As I sailed across the storm-tossed and bitterly cold Trackless Sea to the islands of Ruathym,
I was reminded of another vast but very different, fantastic expanse of water, like nothing to
be found anywhere on the world of Toril. The River Oceanus flows from the plane of
Thalasia, the fourth realm of Blessed Elysium and somehow forms a path across several upper
planes before ending, so to speak, on the plane of Aquallor, which is also known as Ossa by the
locals. In truth, there are many portals within the depths of Aquallor's endless
ocean that lead directly back to Thalasia, so the flow of the River Oceanus is a vast loop,
topped up eternally by just as many portals to the plane of Elemental water. Within Oceanus
there are thousands of unique aquatic ecosystems and populations of creatures found nowhere else,
and while I have many to talk about today, the most impressive of the creatures to be
found there are the mighty Oceanus Dragons. You can find specific creatures in this video
by using the time stamps in the video description, and make sure captions are enabled so you can see
how their names are spelled if you need to go to the Forgotten Realms Wikipedia
page to find more information on each one. My first introduction to the vast river Oceanus
was a chance encounter with a spectacular vessel that cruised along the steep sea cliff on which
Candlekeep looms and I was at the window of my study, enjoying a break from my writing, watching
Macrotaxil, my pseudodragon friend, hunting spring swallows, without much luck, but his flying sure
was impressive. I saw a flash of rainbow light reflecting off a sail that looked like a giant
dragonfly wing and a hull of smooth pearl shell cutting through the waves with barely a ripple in
its wake. I dropped everything and reached for a scroll immediately, tossing papers from my shelves
and unfurling them, quickly judging the distance and reading the spell that vanished from the page.
With one step and a cloud of fog, I emerged just above the deck of an otherworldly sailing vessel.
I immediately tumbled across it to crash heavily into some netting and a stack of crates and cages
full of crabs, crayfish, shrimp and other sea creatures that these explorers had been
collecting. Thankfully, nothing on me or among their treasures had been broken, and I accepted
the hand of one of the crew as I got to my feet. I was looking into the eyes of an Eladrin of the
type called the Noviere, native to the endless seas of Ossa in Arborea and cousins to the
celestial elves of Arvandor. She was thin and graceful, with light greenish skin, dark blue
hair, and eyes that reminded me of the most impressive pearl I had ever seen. She was just
under five feet tall and wore a simple garment that fit her tightly, along with a shawl made of
the feathers of sea birds. Her grip was quite strong, and I noticed she had delicate webbed
fingers, and her skin glowed very softly. It was hard to notice in the sunlight, but she would have
been quite spectacular to see under the waves. As it turned out, I was more than welcome and
soon had the rapt attention of the ten Noviere onboard, who were indeed on a
mission of exploration and peppered me with a thousand questions that I was, of course,
more than happy to answer. They fed me delicious raw fish and a selection of seaweed salads,
steamed clams, and some very salty beverages that didn't much agree with me but were safe for most
to drink. They are quite sociable for Eladrin, and I ended up staying with them for a few months
without any sign of overstepping my welcome; in fact, by the end, I felt quite a part of the crew
and had seen some of the most remarkable places in the multiverse. The voyage of the Gwelshoon
was led by elder Tybara, who informed me he was over 400 years old, though to me, he looked no
older than his mid-40s. With the Noviere, you can tell their age more by the delicate blue freckles
that accumulate over the centuries rather than by looking for grey hair and wrinkles, which
they generally don't get. Some of the respect they showed me was because, to them, I looked very old.
It was thanks to the naturally divine abilities of the Noviere that I was able to breathe water
while I was with them and they gave me a pearl that allowed me to withstand the ordeal of diving
down into extremely deep water, though for them, they transformed effortlessly into golden dolphins
composed of nothing but water and magic. It was sheer good fortune that I had spotted them when I
had, as normally they keep their presence hidden if ever on the prime material plane.
I can thank some pesky Sahuagin for the fact I saw them at all, as they dropped
the enchantment briefly to bamboozle the aquatic raiders using illusions and enchantment magic,
avoiding any bloodshed altogether. After crossing back to the celestial
dimensions just south of Flamsterd island in the Moonshaes, we visited several outer
planes of existence. Unfortunately, the details of those are sworn to secrecy.
Our journey took an unexpected turn when we entered the plane of Brux, the twilit second layer
of the Beastlands. Here, the sun hung eternally on the horizon, casting a perpetual twilight over the
land. The trees grew slanted, pointing towards the dim, red orb of the sun, while a half-moon
hung low on the opposite side of the sky. The mist and fog that perpetually shrouded the ground
gave the place an eerie, otherworldly beauty. Brux, known for its abundance of creeks and
streams, eventually leads its waters into the River Oceanus. It was a serene and hauntingly
beautiful place, filled with the sounds of nature and the rustling of leaves. The Noviere Eladrin,
ever graceful and calm, navigated our vessel through these waters with an ease that belied
the danger lurking beneath the surface. The serenity of our voyage was shattered
when the Song Sharks, sleek and agile creatures known for their melodious calls,
suddenly dove beneath the waves. Following them were the Nereids, ethereal aquatic fey,
their nearly transparent bodies darting gracefully through the water. Their sudden disappearance
beneath our ship was the first sign of trouble. A massive shadow loomed from the depths,
a dark mass rising rapidly towards the surface. The water around us began to churn,
and a plume of sea creatures—fish and turtles with fin-like wings—burst forth,
desperately escaping the approaching behemoth. Then, with a thunderous roar, the head of a
titanic Oceanus Dragon broke the surface. Selvelsalon, a creature of unimaginable
size and power, towered over our vessel. His body, resembling a giant winged eel,
shimmered with a mother-of-pearl brilliance. The translucent dorsal fin and brilliantly
colored wings caught the dim light of Brux, creating a dazzling spectacle that would have
been breathtaking if it weren't so terrifying. The force of his emergence sent a towering wave
crashing against the side of our ship, rocking it violently and sending a cascade of water raining
down upon us. The Noviere Eladrin clung to the rigging and each other, their usually composed
expressions replaced with ones of fear and awe. For a moment, we were all small, insignificant
specks compared to the awesome dragon before us. Selvelsalon, his head five times the size of our
ship, swept a gaze over us with great blue eyes. As his nostrils flared, releasing a plume of
steam, the sound that followed was surprisingly gentle—a chuckle, almost. It was as if our
stunned expressions amused the great dragon. "Travelers from far and wide," his voice boomed,
resonating through the water and air alike, "what brings you to the domain of Selvelsalon?"
We explained our mission of exploration and our desire to learn and experience the wonders of the
multiverse. Selvelsalon listened, his expression inscrutable. Then, he spoke of the Library of All
Knowledge, a legendary repository of wisdom and lore located within the realms of Brux.
"The Library you seek is indeed within these lands," he said, "but access to it comes at
a cost. To enter its hallowed halls, one must relinquish their mortal form forever. Only then
can the knowledge within be fully grasped." His words were a revelation, a tantalizing
yet daunting prospect. The Library of All Knowledge was a place I had only heard
whispers of, a repository of infinite wisdom and secrets. The thought of gaining access to
such a place was thrilling and terrifying. As the weight of his words settled over us,
Selvelsalon offered a final piece of advice. "Seek not just the answers, but the journey
towards them. Knowledge is a treasure, but wisdom is the path to understanding."
With that, the mighty dragon submerged once more into the Oceanus depths,
leaving us much to ponder as we continued our journey through the mist-shrouded plane of Brux.
Selvelsalon is an Ancient Oceanus Dragon, a gargantuan being of immense power and benevolence.
His sheer size is awe-inspiring, towering over our vessel like a living mountain of scales and
muscle. His natural armor is incredibly tough, granting him an Armor Class of 20,
making him nearly impervious to all but the mightiest attacks. With a vast pool of vitality,
he boasts 411 hit points, ensuring he can endure even the fiercest of battles.
His physical prowess is unparalleled. Selvelsalon's strength is legendary,
with a Strength score of 29 (+9), allowing him to crush foes with ease. While his agility might
not be as notable, with a Dexterity of 10 (+0), his resilience and fortitude are exceptional,
reflected in a Constitution of 27 (+8). His intellect and wisdom, scores of 16 (+3) and
17 (+3) respectively, speak to his centuries of experience and his natural role as a guardian and
sage. His Charisma, also a 16 (+3), ensures he commands respect and attention wherever he goes.
In combat, Selvelsalon is a force of nature. He is capable of both flight and underwater movement,
with a flying speed of 80 feet and a swimming speed of 90 feet,
in addition to a ground speed of 20 feet. This versatility allows him to dominate in
various environments, whether patrolling the river's depths or soaring above the waves.
Selvelsalon's senses are equally impressive. He has blindsight up to 60 feet and darkvision up to
120 feet, making it nearly impossible to surprise him. His passive perception is a keen 21, further
emphasizing his role as an ever-watchful protector. His ability to communicate
is enhanced by his knowledge of multiple languages: Aquan, Celestial, and Draconic.
One of the most remarkable aspects of Selvelsalon is his spellcasting prowess.
His innate spellcasting ability, driven by his Charisma (DC 19), allows him to
cast several spells without the need for material components. At will, he can detect good and evil,
focusing solely on detecting evil. Thrice daily, he can control water, use blinding smite,
and water breathing. Once per day, he can control winds, dispel good and evil, and cast divine word.
In battle, Selvelsalon employs a variety of devastating attacks. He can use his frightful
presence to instill fear in his foes, forcing them to succeed on a DC 19 Wisdom saving throw
or become frightened. His multiattack allows him to use his frightful presence
and follow up with a powerful bite and two claw attacks. His bite attack, with a +17 to hit and
a reach of 15 feet, deals 20 (2d10 + 9) piercing damage. Each claw attack, also with a +17 to hit
and a reach of 10 feet, delivers 16 (2d6 + 9) slashing damage. His tail attack, reaching 20
feet, deals 18 (2d8 + 9) bludgeoning damage. One of Selvelsalon's most fearsome abilities
is his breath weapon, which can take one of two forms and recharges on a roll of 5-6. His
lightning breath, a 120-foot line that is 10 feet wide, requires a DC 24 Dexterity saving throw,
dealing 112 (25d8) lightning damage on a failed save, or half as much on a successful one.
Alternatively, his tranquility gas breath, a 90-foot cone, forces those within it to make
a DC 24 Charisma saving throw or become charmed, unwilling to harm any creature.
Selvelsalon also possesses legendary actions, allowing him to take up to three actions at the
end of another creature's turn. These include making a Wisdom (Perception) check with Detect,
a tail attack, or a Waterborn Fury, which costs two actions. Waterborn Fury involves a tail attack
that deals an additional 13 (3d8) lightning damage and grapples the target if it hits.
Despite his formidable battle capabilities, Selvelsalon prefers to end conflicts swiftly
and peacefully. His tranquilizing breath weapon and spell-like abilities are his
primary tools for neutralizing threats. However, he will not hesitate to engage in direct combat
when facing particularly resilient or evil foes. His innate ability to smite evil once
per day allows him to deal an extra 90 (20d8) radiant damage to an evil-aligned target, making
him a formidable opponent to any malign force. Selvelsalon's dedication to protecting the River
Oceanus and its travelers is unyielding. His lair, often a hidden cave along a riverbank or submerged
underwater, serves as his base of operations. Despite the comfort of his lair, he spends little
time there, constantly patrolling his domain to aid good-aligned beings and thwart evil.
His longevity and wisdom have made him a respected figure among the denizens of
the Upper Planes, and many celebrate his role as a guardian of the River Oceanus.
A mile underwater, Selvelsalon's lair is an immense, cavernous complex beneath the
waves. This vast underwater palace is a wonder, carved from ancient rock and
coral and adorned with bioluminescent flora that bathes the halls in soft,
otherworldly light. The lair is not just a home to Selvelsalon but also to a unique species of fey,
who have made this magical place their sanctuary. These fey, known as the Asrai, are shy, delicate,
and elusive faeries native to the deep waters of the Beastlands, particularly in the River Oceanus,
and known as Sjöra on Ysgard. The Asrai appear as delicate, humanoid-shaped faeries
that stand around 1 to 4.5 inches (2.5 to 11 centimeters) tall. They have long golden
hair that constantly grows, often reaching down to their buttocks or calves. Rarely wearing clothing,
they prefer to use their hair to cover their modesty, with their hair twisting and flexing
in unconscious reaction to their feelings. The Asrai are highly intelligent but extremely
shy and fearful, often refraining from speaking to avoid being tricked into captivity. Despite their
reclusive nature, they possess a unique magical ability: when a group swims in a weaving, darting
water dance, they create the effects of a hypnotic pattern. This dance not only captivates observers
but also charms fish, which then refuse to attack the Asrai. Their bodies are highly sensitive to
true sunlight, which can be fatal, although artificial sunlight has no effect on them. Upon
death, they dissolve into small pools of water. The Asrai are also known for their peaceful
nature, never attacking out of malice or vengeance but only to defend themselves. They carry no
weapons, relying instead on their magic and teeth if needed. While most Asrai do not wield weapons,
those inhabiting Arborea are known to use small bows made of springy willow and braided water,
with arrows smeared in fish guts that can potentially infect their targets with disease.
Living as wanderers, the Asrai travel their watery homes in schools, much like fish. Their society
is structured with leaders called "pilots," who guide their yearly migration from warmer waters
to cooler ones. Competition to become a pilot's apprentice can be intense. The Asrai love pearls
and other shiny, lustrous valuables, though their small size means they typically possess
only one or two small items of great beauty. The Asrai are a vegetarian species that feeds
on algae and water plants such as kelp. They come up to feed only at night, making them strictly
nocturnal. While they inhabit fresh and saltwater bodies, they typically reside in freshwater and
feel sluggish after transitioning from one type of water to another. In their freshwater homes,
they live in shadowy places such as caves, logs, or under riverbanks.
On the Outer Planes, Asrai can be found in bodies of water in the Beastlands, Ysgard,
and Arborea. The largest school in the Outer Planes resides in the River Oceanus,
though they rarely surface except on nights when the algae bloom. They also have loose
ties to the Seelie Court, though they seldom show themselves there. The Asrai speak their own
language and the languages of various aquatic creatures, including fish, mermaids, and sea
elves. Those in Arborea also know the languages of nature spirits, such as dryads and oreads.
The Asrai maintain relationships with nymphs, sirines, selkies, and various aquatic animals
and are often welcomed by these creatures and sea elves within the Seelie Court. The Asrai
of Arborea often coordinate with the plane's nature spirits to punish anyone who infringes
on Arborean waters. In the River Oceanus, they sometimes act as companions, guides,
or translators for the balaena. Despite their peaceful nature,
Asrai are sometimes targeted by evil fisherfolk who capture them to sell to creatures of the
Lower Planes that consider them delicacies. A captured Asrai can fetch a price of 200 to
300 gold pieces. They also serve deities such as Deep Sashelas, Erevan Ilesere, and Hanali Celanil.
Ancient legends speak of the Asrai once serving as guides across the River Oceanus, but they have
long since abandoned this duty. There are rumors of Asrai inhabiting the Elemental Plane of Water,
the aqueducts and sewers of Sigil, and even the Prime Material Plane. However,
their elusiveness makes these rumors hard to confirm. Some tales even mention an Asrai queen
hidden within the Seelie Court, residing in a bottomless well or a spring of pure,
ever-flowing water. My name is AJ Pickett,
thanks for listening to this tale, as always, I will be back with more for you, very soon.