armored hides, impervious to most attacks. Oblivion Slugs are attracted to magical artifacts, instinctively devouring them and sending them into the swamp’s oblivion. Legends say the stomachs of these creatures contain entire hoards of lost relics, though retrieving them is nearly impossible.
4. **The Whispering Mire**
**Description**: This creature is less a physical being and more a manifestation of the swamp itself. Appearing as a roiling mass of muck and brambles, the Whispering Mire lures travelers deeper into the swamp with the faint sound of voices, often mimicking lost loved ones. It attacks by entangling its prey in its vine-like tendrils, dragging them down into the sludge where they suffocate and drown. Once a soul is claimed, their whispers become part of the creature’s haunting chorus.
5. **Mud Wraiths**
**Description**: Inhabitants of the Mud Hills, these spectral beings are born from the constant landslides and collapsing earth. They appear as ragged figures of dirt and dust, their bodies dissolving and reforming endlessly. Mud Wraiths are said to be the souls of those buried alive by the shifting land, cursed to wander the hills forever. They are territorial, fiercely protecting the land that entombs them. Those who cross into their domain are often ambushed and suffocated by the wraiths as they meld with the ground itself.
6. **Earth Drakes**
**Description**: Large, wingless drakes that burrow through the mountains of the Great Dismal Delve. Their thick, stone-like scales blend perfectly with the surrounding rock, allowing them to ambush prey or intruders with terrifying speed. Earth Drakes are highly territorial, and their bite is said to turn flesh into stone. They are often used as mounts or beasts of burden by the dao, though taming one requires great skill and a considerable amount of wealth to offer as tribute.
7. **Sulfurborn**
**Description**: Elemental beings that inhabit the toxic atmosphere of the Furnaces, the Sulfurborn are humanoid in shape but composed entirely of sulfuric gas and flame. They are highly volatile, capable of igniting into explosions when provoked. The dao often use them as sentinels or weapons, though they are dangerous even to their handlers. The Sulfurborn emit a noxious fume that can incapacitate most creatures within minutes, leaving their victims to suffocate as their bodies are consumed by fire.
8. **Bogfiends**
**Description**: Vicious, insectoid creatures that infest the Swamp of Oblivion, Bogfiends have long, segmented bodies and razor-sharp pincers. Their chitinous exoskeletons are thick with slime, and they move with surprising speed through the mire. Bogfiends are opportunistic predators, feasting on anything they can catch, and their saliva contains a paralytic venom that allows them to consume their prey slowly. They swarm in large numbers, overwhelming their targets with sheer force.
9. **Gem Thieves**
**Description**: Shrouded in rags and shadows, these wretched humanoids are cursed souls that have tried to steal from the City of Jewels and failed. Instead of being executed, they were transformed into pitiful creatures, forever lurking in the outskirts of the city. Their bodies are misshapen, with long, clawed hands and eyes that gleam with the reflection of gems. They are driven by an insatiable hunger for wealth, forever trying to reclaim what they lost, but every attempt only tightens the curse’s grip on them.
10. **Crystalmoths**
**Description**: Native to the Great Dismal Delve, these ethereal moth-like creatures are drawn to the gemstones and precious metals that glitter within the dao’s city. Their wings shimmer like fragile glass, and they feed on the magical energy stored within gemstones. Though harmless individually, swarms of Crystalmoths can strip entire buildings of their magical essence, reducing the dao’s treasured constructions to mundane stone. The dao see them as a pestilence, constantly battling against the swarms to protect their wealth.
---
# **Landscape of the Canyons of the Infinite.**
1. **Obsidian Bloom**
**Description**: A rare flower made entirely of razor-sharp obsidian petals, found in the molten crevices of the *Furnaces*. These flowers bloom briefly in the intense heat and are incredibly fragile outside their volcanic environment.
**Uses**: Obsidian Bloom petals are used in crafting fine weapons, particularly for ceremonial blades and assassins’ daggers, as they can cut through steel with ease. When ground into powder, they can also be used in potent fire spells, enhancing the intensity of flame-based magic.
**Harvesting**: The blooms can only be harvested during a brief period when the lava cools enough for them to grow without immediately melting. Harvesters must wear protective suits enchanted with heat resistance and move swiftly to collect the flowers before they dissolve back into the molten rivers.
2. **Veinstone**
**Description**: Veinstone is a unique, living stone found in the deepest caverns of the *Great Dismal Delve*. This material grows like veins through rock, pulsating faintly as if alive. It is said to be imbued with the essence of the plane itself.
**Uses**: When refined, Veinstone can be used to craft powerful arcane foci and enchantments, amplifying earth-based magic. In its raw form, it is often used in constructing dao fortifications, granting walls a self-regenerative property, repairing any damage sustained over time.
**Harvesting**: Extracting Veinstone requires extreme caution, as disturbing it can cause the entire vein network to collapse. Expert stonecutters carefully chip away at the surrounding rock to free sections without destabilizing the entire cavern.
3. **Sulfuric Crystals**
**Description**: Found in the sulfurous atmosphere of the *Furnaces*, these volatile, bright yellow crystals form around fumaroles and volcanic vents. They are highly unstable and emit a noxious, flammable gas.
**Uses**: Sulfuric Crystals are used in alchemy to create powerful explosives and are also used by the dao in their forges as a catalyst to enhance their metalworking. When finely ground, these crystals can be mixed into poisons or used in fire-based magical rituals.
**Harvesting**: Sulfuric Crystals are harvested by specially trained slaves who use enchanted tongs and containers to carefully collect them. The crystals must be stored in magically-sealed containers to prevent accidental detonation.
4. **Mudroot Sap**
**Description**: A viscous, dark sap harvested from the twisted trees in the *Swamp of Oblivion*. The trees secrete the sap from their roots, which burrow deep into the muck of the swamp.
**Uses**: Mudroot Sap has powerful adhesive properties, often used by craftspeople in creating waterproof structures or binding difficult materials. In magic, it can be distilled to create potions of endurance or slow, earth-based binding spells.
**Harvesting**: Harvesters must venture deep into the swamp, carefully extracting the sap from the trees' roots. The sap is highly toxic before processing, so those harvesting must wear protective gear to avoid prolonged contact, and they need to act swiftly to avoid attracting the swamp’s creatures.
5. **Glimmerstone**
**Description**: A rare gemstone found only within the *Great Dismal Delve*, Glimmerstone is a translucent stone that flickers faintly with an inner light, resembling distant stars trapped in crystal.
**Uses**: Glimmerstone is prized for its ability to store and channel magical energy. Mages and enchanters use it to craft powerful staffs and wands, and it is often set into crowns or amulets to aid in spellcasting. Its light is also said to calm nightmares, making it popular among rulers seeking peaceful sleep.
**Harvesting**: Harvesting Glimmerstone requires precision, as striking the stone too hard can cause it to shatter. Expert miners carve around it, gradually freeing it from the surrounding rock. The dao zealously guard the Glimmerstone mines, making unauthorized extraction punishable by death.
6. **Mirewood**
**Description**: A dense, waterlogged wood that grows only in the deepest parts of the *Swamp of Oblivion*, Mirewood trees are twisted and gnarled, with bark almost as tough as stone. The wood itself is incredibly heavy and durable, resistant to rot and decay.
**Uses**: Mirewood is sought after for its near-indestructibility, often used to craft stilted homes in the swamp or as reinforcements for ships and buildings exposed to harsh elements. Alchemists also use the bark’s essence to create potions that slow the aging process or reinforce the body against physical damage.
**Harvesting**: The harvesting of Mirewood is a dangerous task, as the trees’ roots are often entangled with deadly vines and dangerous creatures. Loggers must be quick and strong, cutting through the thick roots before the swamp reclaims the trees. The wood is so heavy that it must be transported by boat or magical means.
7. **Dust of Oblivion**
**Description**: Found in the depths of the *Mud Hills*, this fine, gray dust is the residue of countless centuries of erosion and landslides. It is almost weightless, and when disturbed, it creates an eerie, shifting fog.
**Uses**: The Dust of Oblivion has powerful properties when used in rituals of banishment or forgetfulness. It can erase memories, remove magical bindings, or obscure locations from detection for long periods. Some alchemists mix it into potions of invisibility or use it to craft one-use spell scrolls of erasure.
**Harvesting**: Gathering the Dust of Oblivion requires magical containment, as the slightest breeze can scatter it across the hills. Skilled collectors use enchanted containers that draw the dust in, preventing it from dispersing. Harvesters must also contend with Mud Wraiths, who are attracted to disturbances in the dust.