The Paraelemental Plane of Ooze (TIP)

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Wizard School	Alterations
Air, Fire 	<
Presumably, there must be one place in the multiverse that's more • revolting and loathsome than any other. Well, anyone who's ever visited the Paraelemental Plane of Ooze won't have to think too hard when asked where that might be. I've been there, and it ain't pretty.
My name's Thomese Ervo, and I know a lot of jokes about the paraplane of Ooze The reason so many jokes exist is that without 'em, a visitor to the paraplane is likely to lose his lunch. 'Course, that's how some tell the place originated in the first place (as Ervo said: lots of jokes-the Editor).
At its heart, the paraplane of Ooze is a noisome mass of slime. This disgusting realm ranges from clear, gelatinous goo to putrid, green sludge. In some places, it's almost thick enough to be solid, and in others, it's runny and watery. The ooze teems with worms, insects, grubs, and disgusting bits of...well, things too disturbing to think about. While the look and feel of the place is horrible, it's the smell of the ooze that's really bad. It can literally knock a newcomer off her feet.
When a body starts to move away from the paraplane-and most folks do that the first chance they get-the muck undergoes a gradual transformation. Moving toward the plane of Earth, it gradually thickens until it has the color and consistency of molasses. In this revolting region, which is known as the Muckmire, the ooze has a natural tendency to harden around living beings, trapping them very literally like flies in amber. Chant is, a berk who digs around in the mire can find interesting things hardened in the goop-but who'd want to do that?
In the direction of the plane of Water, the ooze starts to thin out. Before too long, it becomes green and caustic. This region is generally referred to as the Bile Sea, and the muck here clings to flesh and bums like acid. A few sickly fish flop about in this horrible mess, but usually not for long. Their decomposing bodies only worsen the revolting environment.
If a body heads toward the Positive Energy Plane in the direction of the quasiplane of Mineral, the ooze begins to congeal as various ore residues collect in it. In time it forms the Slag Marshes, a morass of heavy, metallic paste with an airy atmosphere over the top of it. Silvery, pussy weeds called ioungis grow throughout this region, and most creatures find them poisonous to the touch.
In the other direction-toward the quasiplane of Steam-the ooze grows thinner and thinner. At the same time, strong winds begin to kick up an oily spray. This quickly forms rolling clouds of toxic vapor that're carried along by brutal winds. No living thing, not even bloods normally immune to poisons, can survive the Choking Gale for long. Even if a body gets out alive, it'll be weeks before she can really wash the residue from the vapor out of her skin and hair.
Moving toward the Negative Energy Plane, a planewalker can head in the direction of Salt or Dust. If she chooses the quasiplane of Salt, the ooze becomes thick and briny, eventually growing caustic enough to corrode metal. Even magical weapons and armor rust away at the touch of the noxious chemical soup (known as the Stagnant Sea).
Those who decide to head toward the quasiplane of Dust won't find the going much more pleasant. In this direction, the slime grows thicker and, if possible, even more disgusting. It leads to a region most folks call the Oasis of Filth. This half-congealed place is almost organic and is so thick with disease that any sod who comes here'd better be on good terms with a cure disease spell. Even bloods who're normally immune to diseases, like paladins, contract all sorts of fevers and illnesses here.