The plane of Jugu is a vast swamp dotted with areas of relatively dry land throughout. A skilled primordial summoner learns of Jugu at some point in their career due to the vast numbers of Anabe found here.

The Anabe range in color from bright red to deep blue and every color in-between. Typical Anabe are a pale yellow or a sickly green color. They are recognizable for the large caps on the back of their oval shaped heads. They are roughly humanoid and stand about five feet tall. They have very long arms - their three-fingered hands almost reach their feet. Their faces appear to have two eye slits and a larger horizontal slit where a mouth should be. They have the appearance of a tight-lipped smile with their eyes closed.

Anabe do not organize socially. They are the lone semi-intelligent creature on their plane and do not have enemies there. Many Anabe live a solitary life in search of food and reproduction. To reproduce, an Anabe removes a small portion of their cap and throws it to the ground. In two weeks, a small Anabe begins to emerge from an egg-shaped plant. At five weeks, the Anabe is fully grown and ready to scavenge for food.

All Anage are immune to all diseases, even supernatural ones like mummy rot. Anabe are also immune to all poison. They also regenerate wounds very quickly.

Individual abilities vary widly. It is believed that all the many special abilities of the Anabe have not yet been discovered. When encountered, roll on the table below to determine the summoned Anabe's abilities:

Roll 2d6
1 Roll 2 Hurtful Abilities
2-4 Roll 1 Hurtful Ability
5-8 Roll 1 Hurtful and 1 Helpful ability
9-11 Roll 1 Helpful Ability
12 Roll 2 Helpful Abilities
Roll 1d8
Hurtful Ability Helpful Ability
1 Insanity Cure Insanity
2 Priest Bane Priest Boon
3 Change Color Remove Color
4 Generate Poison Cure Poison
5 Generate Disease Cure Disease
6 Grow Shrink
7 Clean Water Foul Water
8 Weaken Strengthen


Both Insanity and Cure Insanity are temporary effects lasting 2d8 hours. Saving throw negates the effect.

The Preist Bane is an experience so blasphemous to the priest that he or she can only cast 1st Priest spells for one day. If the priest cannot cast 2nd level or higher spells, the priest will not be able to cast any spells for one day.

The Priest Boon is an experience so enlightening, the priest can cast one spell at a level higher than his or her highest level. If the priest can only cast up to 4th level spells, the priest will gain the one-time ability to cast a 5th level spell of his choosing. If the priest can already cast 7th level spells, the priest gains the ability to cast two 7th level spells.

The effect of Change Color or Remove Color lasts for 2d8 days.

The Cure Poison and Cure Disease abilities are permanent. The poison or disease  generated by the Generate Poison or Generate Disease abilities is up to the GM.

The Anabe with the grow ability can transform to 1d4 times its normal size. The shirnk ability grants the Anabe to ability to shrink to 1d4 times its normal size.

The ability to Clean Water can remove contaminants from enough water to last four people for one day of hard traveling. The ability to Foul Water affects just as much water. Both effects are permanent.

The Weaken ability does 1d4 points of Strength damage. The Strengthen ability grants 1d4 additional points of Strength. Both effects wear off at the rate of one point a day.

Follikyn Skraa

Rollage is a False Prime that exists as a very close facsimile of the Prime Material Plane with an alternate history. In this history, Northern Tribes were the primary civilization for hundreds of years. The peace has been brokered, in large part, through the inspiration of the plane's primordials, the Follkyn Skraa.

Follikyn Skraa, Skraa for short, are an ancient race that have come to symbolize transformation and the constancy of change. When live born from their mother, they appear as giant earthworms, caterpillars or millipede-like creatures featuring massive rock-like plates, similar to an ankylosaurus. Upon reaching thirteen years of age, a skraa will begin a year of constant eating. At the end of that year, the skraa will look for a hiding place to build a chrysalis. These hiding places are often underground. After two months in chrysalis, the skraa emerges as a magnificent winged reptile.

In this form, the skraa has brightly colored scales, six limbs and leathery, bat-like wings. As the skraa grows in size, it sheds its skin every one to two years. Over time, the brightly colored scales begin to fade and scales of a completely different color also begin to appear. The skraa will retain this form for up to five hundred years or until it dies. If it lives to be five hundred years old, it will appear to be a completely different color from the predominant color it had when leaving its chrysalis.

When a skraa reaches five hundred years old or is killed, its life force will reform the physical body to live for another five hundred years. In this form, the skraa shrinks to be only as large as it was when it emerged from the chrysalis. Physically, it regains the bright colored scales, but the wings sprout colored feathers along the shoulders to the tips of the wings. As it ages, the brightly colored scales will fade until the skraa becomes almost white in its old age. When the skraa dies in this form, it does not come back and cannot be resurrected, even with a wish.

In ancient times, many believed that the larval stage of the skraa was a separate creature. For that reason, older texts sometimes refers to larval skraa as lindesyn. Although the term is rarely used, the last stage of a skraa's life is sometimes called the fadjagyn.

The skraa is unparalleled in combat because of its powerful breath weapon and use of magic spells. In addition to these abilities, a skraa can attack with its great maw filled with rows of razor sharp teeth, its long, sweeping tail, or with its six-fingered claws.

It is believed that female skraa may assume humanoid form at will, but this has not been confirmed. The source of this belief comes from the fact that skraa friendly towards humanoids tend to spend a lot of time in human or elven form in order to socialize. What is not known is if the ability to change into humanoid form is the result of a natural ability or the use of magic.

Although capable of powerful magic, the skraa cannot create any type of magical items. It can only use magical items made by others that can be consumed or worn. They cannot read magic, but instead use an innate form of magical power that doesn't require them to use material components for their spells, although verbal and somatic components are required per spell description.

All Skraa worship the head of their pantheon, Shennaghee, the Keeper of Stories. Shennaghee is also worshipped by many of the humanoids that live on Rollage. Follikyn skraa are classified into six different families by specific physical characteristics as well as a clan deity. This clan deity is not seen as higher or lower that the Keeper of Stories. The clan deity is reverred as an honored ancestor that ascended to a higher form of being. The six clan deities are: Annym (God of the Mind and the Afterlife), Casskeban (God of the Brush-foot), Araneyder (The God of  Singers), Filioo Bwoiryn (The God of Wolves), Co'Veain (The Twin Gods of Metal and Fire) and Skead (The Goddess of the Stars).

Wizards summoning these primordials are feared on the Prime Material Plane. Even a skraa in its larvae stage is a great danger.

Next post, The Children of Annym.

The Sandmen of Padasar

There's more that I want to add to this primordial, but I wanted to post it anyway. What I like so far is that the Sandmen serve as something close to the original elementals summoned by the summon elemental spell. The sandman will do its masters' bidding. It is strong and powerful. Being immune to fire and heat also comes in handy.

More than that, the plane is an attempt to be different. In a future post, I'll expand upon the plane and its other inhabitants. Enjoy!

The plane of Padasar is unique amongst all the known planes for three distinct features. The most disturbing is the presence of earthquakes. Due to the nature of planes in the Astral Sea, it was believed that earthquakes would not occur. Another distinctive feature is the Hashimi Column. The column is an extraordinarily tall mountain that purportedly marks the exact center of the plane. The last distinctive feature is the non-linear flow of time. Visitors to this plane may encounter the Column at only ten thousand feet high on the first visit and find it later at the height of ten to twenty miles.

The sandmen are semi-intelligent creatures that favor areas near hot springs and volcanoes. They lead solitary lives traveling over Padasar in search of food or taking shelter from the weather.

The life of a sandman is driven by two sensations, hunger and satiation. Their main diet is cinnabar ore. It some places it lies on the ground, but it can usually be found about three to four feet below the surface. The sandmen use a shovel-like tool to dig up the ore, using their tremendous strength to break larger ore deposits into pieces small enough for them to eat.

The sandmen have soft flesh and blood of mercury. Their skin produces a small amount of lime, thus serving as the origin of their name. This lime helps them to process their food to retain as much mercury as possible. Digesting cinnabar ore causes them to produce sulphur dioxide  as a by-product. Due to the intense heat generated by digestion, they suffer no ill effects from heat or fire. They stand almost eight feet tall with very broad shoulders and blank features. Two white eyes glow from their eye sockets. Their wide mouths provide the illusion that they are smiling all the time.

Once in their lifetime, a sandman will reproduce. In preparation, the sandman will eat as much food as it can. After falling into a deep sleep, the sandman will split into two. When both sandmen awake, they will travel in two different directions.

When they die, they return to the place of their birth, usually near the Column. Their bodies quickly decompose into mercury.