@@sparking023 if you have the punchline: "Are we/Am I/Is this a joke to you?" ...you/you/it are/is. Are am it a joke to you? Yes. Welcome to funny grammar and syntax, bitches. Not on par with physics, but physics requires math and science, so... . . . I'm so alone...
A concept abandoned long ago after one of the early editions was the Animentals, animals whose souls took form in the elemental planes after death. They are basically elementals in the shape of animals, like an Air fish that can swim through air, or a Water dog made of swirling tides. One of my favorite elementals that I've read about in D&D are Spark elementals, which is essentially a swarm of thousands of tiny living sparks.
"A lone elemental turning on a plucky spellcaster, and beating them to death, could be fun too" I'd shiver in my boots if you were the DM! Great job on these as well, I played DnD a long time ago, and it's a nice trip down memory lane! Also learning some things I didn't know too!
9:30 I’m thinking they’re overlapping dimensions shaped like donuts... one can travel infinitely in any direction as they circle a donut dimension, but some parts overlap with other donuts to create the mixed regions between the elemental planes.
my interpretation is, in a lot of planes intent and mindset matters when traveling. if you know the destination in the plane you want to get to just start traveling and you'll reach it eventually. if you know it well and are familiar with the plane it will be a shorter journey, if your mental stats are high it'll be shorter, if you have some way of homing on the place you want to go it will be a very short trip, make the journey between where you started and intend to go enough times and it will be barely any time at all, if you don't really know anything about the place you need to get to and you just start wondering around it might just be entirely random when you find it. think about driving somewhere for the first time. on the way there you're looking around for the right road, paying attention to the gps, wondering where the fuck you actually are and it seems to take forever. but on the drive back home you recognize the route from the first time and the trip flys by in a blur and it feels like you made it back in half the time. the planes are like that only now that effect is real.
Having recently started DnD with some friends myself your videos are a fantastic introduction to the world it is set in, I hope the DnD series lasts a long time!
IMO, 2e did the best when it came to the game's cosmology. clear and well written books,, great art, but it still left enough room for the DM to shape his game the way he wanted
@@elgatochurro The Planescape box set provides the basics for the 2e multiverse, of course. Next I would recommend A Guide to the Astral Plane (item #2628), A Guide to the Ethereal Plane (item #2633), and The Inner Planes (item #2634). They cover all sorts of stuff pertaining to their given planes: combat, magic, moving about, survival, special conditions, how the plane relates to/is connected to other planes, etc. There are other books dealing specifically with the induvial outer planes, divided up by law, chaos, and neutrality. The latter one was called Planes of Conflict. There is also On Hallowed Grounds, which deals with the powers, their priests, what powers live on what plane, their domains, how the souls of the dead (petitioners) are handled. There's not a lot of stuff in this one that will directly help players (unless you're running a priest) or the DM in setting up an adventure, but it helps fill out the lore and structure of the outer planes. The Player's Primer to the Outlands is a thinner book, but useful. It covers the true neutral plane, often just called the Outlands; the plane that touches on all the other outer planes, is the home plane of Sigil, and is often the setting for beginning and mid level planar adventures. It's as close to a "normal" environment as you get on the outer planes, but it's still full of danger and high strangeness. Uncaged: Faces of Sigil goes into greater detail describing the City of Doors, often the centerpiece of planar adventures, as well as the sights, environment, people, politics, dangers, and economy. The Factol's Manifesto covers the various factions that struggle for power in Sigil and beyond, detailing the benefits they provide and the restrictions members must adhere to. If you're going to run a planar campaign, the players will want to join a faction. The Plane Walker's Handbook is a sort of extension of the 'Complete ____ Handbook" series, but with the focus on planar characters. It has new player races, kits, and magic. Finally, if you're feeling really daring, there is Hellbound: The Blood War. It details the various types of fiends, their lower planar homes, how they come into being and advance, their motivations, and of course the eternal war between the chaotic evil tanari and the lawful evil baatezu. If you need 2e monsters, there is a near complete archive below. There are a very few they missed, mostly from Dragon Magazine and a couple of obscure adventures, but beyond that it has everything you need in the monster department. adnd.geoshitties.installgentoo.com/mm/_index.html
I quite like the Planescape interpretation where the planes cross over in 3 dimensions. Allowing for Earth and Air to combine making the Plane of Dust and Water and Fire to combine making the Plane of Steam. There's also the positive and negative planes crossovers such as the negative water plane, The Plane of Salt.
So, because it got glossed over, I'm going to give my customary little summary of 4e's take. The cosmos is divided into two major halves; the Astral Sea and the Elemental Chaos. Elementals are natives of the latter. The elemental chaos is a place of flux, with elemental concepts blending and mixing with little rhyme or reason, leading to places where mountains of wind stand tall as burning glaciers flow about them, melting and freezing constantly, or places where great sandstorms batter any traveller, leaving naught but silhouettes of water where they once stood. More stable areas of the Chaos are home to small empires of djinn and their genasi slaves who trade with other empires and planes for knowledge, exotic treasures and slaves. The Elemental Chaos used to have it's own pantheon of sorts; a collection of great beings called the Primordials. It was they who shaped the material plane and it's light and dark reflections from raw matter, but then drifted away from it for a time. In this time the Gods found it and build upon it, which enraged the Primordials who saw it as their creation. Thus did the Dawn War begin, which ended in the death of many and the eventual defeat of the Primoridals. Not all such beings were slain; some remain, trapped in great prisons and lairs, either biding their time or mustering their minions for escape. Until that day though, when planar war rages anew, the Primordials are long forgotten in all but the most isolated backwaters where the Gods do not venture (Athas is one such place)
in 5e the plane of water does have a surface, ships that go missing often end up there. the paraelemental planes also still exist, but i don't think the elementals have been expanded on (yet)
Also the quasi and demi elemental planes are neat. The Positive Energy Plane is strangely terrifying as you could have you very soul simply devoured and erased or simply exploding into positive energy if you don't find a way to protect yourself or safely absorb the overflow. Let's not get started on the Negative Energy Plane
I suddenly want to write a D&D psychological horror story with some sailors stuck in the Plane of Water, hoping and praying to gods they know are real but can't hear them, with the slim hope of escape always being on the horizon, if they can just reach the edge despite the fact the realm is also technically infinite
I almost spit my morning coffee when listening to this. At 12:05 to 12:15, I heard "[...] a lone elemental turning on a FUCKING spellcaster and beating them to death, is amusing too" and I was just not prepared for that. Then I listened to it again and realized it was "a plucky spellcaster" not "a fucking spellcaster" and I feel just a little bit disappointed.
I have a kind of weird fixation on the 2nd Edition Planescape cosmology that has the para-elemental planes where the elemental planes intersect (like Magma, Ice, Smoke, and Ooze mentioned in this video) with each other and the quasi-elemental planes where the elemental planes intersect with the Positive and Negative Energy planes. For example, where Earth touches Positive you get Mineral and where Earth touches Negative you get Dust.
But everything changed when the fire nation attacked. Only the Avatar, the master of all four elements, could stop them but when the world needed him most, he vanished.
4e, while with its own flaws, was great at what it was aiming to be. I also really enjoyed the 4e cosmology (the wheel is dull, the elemental chaos is rad. Fight me) Honestly, if they'd marketed 4e as D&D Tactics or something and made use of it for some video game releases, it would have gone down much much better.
There is a ton of hate for 4e by people who never even played it. I started in 3.5, but played 4e in high school. The system has flaws, definitely, but it's not a hellish game system like people make it out to be. Most of the criticisms are that it "doesn't have any roleplay" in it, but... roleplay isn't something that's governed by any system of D&D to begin with. You can choose to roleplay as much or as little as you want. The game system just gives you a framework to build that around.
@Remy B Skill Challenges were a large part of 4e as well, which they decided against in 5e apparently, but many 5e DMs choose to implement into their games, such as the famous Matt Colville (who also borrows encounter building rules from 4e, and constantly suggests using 4e rules in 5e to make things more fun). If taken purely at face value, Skill Challenges indeed seem rather flat and boring, but as long as you follow the rule that players have to roleplay which skills they implement in a challenge, it's a fun and simple way to get through a part of a campaign that might otherwise seem like a slog or require the perfect answer to progress the game in some way. Essentially, the players become able to help create the narrative alongside the DM in these instances. 5e also uses a butchered version of the Encounter and Daily Powers system, with Short Rests and Long Rests. While eliminating the At-Will Powers for everyone except for spellcasters (Cantrips), meaning martial characters are yet again relegated to "I move and make a basic weapon attack X times" for 80% of combat. I played 5e since the week after it released, until about two years ago, and quit because the system felt like I had squeezed out everything I could from it. 4e attempted to give options to all of the classes that came to the table, so that each turn wouldn't just be the same thing time after time, while also balancing the insane power creep of spellcasters which can be felt in older D&D editions, Pathfinder, and to a lesser but still existent extent, 5e. This was built on the framework of a book they had come out with which I think was called Tome of Battle which essentially turned all classes into spellcasters, but more importantly gave a variety of options and a boost in power to the martial classes. I will not say that 4e is the end-all-be-all of systems, as I don't even play 4e anymore, but if you haven't played 4e, you should not say "the only good thing about 4e". Maybe you have, but you don't seem to understand all of what it has to offer, and thus I can only assume.
@Remy B See, now I can tell you only barely glanced at 4e and are regurgitating memes. While the formatting of 4e was largely standardised, each class played VERY differently. Heck, some played really differently within themselves (take Warlock or Druid as prime examples). Or, for a better example, compare a Sorceror and Wizard to their 3.5 counterparts. 4e's versions are very different beasts while 3.5's just have the same tools as each other but have to be more or less irritated by vancian casting limitations.
I might play an elemental for my next D&D campaign, I only play a male Lizardfolk rogue named Xhuri and he trained himself to make guns from bones and he was outcasted from his kind because of it and he got accused of black magic
This is one of the series that I wish would have gone on for longer luckily I’m in love with the scp series, can and will you ever do the Witcher series’s? Ever since your Skyrim series I wanted the Witcher series explained
9:30 I like to think of it like the decimals between zero and one. There are infinite decimals between and one, but it is somehow finite. Starting at zero, and ending at one.
@@johnnyswatts yes. If you divide your measurements, then anything is infinite in the depth of its measurement, even an actual coastline in real life. We may assess the coastline to be 1000 miles, but if you go and count it by the foot, it will measure as larger. Same if you measure it by the centimeter and by the micrometer. (Obviously with the exception of the coastline actually changing as they constantly do)
So i noticed you've used MTG art a few times in some of your videos. I don't know if you're a fan or not; but have you thought about doing a series on the game?
@@spiritupgrades lol saw you in a thread I commented on in Scott's last vid on the Deathslinger. Was surprised to see someone on here from there is all
Dustin Sterling I like to get around and have good in TH-camrs. Hopefully someday you might meet me in the fog although what will I be. ...I wonder friend or foe?
I just had to get a print of the map of the planes from 9:28 and searching, I found this guy: prints.mikeschley.com/ I'm not affiliated with him at all, but he has lots of fantasy (DnD specifically) prints for sale.
"Fire earth air and water
Unfortunately they rarely combine to form a planet themed super hero"
I ALMOST FUCKING CHOKED TO DEATH
The four Classical elements also map to the four phases of matter: earth = solid, water = liquid, air = gas, fire = plasma.
Supercritical Fluids, Condensates:
Are we a joke to you?
ArauJo Jhonatan yes
Didn’t Aristotle believe that air, earth, water and fire were the basic elements of the world?
@@sparking023 if you have the punchline: "Are we/Am I/Is this a joke to you?"
...you/you/it are/is.
Are am it a joke to you?
Yes.
Welcome to funny grammar and syntax, bitches. Not on par with physics, but physics requires math and science, so...
.
.
.
I'm so alone...
@@brotherchungus5464 ...Yes. That is why they are called the Classical Elements.
Ngnl the fire elementals look kinda hot
ROFL bad puns are the best kind of puns 🤣
Kinda! Boy he smokin sexy
Yeah but they will never be as cool as the ice elementals ;)
I don't like the water elementals they seem kinda fishy
One of my bard characters once seduced and screwed one
3:30 ok that air elemental is adorable, it looks so happy.
Yes, absolutely cute and cuddly
They're the elementlets from the Baby Bestiary by Metal Weave Games. HIGHLY recommended. :D
the baby fire elemental looks like SCP 999
I want that pet rock to cuddle with.
Only the Avatar, master of all four Elementals can summon them all but when the world needed him most, he vanished.
Your soul splintered to the point you became a weeb my emperor.
How did you manage to have a comment that says 19 hours ago when the videos only uploaded 32 minutes ago
If Elementals exists in A:TLA, that would have been cool.
@@someguyinamechsuit7062 patreon early viewing
Then some way of the four elements monk showed up. And I guess he worked
A concept abandoned long ago after one of the early editions was the Animentals, animals whose souls took form in the elemental planes after death. They are basically elementals in the shape of animals, like an Air fish that can swim through air, or a Water dog made of swirling tides.
One of my favorite elementals that I've read about in D&D are Spark elementals, which is essentially a swarm of thousands of tiny living sparks.
"A lone elemental turning on a plucky spellcaster, and beating them to death, could be fun too" I'd shiver in my boots if you were the DM! Great job on these as well, I played DnD a long time ago, and it's a nice trip down memory lane! Also learning some things I didn't know too!
Don't forget about the Salt Elementals! The main driving point behind the amazing Tale of an Industrious Rogue!
@Usze 'Taham Yeah, but tbh my comment was more about reminding people of the amazing Tale of an induatrious Rogue
Excellent art selections on this one. I especially like the summoner surrounded by all the adorable little guys. 3:00
When i was younger my older brother called himself an elemental whenever he smoked weed
What the hell?
This is an awesome comment. Probably the best
The four nations lived together in harmony, until the fire elementals attacked.
No! Bad kitty! That joke is stale as hell at this point!
Daddy Veo I am a felyne, not a cat. There is a difference. Look into monster hunter lore.
@@comradecameron3726 I know what you are! I just like calling y'all cats. They're adorable! In they're little sets of armor and weapons!
Daddy Veo I have to agree with you on that one. I wish we still got to play as them in MHWorld.
@@comradecameron3726 that would kick all kinds of ass.
9:30 I’m thinking they’re overlapping dimensions shaped like donuts... one can travel infinitely in any direction as they circle a donut dimension, but some parts overlap with other donuts to create the mixed regions between the elemental planes.
my interpretation is, in a lot of planes intent and mindset matters when traveling. if you know the destination in the plane you want to get to just start traveling and you'll reach it eventually. if you know it well and are familiar with the plane it will be a shorter journey, if your mental stats are high it'll be shorter, if you have some way of homing on the place you want to go it will be a very short trip, make the journey between where you started and intend to go enough times and it will be barely any time at all, if you don't really know anything about the place you need to get to and you just start wondering around it might just be entirely random when you find it.
think about driving somewhere for the first time. on the way there you're looking around for the right road, paying attention to the gps, wondering where the fuck you actually are and it seems to take forever. but on the drive back home you recognize the route from the first time and the trip flys by in a blur and it feels like you made it back in half the time. the planes are like that only now that effect is real.
Does that mean the entire multiverse was created by a donut hole? The primeval munchkin!
Having recently started DnD with some friends myself your videos are a fantastic introduction to the world it is set in, I hope the DnD series lasts a long time!
My first interaction with an elemental was accidentally summoning one that preceded to demolish a bunch of goblins. I miss that game.
IMO, 2e did the best when it came to the game's cosmology. clear and well written books,, great art, but it still left enough room for the DM to shape his game the way he wanted
Any info for what those would be? Books? Or such? I need actual info for these areas as they're always lacking in being fleshed out
@@elgatochurro The Planescape box set provides the basics for the 2e multiverse, of course. Next I would recommend A Guide to the Astral Plane (item #2628), A Guide to the Ethereal Plane (item #2633), and The Inner Planes (item #2634). They cover all sorts of stuff pertaining to their given planes: combat, magic, moving about, survival, special conditions, how the plane relates to/is connected to other planes, etc.
There are other books dealing specifically with the induvial outer planes, divided up by law, chaos, and neutrality. The latter one was called Planes of Conflict. There is also On Hallowed Grounds, which deals with the powers, their priests, what powers live on what plane, their domains, how the souls of the dead (petitioners) are handled. There's not a lot of stuff in this one that will directly help players (unless you're running a priest) or the DM in setting up an adventure, but it helps fill out the lore and structure of the outer planes. The Player's Primer to the Outlands is a thinner book, but useful. It covers the true neutral plane, often just called the Outlands; the plane that touches on all the other outer planes, is the home plane of Sigil, and is often the setting for beginning and mid level planar adventures. It's as close to a "normal" environment as you get on the outer planes, but it's still full of danger and high strangeness.
Uncaged: Faces of Sigil goes into greater detail describing the City of Doors, often the centerpiece of planar adventures, as well as the sights, environment, people, politics, dangers, and economy. The Factol's Manifesto covers the various factions that struggle for power in Sigil and beyond, detailing the benefits they provide and the restrictions members must adhere to. If you're going to run a planar campaign, the players will want to join a faction.
The Plane Walker's Handbook is a sort of extension of the 'Complete ____ Handbook" series, but with the focus on planar characters. It has new player races, kits, and magic.
Finally, if you're feeling really daring, there is Hellbound: The Blood War. It details the various types of fiends, their lower planar homes, how they come into being and advance, their motivations, and of course the eternal war between the chaotic evil tanari and the lawful evil baatezu.
If you need 2e monsters, there is a near complete archive below. There are a very few they missed, mostly from Dragon Magazine and a couple of obscure adventures, but beyond that it has everything you need in the monster department.
adnd.geoshitties.installgentoo.com/mm/_index.html
i love elementals, among my favorite outsiders
Something I rarely see anyone cover in lore videos are elementals.
I quite like the Planescape interpretation where the planes cross over in 3 dimensions. Allowing for Earth and Air to combine making the Plane of Dust and Water and Fire to combine making the Plane of Steam. There's also the positive and negative planes crossovers such as the negative water plane, The Plane of Salt.
I didn't know you did DnD exploring. So glad I subscribed!
Elementals in Magic are my favorite creature type to build around.
Damn, TES beat me to the Captain Planet jokes...
Fortunately for our heroes there are no 'heart' elementals.
If you freeze a water elemental I imagine it would die. Same if you melt a ice elemental or condense a mist elemental.
So, because it got glossed over, I'm going to give my customary little summary of 4e's take.
The cosmos is divided into two major halves; the Astral Sea and the Elemental Chaos. Elementals are natives of the latter.
The elemental chaos is a place of flux, with elemental concepts blending and mixing with little rhyme or reason, leading to places where mountains of wind stand tall as burning glaciers flow about them, melting and freezing constantly, or places where great sandstorms batter any traveller, leaving naught but silhouettes of water where they once stood.
More stable areas of the Chaos are home to small empires of djinn and their genasi slaves who trade with other empires and planes for knowledge, exotic treasures and slaves.
The Elemental Chaos used to have it's own pantheon of sorts; a collection of great beings called the Primordials. It was they who shaped the material plane and it's light and dark reflections from raw matter, but then drifted away from it for a time. In this time the Gods found it and build upon it, which enraged the Primordials who saw it as their creation. Thus did the Dawn War begin, which ended in the death of many and the eventual defeat of the Primoridals. Not all such beings were slain; some remain, trapped in great prisons and lairs, either biding their time or mustering their minions for escape. Until that day though, when planar war rages anew, the Primordials are long forgotten in all but the most isolated backwaters where the Gods do not venture (Athas is one such place)
Thank you uwu
in 5e the plane of water does have a surface, ships that go missing often end up there. the paraelemental planes also still exist, but i don't think the elementals have been expanded on (yet)
*Combined these 4 are the apocalypse of mother nature. They would make a great scp separately and together they would create a great story*
12:37 awww, look how happy they are!
"In D&D, these forces rarely combine to form a planet-themed superhero"
You play a very different kind of D&D than I do.
That bar tab is YOUR!👍🏻
More D&D videos please!
That last line made me smile.
I've always really liked elementals, I wish they were expanded upon.
Cpt. Planet "And Heart right, you forgot one....."
0:07 HEART! GO PLANET!
Shame you didn't mention the Positive and Negative planes. They're interesting, even if they have been phased out of the current edition.
Nah, the negative energy plane still exists in 5e
wooooh! another great video from T.E.S.
Also the quasi and demi elemental planes are neat. The Positive Energy Plane is strangely terrifying as you could have you very soul simply devoured and erased or simply exploding into positive energy if you don't find a way to protect yourself or safely absorb the overflow. Let's not get started on the Negative Energy Plane
“A lone elemental turning on a plucky spell caster and beating them to death is amusing to”- the exploring series
It’s 2am where I’m at, I didn’t wanna miss the video
I suddenly want to write a D&D psychological horror story with some sailors stuck in the Plane of Water, hoping and praying to gods they know are real but can't hear them, with the slim hope of escape always being on the horizon, if they can just reach the edge despite the fact the realm is also technically infinite
I almost spit my morning coffee when listening to this. At 12:05 to 12:15, I heard "[...] a lone elemental turning on a FUCKING spellcaster and beating them to death, is amusing too" and I was just not prepared for that.
Then I listened to it again and realized it was "a plucky spellcaster" not "a fucking spellcaster" and I feel just a little bit disappointed.
I have a kind of weird fixation on the 2nd Edition Planescape cosmology that has the para-elemental planes where the elemental planes intersect (like Magma, Ice, Smoke, and Ooze mentioned in this video) with each other and the quasi-elemental planes where the elemental planes intersect with the Positive and Negative Energy planes. For example, where Earth touches Positive you get Mineral and where Earth touches Negative you get Dust.
Well now that you mentioned a Captain Planet Elemental I want it more than anything. Off to homebrew!
But everything changed when the fire nation attacked.
Only the Avatar, the master of all four elements, could stop them but when the world needed him most, he vanished.
Amazing narration as always
Last time I was this early, 4e was still thought of as something good.
4e, while with its own flaws, was great at what it was aiming to be. I also really enjoyed the 4e cosmology (the wheel is dull, the elemental chaos is rad. Fight me)
Honestly, if they'd marketed 4e as D&D Tactics or something and made use of it for some video game releases, it would have gone down much much better.
There is a ton of hate for 4e by people who never even played it. I started in 3.5, but played 4e in high school. The system has flaws, definitely, but it's not a hellish game system like people make it out to be. Most of the criticisms are that it "doesn't have any roleplay" in it, but... roleplay isn't something that's governed by any system of D&D to begin with. You can choose to roleplay as much or as little as you want. The game system just gives you a framework to build that around.
@Remy B Skill Challenges were a large part of 4e as well, which they decided against in 5e apparently, but many 5e DMs choose to implement into their games, such as the famous Matt Colville (who also borrows encounter building rules from 4e, and constantly suggests using 4e rules in 5e to make things more fun). If taken purely at face value, Skill Challenges indeed seem rather flat and boring, but as long as you follow the rule that players have to roleplay which skills they implement in a challenge, it's a fun and simple way to get through a part of a campaign that might otherwise seem like a slog or require the perfect answer to progress the game in some way. Essentially, the players become able to help create the narrative alongside the DM in these instances.
5e also uses a butchered version of the Encounter and Daily Powers system, with Short Rests and Long Rests. While eliminating the At-Will Powers for everyone except for spellcasters (Cantrips), meaning martial characters are yet again relegated to "I move and make a basic weapon attack X times" for 80% of combat. I played 5e since the week after it released, until about two years ago, and quit because the system felt like I had squeezed out everything I could from it.
4e attempted to give options to all of the classes that came to the table, so that each turn wouldn't just be the same thing time after time, while also balancing the insane power creep of spellcasters which can be felt in older D&D editions, Pathfinder, and to a lesser but still existent extent, 5e. This was built on the framework of a book they had come out with which I think was called Tome of Battle which essentially turned all classes into spellcasters, but more importantly gave a variety of options and a boost in power to the martial classes.
I will not say that 4e is the end-all-be-all of systems, as I don't even play 4e anymore, but if you haven't played 4e, you should not say "the only good thing about 4e". Maybe you have, but you don't seem to understand all of what it has to offer, and thus I can only assume.
@Remy B See, now I can tell you only barely glanced at 4e and are regurgitating memes. While the formatting of 4e was largely standardised, each class played VERY differently. Heck, some played really differently within themselves (take Warlock or Druid as prime examples). Or, for a better example, compare a Sorceror and Wizard to their 3.5 counterparts. 4e's versions are very different beasts while 3.5's just have the same tools as each other but have to be more or less irritated by vancian casting limitations.
I'm a simple man. I see an exploring series video, I click.
Not not sure if you have any interest in the OSR but scrap princess's ideas around elementals are really cool.
That last line killed me lol
It was always fun to use a Water Elemental to drown your enemies or an Air Elemental to suffocate them too. Good times, good times.
Do a video on the Drow!
*OH BOY! ITS 3AM!!*
Its 11am
@@johnkimaku1884 Its a matter of perspective really.
11:39 is that a lightning elemental I see?
@Tyler Coon or a quasi-elemental from one of the random planes that doesn't fit quite right in the wheel the main four make.
Holy cow... the cover for the manual of the planes ... TIL where DOOM got the cacodemon from
I might play an elemental for my next D&D campaign, I only play a male Lizardfolk rogue named Xhuri and he trained himself to make guns from bones and he was outcasted from his kind because of it and he got accused of black magic
It always bugs me that in most art there is never one of each element
Dude you should do audio book narration that shit would be epic
This is one of the series that I wish would have gone on for longer luckily I’m in love with the scp series, can and will you ever do the Witcher series’s? Ever since your Skyrim series I wanted the Witcher series explained
(Avatar Jokes and Puns inbound!)
You should do the elder evil series
Nicolas Rochester That would be awesome. And the Dragonspawn of Tiamat.:)
SCP-5999, SCP-5999, SCP-5999
The witches are back! - Mr Dell
Avatar vibes
I can imagine how musky the earth plane would be.
9:30 I like to think of it like the decimals between zero and one.
There are infinite decimals between and one, but it is somehow finite. Starting at zero, and ending at one.
Comrade Cameron, that would make everything infinite?
@@johnnyswatts yes. If you divide your measurements, then anything is infinite in the depth of its measurement, even an actual coastline in real life. We may assess the coastline to be 1000 miles, but if you go and count it by the foot, it will measure as larger. Same if you measure it by the centimeter and by the micrometer. (Obviously with the exception of the coastline actually changing as they constantly do)
If you can change your falling direction then surely that’s the same as flying
Yes.
Earth! Fire! Wind, water... wait where’s the last one? Shit we started the process!
Oh god he’s forming, look away!
I like the elements
Now, we gotta guess which languages the Hybrid-Elementals speak...
So i noticed you've used MTG art a few times in some of your videos. I don't know if you're a fan or not; but have you thought about doing a series on the game?
No love for the Quasi-Elemental Planes (between the Positive and Negative Energy Planes and the main Elemental Planes) and their Quasi-Elementals?
@Usze 'Taham 1st Edition, covered in the 1st Edition version of Manual of the Planes.
how does the plane of water have islands if it is a sea with no surface and no bottom?
Pretty sure he said that small pieces of land have floated in from the plane of earth
As I understand it, it had no islands or surface in older editions of D&D. In 5th edition, it does actually have a surface, but dry land is scarce.
this si great now i want to do a campaign with elemental theme and genasi dragons giants and so on
Yeah different Elementals DMD Heather a lot of monsters of different elements
Fish
Woah
Dustin Sterling ?
@@spiritupgrades lol saw you in a thread I commented on in Scott's last vid on the Deathslinger. Was surprised to see someone on here from there is all
Dustin Sterling I like to get around and have good in TH-camrs.
Hopefully someday you might meet me in the fog although what will I be.
...I wonder friend or foe?
You are looking Elemental today Good Sir.
Exploring DnD: CBT
Exploring SCP TTRPG ARG: DnD CBT (YTPMV)
Earth, water, fire, and dirt, fuckin magnets how do they work
Rarely? So there was at least one-time instance where it did happen in Dnd right?
0.15 seconds in...that's because you also need heart...lamest, but also best of the elements (it's the early 90's guys...)
Remember the Princes...
novimus
Of course they don't form Captain Planet, they're missing heart!
@0:11 “rarely”
So you’re saying there’s a chance.
Weird timing That I just started playing ddo on its new beta client and I was killing elementals yesterday...
If only there was a Heart Elemental, but it would probably be useless
Yay.
Well of course Elementals can't combine to make Captain Planet. There is no Heart Elemental.
There is plasma as well, just not in this story.
Dungeons and Breadsticcs
Good video! 🎈🥳🎈
I hate it tho when they make elementals look like humanoids. Why would they limit themselves that way?
You need heart to make captain planet
I just had to get a print of the map of the planes from 9:28 and searching, I found this guy: prints.mikeschley.com/ I'm not affiliated with him at all, but he has lots of fantasy (DnD specifically) prints for sale.
Water elemental: **spawns**
"water is wet"
Super Lame Elemental known as HEART :)
Rarely isnt a no!
ZEUSSSSS!
And now that I set you free, what is the first thing you are going to do!?
Came here for SCP, got DnD
“Fourth edition had a different cosmology” what he means is that it was shit
None of these elementals are sexy women :(
I like your narration, these dnd videos are good for when I’m not in the mood for scp stuff
0:12 haha someone know it's classics.