Chroma

Chroma is one of the five great city-states (Gandrahimm, Razikai, Volconia, Kanato) of the world of Mihaar. It is also colloquially known as The Undersea.

To the north of Gandrahimm is Chroma also known as The Undersea. This seemingly infinite ocean is varied with waterscapes of different kinds of water, from boiling to freezing, salty to pure to dirty. There are rocks, corals and structures that are made buoyant from special elemental magic. Everything can slightly move with variable currents that without much notice can change locations.

It does have a surface, which includes some islands, such as the Isle of Dread, although these are far from hospitable, with land hotly fought over and very common storms that batter the surface. These storms often connect to the material plane, occasionally accidentally bringing ships in that can crash, leaving their cargo. Some individuals may be knowledgeable enough to take advantage of these temporary portals to travel.

### History

Chroma (current plane of water)

Development of the Undersea.

Uniting of the underpeoples after the earth attacked

Incredibly isolationist

Kraken’s power their worlds

Hasn’t been heard from in over 100 years

### Notable Locations

#### City of Glass - Capital

The City of Glass a center of commerce in the plane, which can be much more open, and a center of commerce within the plane, for even other planes. Said to be half filled with water and half air, air breathers may not easily by themselves see the whole market without magical help, but within the plane it is welcoming. And once reached, can be one of the least harsh places of trade within the inner realms. One can also expect a plentiful supply of items to help with water breathing.

At the crossroads of a collection of permanent portals to other locales is the City of Glass far below the surface of the Plane of Water. This city has massive sheets of glass that create a bubble around it, half-filled with water and half-filled with air. This city is a hot spot for trading, and merchants from all over can be found here.

Many claim that the glass that surrounds the city is unbreakable, but that has been proven false a few times when errant spells have destroyed the glass. The Marid overseers of the city quickly put to death those who cast the spells and repaired the glass while there was still air in the city.

#### Darkened Depths

Far below where the light is filtered into the ocean are the Darkened Depths. Here, creatures of evil plot their revenge, not just on those who inhabit the Plane of Water, but even those who live on the Material Plane. The Aboleths, Krakens and other abominations make their domains in these dark waters, all waiting for the day when they might rise again.

#### Isle of Dread

This island is one of the easier ways of traveling to the Plane of Water, but it is rarely by choice. Many times ships crash against the jagged rocks that surround the island. Those that arrive at this island find a strange land of dinosaurs and mind-controlling aquatic creatures, known as the kopru, that attempt to enslave any that make it on to the island.

#### Sea of Light

This area of Chroma is where the light from the sun is able to pierce down, and where much of the life of the ocean can be found. Fortresses of Tritons and Marids, schools of fish, and pods of dolphins can be found throughout this massive ocean. So long as a traveler doesn’t stumble upon a water elemental or a hungry shark, journeying through the Sea of Light is relatively safe.

### Religions

**The Void--** Knowledge Domain

Appears as a Orc-wizard

**Dreamweaver--** Arcana Domain

Appears as a Gnome-druid

### Common Peoples

#### Aquatic Races

Many creatures that live in the sea, can be found in the elemental plane of water. This can include the humanoids mentioned in sea race; Merfolk, Sea Elves, Sahuagin, Merrow, and especially the Tritons which have had war against evils like Krakens and Aboleth, as well as Dragon Turtles and Storm giants. Some other semi-aquatic races that can hold their breath like Tortles may also be found, but are rarer. In addition to some water elemental like water genie, Marid, that hold most dominion over the plane.

#### Tritons

Often considered aloof and distant, the Triton society is largely unknown. They form underwater fortresses and castles throughout the Plane of Water where permanent portals exist, and they often send patrols to the Darkened Depths to check on the evil creatures that lurk there.

Tritons see themselves as protectors and are quick to tell of their mighty tales and deeds, for they have waged an endless war against Krakens, Aboleths and other horrible abominations that exist in the Plane of Water. In recent times, they have realized that many of the evil creatures they once fought on the plane have found portals to the Material Plane, allowing those monsters to escape. The Tritons feel that they have failed all those they protected and have sent massive expeditionary forces to the Material Plane. They are focused on stopping evil creatures from reaching the surface of the world and corrupting all they touch.

#### Marids

Marids are incredibly independent, and while they all give their loyalty to their ruler, the Great Padishah of the Marid, they are by no means beholden to them. Depending on how far away a Marid makes their home, they have less and less loyalty to the Great Padishah. They are often considered one of the nicer genie to work with, and each Marid assumes that they are the best of their kind.

While the Marids are typically nicer to travelers from other realms, they are also difficult to work with, as they love to tell tales about their exploits, and the genies find it extremely rude to interrupt them when they begin their tales. In fact, certain ‘inferior’ races are considered so far below the Marid, that the Marid have no problem killing them outright for interrupting their stories.

The Marid are described as fish-like creatures with teeth of pearls and luminous scales for skin. They often have a large entourage of slaves consisting of artisans, poets, and singers, not because they like slaves but because they believe that their station in life demands they have slaves of the highest quality.

The Marids can probably be among the strangest looking genie, having varied appearances of marine animals. Despite that, the water genies may be among the easiest of experienced traders to deal with, unless you get one’s attention enough as a skilled artisan and entertainers, of which may force one to be a slave in their underwater home.

#### Water Genasi

The Water Genasi are quite adapt at the water environment as they are on land, and always feel the pull of the ocean, so are at home in the elemental plane of water. And thus can be good traders for within the plane. The water genasi can be quite patient, and like the marid, hate to be tied down by responsibility. It makes them fiercely independent, and unlikely to ask for help with what they consider their problem.

#### Water Weird

The elemental water weird, are a particularly rare elemental to appear naturally, especially in the plane of water. They are generally bound to a single body of water, and thus often done to protect a location by a magic user. The nature of the water weird is influenced by the nature of the water it is in.

#### Aboleths

In the Darkened Depths are the Aboleths, aberrations from the Far Realm with long memories of the time before the gods came and when there was no Material Plane. They ruled the primordial oceans, enslaving all with their powerful minds. When the Material Plane was formed, they traveled to its oceans and lakes to further their own empires of slaves and horror, but they were driven down into the Underdark and back to the Plane of Water where they wait, biding their time.

The Aboleths were once from the Far Realm, but traveled to the multiverse, bringing along their strange cities and architecture. Somewhere in the Darkened Depths is a city of Aboleths, where a massive Aboleth rules over the others. It is said that when an Aboleths body is destroyed on the Material Plane, they reform in the Plane of Water, though it is unclear what allows them to do so.