Crawling Chaos (3.5e Environment)

The Crawling Chaos

The cosmology (in Ymirhart, the Great Wheel, but this may be altered to a location within your own campaign world) has its own borders, as vast as they are, and beyond those borders lie the Crawling Chaos. A primordial and unpredictable wasteland, the Chaos, as it is sometimes called, appears as a sea of viscous goo that is always shifting and changing colour. The Chaos continuously belches out new matter, whether it be land, animal, or plant. It is believed that the first being, Ymir came to be this way. The most dangerous feature of this plane is its pools of Pure Chaos, which affect mortals in disturbing ways.

Physical Traits

  • Gravity: Normal gravity.
  • Time: Timeless.
  • Size: Infinite.
  • Morphic: Highly morphic.

Magic, Alignment, and Energy/Elemental Traits

  • Elemental Dominance: None.
  • Energy Dominance: None.
  • Alignment Trait: Strongly chaotic aligned.
  • Magic Trait: None.

The Crawling Chaos borders all outer planes, which float through the Chaos like a sponge in water. Sometimes, rifts from the Chaos tear through other planes, seving as portals. A creature can easily enter the Chaos by stepping through one of these rifts. This is certainly the easiest way to access the Crawling Chaos.

Plane Inhabitants

The major inhabitants of the Crawling Chaos are Chaos Beasts and the occasional Slaad. The oozing goo of the Chaos provides perfect camoflauge to the similar Chaos Beasts. Creatures belched out of the Chaos can also be found here, sometimes already having lost their minds and degenerated into Spawn.

Movement and Combat

Creatures with Swim speeds can attempt to swim through Pure Chaos pools, but doing so is very dangerous (see "Features of the Plane", below).

Features of the Plane

The goo that makes up the land masses of the Crawling Chaos is highly viscous and cannot be pierced by any known means. Its colour changes every 2d4 rounds, and it is constantly moving, hence the name. The Crawling Chaos is a dangerous plane - for every hour a creature spends in the Chaos, it begins to mutate. Mutations caused by the Crawling Chaos are identical to those in D20 Modern (see MSRD: Mutations) adapted for DND. Roll 1d100 for the mutation using the table for mutations. This mutation is permanant and cannot be cured save for a wish or miracle. If a creature suffers enough mutations, its brain withers to mush and it becomes a Spawn of Chaos. By far the most dangerous feature of the Chaos is the pools of Pure Chaos, which replace bodies of water found on the Prime Material Plane. Pure Chaos is a liquid identical to water, but it shares the same colour-changing properties of the land. Any creature who submerges a body part in Pure Chaos instantly suffers a mutation to that part.



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