Elemental Plane of Water — The Worldsea Without Shore
The endless ocean where depth, tide, pressure, memory, hunger and life become a universe.

- Plane Type: Inner Plane; Elemental Plane
- Moral Gravity: Primordial Neutral
- Common Names: Elemental Plane of Water, the Worldsea, the Deep Without Shore, the Endless Ocean, the First Sea, the Boundless Sea
- Planar Sigil: A silver-blue wave coiled around a pearl, with three falling drops beneath it
- Primary Function: Source-plane of water, tides, pressure, dissolution, renewal, currents, depth, rain, rivers, oceanic life, sacred wells and drowning transformation
- Usual Arrival Point: Air-bell harbour, flotsam reef, portal spring, drowned gate, drifting wreck, river-mouth current, sacred well or undersea threshold
- Native Medium: Water
- Dominant Hazards: Drowning, disorientation, crushing pressure-zones, violent currents, extreme cold, boiling brine, poison pools, acid lagoons, predatory depth-life and political trespass
- Major Powers: Water elementals, marid courts, hidden aquatic peoples, merfolk veil-cities, krakens, ice elementals, sacred sea-beasts, undersea divine houses, primordial freshwater powers and local sea-gods with verified realms
- Related Planes: Elemental Plane of Air, Elemental Plane of Earth, Elemental Plane of Fire, para-elemental Ice, para-elemental Ooze, the Ethereal Plane and Material oceans
The Elemental Plane of Water is the Worldsea without shore: an immeasurable ocean with no true surface, no sea floor and no fixed horizon. It is the source-plane of water in its living, drowning, cleansing, freezing, boiling, carrying and devouring forms. Every river, rainstorm, spring, tear, tide and abyssal trench has an ancestral echo here.
This is the plane where distance is measured by current, taste, pressure, temperature and song. Settlements drift around flotsam reefs and floating air-bells. Hidden aquatic peoples veil their homes with false lights and misleading ruins. Marid courts bargain for breath, spectacle, hospitality and debt. Intelligent elementals move through the sea as weather with intent. Far below, where “below” is only a habit of mortal minds, old things coil around wrecked moons, drowned citadels and lights that burn underwater like stars.
Overview
The Worldsea is water before geography. It does not imitate a mortal ocean. It is ocean as a complete cosmos.
There is no universal up. Travellers bring their own sense of direction with them until the plane teaches them otherwise. A person may swim toward a light for an hour and discover they have been circling a current-knot the size of a kingdom. A city may drift for a century around a thermal vent and then vanish into cold blue distance when a deep tide changes its mind. A portal may open inside a mountain spring on Earth and release a roadless sea full of memory, pressure and listening life.
The plane is more hospitable than Fire or Earth, but only to those prepared for it. Water breathing, swimming, pressure protection and reliable navigation are the difference between exploration and a very quiet death.
Cosmological Role
The Elemental Plane of Water is one of the primal building planes of reality. It is older than the mortal sea-gods who maintain palaces, courts, sacred currents and undersea houses within it.
Water’s work is capacity. It receives, carries, dissolves, remembers, nourishes, conceals and destroys. It gives life room to begin and gives death a place to sink. It makes borders unstable. It turns roads into currents, walls into reefs, ruins into habitats and secrets into pressure.
Where the plane leans toward Air, it becomes storm, spray, floating air-bell archipelagos and glassice. Where it leans toward Earth, it becomes silt, trench, mineral darkness, thermal vents, ooze and buried pressure. Where Fire intrudes, boiling stars and magma wounds burn in the deep.
The Nature of the Worldsea
The Worldsea is a three-dimensional sea-universe.
Light comes from diffuse blue radiance, drifting lantern-fish, pearl-fields, molten intrusions from Fire, glassy ice from Air, palace-lamps, spell-grown coral, ghost-lanterns and ancient wrecks still burning with the last light of their worlds. Darkness also has nations of its own. Some regions are so black that sight becomes less useful than touch, taste, pressure and sound.
Water here varies wildly. One current may be sweet enough to drink. Another may be so saline it burns the throat. Some rivers flow inside the ocean without mixing with it. Some pools are poisonous, acidic, enchanted or alive. Some currents carry blood and chum through otherwise clear water, feeding immense alien ecosystems. Some stretches are calm enough for glass palaces; others are moving storms that grind ships, shells, bones and stone into drifting dust.
Foreign matter enters the plane across the ages. Mountain fragments from Earth become reef-kingdoms. Ice from Air becomes floating citadels. Fire-spheres burn like underwater suns. Drowned towers, shipwrecks, temple bells, broken moons and fragments of forgotten worlds drift until someone claims them or something nests inside them.
Major Regions of the Worldsea

The Open Blue

The Open Blue is the most accessible face of the plane: temperate water, luminous distance, slow currents, wandering life and enough air-bells for prepared travellers to survive. Many first arrivals mistake it for the whole plane.
It is still dangerous. Landmarks move. Predators approach from any direction. Friendly lights may be angler-lures, customs posts, decoys, shrine-lamps or the lures of something patient.
The Air-Bell Archipelagos

These regions form near the influence of Air. Vast bubbles of breathable atmosphere drift through the sea, some no larger than a room, others large enough to hold harbours, gardens, markets and fortresses.
Air is wealth here. Control of a stable air-bell can make a minor court rich. Puncturing one can be murder, sabotage, war or divine offence depending on who lives inside it.
The Pearl Courts

The Pearl Courts are marid courts of splendour, debt, performance and dangerous hospitality. They are palace-cities, treaty reefs, pleasure courts, trade bubbles, oath-halls and rival dynasties bound together by guest-right, insult and gift-law.
A guest in the Pearl Courts may be treated with impossible generosity. The same guest may become property of a promise they did not understand.
The Veiled Gardens

The Veiled Gardens are hidden territories of merfolk and other aquatic peoples. They lie among living reefs, illusion-cities, false ruins and misleading song-paths. Outsiders often believe they have found a city when they have only found the decoy built to send them away.
These realms value privacy, continuity and control of sacred places. A lost shrine, stolen shell-record, exposed spawning garden or broken illusion can turn a cautious welcome into a diplomatic crisis.
The Brine Dark

The Brine Dark is a heavy, salt-black region of trenches, blind currents and pressure kingdoms. Ponaturi, also known as sahuagin, hold war-halls, tribute routes and raiding territories in its gloom. Skum enclaves, siyokoy raiders, merrow warbands, aboleth memory-cults, marid claimants, abyssal hunters, old krakens, deep sea serpents and scyllas move through the same dark water. Light is scarce. Sound carries too far. Blood carries farther.
This is conquest water: ambush, tribute, raid, oath, sacrifice, prison-cages, patrol beasts and border violence. Chuul, reefclaws, giant squid, dire sharks and chained sea serpents guard some borders, while older powers use krakens, aboleth servants or sacred leviathans as law, weapon and warning. The Brine Dark is full of lineage, rank, treaty, feud and political memory. Treating its peoples as simple monsters is a fast way to start a war.
The Red Current

The Red Current is a moving river of blood, chum, mineral heat and impossible nourishment. It threads through the Worldsea like a wound that learned to swim.
Some creatures follow it for food. Some prophets follow it for omens. Some cities fear the day it returns, because the Red Current remembers every corpse it has carried.
The Silt-Hearths

The Silt-Hearths lie near the pull of Earth. Iron, clay, minerals, black sand and vent-smoke thicken the water. Thermal chimneys roar upward. Stone islands drift slowly in the gloom. Ooze-born life, burrowing elementals, shellfolk, mining enclaves and pressure-adapted beasts make homes here.
These regions are rich, dangerous and politically sensitive. A vent-field can feed a city. A mineral reef can arm a kingdom. A careless excavation can wake something older than language.
The Glassice Drifts

Near Air and Ice, huge transparent bergs drift through blue darkness. Some hold frozen palaces, dead fleets, sleeping elementals or trapped air from forgotten ages. Ice elementals form in the coldest reaches and move through frozen water like hunting thoughts.
The Drifts are beautiful enough to kill the unwary. Clear ice distorts distance. Sound travels strangely. A traveller may see a city only a mile away and swim for three days without reaching it.
The Starboil Vents

Where Fire intrudes, the sea becomes violent light. Boiling wounds, magma spires and underwater suns create impossible ecosystems of heat, pressure and steam. Creatures here are bright, armoured, fast and hungry.
The Starboil Vents are sacred to some elemental powers and forbidden to many water-born peoples. They are places of transformation, forging, injury and war.
The Poison Lagoons

Some waters refuse to mix with the surrounding sea. They hang in place as green, silver, black or violet lagoons, turning slowly inside the greater ocean. Some are acidic. Some are poisonous. Some are enchanted springs whose water changes the creatures that live inside them.
The Poison Lagoons are prized by alchemists, assassins, healers and monstrous dynasties. A lagoon may be a holy place, a prison, a weapon store, a failed experiment or a god’s spilled medicine.
The Stillwell Depths

The Stillwell Depths are the freshwater silence beneath the Worldsea’s motion. Their waters are clear, cold, heavy and strangely calm. Sound fails there. Ripples die before they spread. Memories settle like silt.
Apsu’s subrealm belongs here: an abyss of pure freshwater, sacred wells, hidden aquifers, stone-ringed pools and primordial dreams. It is not a bright sea court. It is water before storm, before salt, before hunger and before speech.
Laws of the Plane
Water Is the Default
Air is a local exception. Fire is a trespass. Stone is a visitor. Flesh is temporary unless it learns the sea.
Direction Is Negotiated
There is no universal up or down. Direction comes from current, intent, gravity-habit, local magic, pressure and the will of powerful beings. Navigation is an art, not a map.
Currents Remember
The plane carries impressions. Great murders, divine arrivals, drowned cities, broken oaths and mass deaths can leave current-memory behind. Sensitive travellers may taste old grief in the water before they see the ruin that caused it.
Still Water Is Never Empty
A silent pool may be a gate, an oracle, a divine ear, a prison seal or the surface of a sleeping god’s dream. The most dangerous water in the plane is not always the violent current. Sometimes it is the water that refuses to move.
Nothing Stays Lost Forever
The Worldsea conceals, but it also returns. A wreck may vanish for five centuries and drift into a harbour tomorrow. A corpse may become a shrine. A stolen relic may reappear inside a whale’s song. A forgotten city may pass beneath a party as a shadow wider than a country.
Hospitality Has Weight
In air-bell ports, marid courts, merfolk gardens, undersea houses and trench halls, hospitality is law. Food, breath, shelter, safe passage and guest-right are never casual. Accepting them creates obligations.
Divine Powers and Sacred Realms
The Elemental Plane of Water predates the sea-gods who maintain courts, houses and sacred currents within it. No single god owns the Worldsea.
- Kumugwe, also known as Qaniqilak, has an established divine connection to this plane. His undersea house is a place of wealth, seals, sea lions, octopi, tides, healing, prophecy, masks, regalia and dangerous gifts. His presence suits quests of hospitality, spirit power, sacred sea-beasts, hidden wealth and the price of entering another people’s holy water.
- Poseidon also has an established realm or divine presence here. His current should be used for storms, tridents, horses of the sea, earthquakes, oaths of sailors, wrath against desecration, sacred harbours and disputes between divine sea-powers. He is one great god of the sea within the Worldsea, not the plane’s creator or universal ruler.
- Apsu holds the Stillwell Depths, a freshwater subrealm of primordial silence, aquifers, sacred wells, ancient memory and ordered stillness. His presence suits quests of purification, buried truth, freshwater prophecy, ancient balance, drowned beginnings and wells that remember the first days of creation.
- Glaucus may appear as a secondary Hellenic sea-power where fishermen, transformation, prophecy, sea-creatures and divination matter. He should not crowd the main divine identity of the plane unless the adventure specifically involves his current.
Elemental lords of water, local river powers, whale-mothers, spring spirits and sea-gods may hold courts or sacred zones where current campaign canon supports them. Use named powers when they create playable pressure: disputed waters, sacred animals, forbidden nets, broken offerings, drowned temples, contested springs, prophetic tides and divine punishments.
Inhabitants
The Worldsea is full of life. Much of it is intelligent. Much of it has law.
Water elementals move through the plane as native power: solitary rages, court-servants, reef-guardians, storm-shapes, old territorial minds and vast slow presences mistaken for weather.
Ice elementals haunt the Glassice Drifts and the cold borders where Water leans toward Air. They move through frozen water, snow and ice as naturally as fish move through clear sea.
Merfolk and related aquatic peoples hold hidden gardens, song-routes, memory reefs and illusion-protected cities. Their secrecy is political survival, not decoration.
Krakens are among the great thinking terrors of the deep. Some are solitary tyrants. Some are sacred monsters. Some are ancient predators with schemes measured in centuries. A kraken in the Worldsea may be a beast, a ruler, a cult-centre, a divine guardian or a legal nightmare.
Marids are the most famous genie nobles of the Worldsea. Their courts control splendour, breath, guest-right, oath, hospitality, performance and debt. A marid ruler may appear generous, playful or impossibly refined while binding a visitor into obligations that last longer than kingdoms.
Trench peoples, shellfolk, ooze-born things, sacred whales, living reefs, enormous fish, sea serpents, drowned petitioners, reef guardians and stranger beings occupy the spaces between the great powers.
A traveller who treats every swimmer as wildlife will eventually kill someone protected by law, custom, kinship or divine attention.
Personhood, Law and Consequence
Recognised persons on the Elemental Plane of Water include intelligent elementals, merfolk, marid nobles and servants, treaty-bound visitors, envoys, citizens of air-bell settlements, oath-bearing retainers, undersea household members and many aquatic peoples. Some beasts are also protected by custom, sacred role, ownership, divine sign or ancestral status.
Killing a person in the Worldsea can trigger vendetta, debt, exile, trial, hostage-taking, divine demand or current-curse. Killing a sacred whale, treaty-eel, palace beast, spawning guardian or ancestral kraken may be treated as murder even if the creature never spoke a word.
Surrender matters where law exists. Marid courts respect formal surrender when it is properly witnessed. Merfolk may accept surrender but bind memory, route or silence as payment. Trench peoples may respect surrender under their own military, dynastic or prophetic customs, especially from recognised enemies, envoys and nobles. Mindless hazards, hunger-beasts and raw elemental events do not negotiate.
Travel and Arrival
Most travellers arrive badly.
A portal may open into open water with no air in sight. A river-mouth gate may release a party into a strong current. A spell may bring them to an air-bell harbour where every breath is taxable. A drowned shrine may accept them only while they carry offerings. A sacred well may lower them into the Stillwell Depths and refuse to let sound follow. A shipwreck gate may scatter them through cabins, rigging and open water in three dimensions.
Useful preparations include water breathing, swim speed, pressure protection, cold protection, fire backup that does not depend on open flame, light, sound-based signals, rope discipline, current-reading, translation magic and clear surrender protocols.
Ships can travel here, but they are no longer surface objects. Some are sealed air-vessels. Some are grown from coral. Some are drawn by leviathans. Some are ceremonial platforms inside air-bells. Some are wrecks that learned to keep moving.
Planar Effects
The rules below are mechanics compatible for different game editions.
Elemental Plane of Water 5.5e
Elemental Plane of Water Pathfinder 1e / 3.5e
Elemental Plane of Water 5.5e-Compatible Rules
Native Medium. The plane is filled with water unless a local feature says otherwise. A creature that cannot breathe water must rely on magic, equipment or an air pocket. Use the normal suffocation rules for creatures that cannot breathe the local medium.
Three-Dimensional Movement. There is no natural ground in most regions. A creature without a swim speed can still move by swimming, but extended travel without a swim speed is slow, tiring and dangerous.
Current Drift. In a strong current, a creature must succeed on a DC 14 Strength (Athletics) check or be moved with the current at the end of its turn. In violent currents, increase the DC to 16 or 18. Failure by 5 or more may also separate the creature from companions or pull it into a hazard.
Pressure Knot. In deep-pressure regions, an unprotected creature must succeed on a DC 15 Constitution saving throw after each hour of travel or gain 1 level of Exhaustion. In extreme pressure zones, make the save every 10 minutes.
Boiling Brine or Killing Cold. Hazardous currents deal fire or cold damage as appropriate. A typical dangerous current deals 2d6 damage at the start of a creature’s turn. Severe regions deal 4d6 or more.
Poison or Acid Lagoon. A creature entering a poisonous or acidic water pocket must make a DC 15 Constitution saving throw. On a failed save, it takes 3d6 poison or acid damage and is Poisoned until the end of its next turn if the hazard is toxic. On a successful save, it takes half damage and suffers no additional effect. Stronger lagoons may increase the DC and damage.
Stillwell Silence. In the Stillwell Depths or a sacred freshwater silence, verbal communication beyond 30 feet fails unless carried by magic. A creature casting a spell with a verbal component while fully submerged in this silence must succeed on a DC 14 Constitution saving throw or the spell fails but the slot is not expended. Creatures favoured by Apsu or properly ritually prepared ignore this effect.
Water Magic. Spells and magical effects that shape, move, purify, create or communicate through water are especially reliable here. Fire effects work, but open flame is usually suppressed unless protected by magic. A fire spell cast underwater may produce steam, shock, light, pressure or boiling effects at the DM’s discretion.
Air-Bell Zones. Inside a stable air-bell, creatures can breathe normally, speak normally and use ordinary gear. Damaging the boundary of a small air-bell may cause rapid flooding.
Elemental Plane of Water Pathfinder 1e / 3.5e-Compatible Rules
Water-Dominant Plane. The plane is primarily liquid. Creatures unable to breathe water must find air or use magic to avoid drowning.
Subjective Directional Gravity. Travellers can orient themselves by will, current, local gravity, magic or landmark. Rising and sinking are slower than on the Plane of Air, but disorientation remains common.
Enhanced Water Magic. Spells and abilities with the water descriptor, or that create, shape, purify or control water, are enhanced where appropriate.
Impeded Fire Magic. Fire effects are impeded unless protected by magic or cast inside an air-bell or heat-dominant region. Fire creatures suffer in ordinary water-dominant areas unless protected.
Pressure and Current Hazards. Use Fortitude saves for pressure, cold and boiling brine. Use Swim checks for violent currents, separation, holding position and avoiding impact with reefs, wreckage or vent-fields.
Poison and Acid Pockets. Poisonous or acidic lagoons should use Fortitude saves, ongoing exposure rules and environmental damage appropriate to the strength of the hazard.
Stillwell Depths. In sacred freshwater silence, verbal spellcasting requires a Concentration check, usually DC 15 + spell level. Failure means the spell fails but is not expended. Ritual preparation, divine favour or local permission may remove this restriction.
Air-Bell Settlements. Air-bells count as local exceptions to the plane’s water-dominant condition. Their boundaries may be magical, elemental, architectural or organic.
Running the Plane
Use the Worldsea as a place of depth, negotiation and survival. The plane should feel beautiful, inhabited and dangerous before it feels random.
Good Water Plane scenes include bargaining for breath in a marid harbour; following a current that remembers a murder; entering Kumugwe’s undersea house by permission rather than force; drinking from a well that speaks with Apsu’s silence; crossing a battlefield where the dead drift upward in armour; finding a false merfolk city built to mislead explorers; negotiating surrender in a trench hall; exploring a shipwreck larger inside than outside; hearing a kraken speak through pressure before it appears; watching an underwater star boil a palace into steam.
Do not make travel routes the star of every adventure. Currents matter, but the best pressure comes from breath, law, debt, sacred water, hidden cities, divine houses, guest-right, drowned evidence and the political cost of survival.
Adventure Hooks
The Tax on Breath
A marid court has placed a tax on a chain of air-bells used by mortal pilgrims, traders and shipwrecked travellers. The tax is legal under old treaty, but the court has begun charging impossible prices. The party must find the original breath-charter, prove forgery, win a hospitality case or seize the air-bells without turning every neighbouring court against them.
The City That Was Never There
Explorers return from the Veiled Gardens with maps to a merfolk capital. The maps are bait. The “city” is a decoy built around a sealed trench-prison, and the explorers have already broken the outer wards. The merfolk want silence. The prisoners want release. Something below has learned the party’s names.
The Well That Would Not Ripple
A sacred freshwater well on Earth has stopped reflecting the sky. Every bucket drawn from it shows an older world. Apsu’s Stillwell Depths are pressing upward through the spring, and a buried crime from the first days of a city is about to return. The party must decide whether to seal the well, hear its judgement or carry its memory into the Worldsea.
Mythic and Historic Context
The Elemental Plane of Water is older than mortal kingdoms, older than most divine sea-courts, and older than the names that sailors, priests and philosophers give to the deep. It is the first worldsea: water before road, harbour, border or throne. Rivers, wells, rain, tears, floodwaters, blood-tides and healing springs all carry echoes of this primal ocean.
Classical philosophy gives one doorway into the plane. Thales of Miletus treated water as the underlying principle of things, while later Greek thought placed water among the great elements. In the campaign, that idea is literalised: the Elemental Plane of Water is not a symbol of water, but one of reality’s elemental foundations.
Ancient creation-water myths give the plane its age and depth. Mesopotamian tradition remembers Apsu or Abzu as the primeval freshwater deep and source of springs, rivers and sacred waters. Egyptian tradition speaks of Nun, the dark primeval flood from which creation rises. These myths do not make the plane belong to one pantheon; they show many peoples recognising the same old truth through different sacred languages.
Sea gods, river gods, well spirits, nymphs, merfolk powers, marids, ancestral water-cults and elemental lords all interpret the Worldsea through their own laws. Poseidon rules storms, sea, horses and earthquakes in Greek tradition, while Oceanus preserves the image of the world-encircling river. Such powers may hold courts, shrines or currents here, but none owns the plane entire.
The Open Blue reflects the sea as boundless passage: voyage, exile, migration, loss and return. Real sailors crossed dangerous waters by stars, currents, winds, birds and inherited route-knowledge. Planar travellers cross by current memory, pressure signs, air-bell routes, elemental bargains and the testimony of creatures that have survived the same waters before.
The Pearl Courts draw on pearl wealth, coastal kingship, maritime diplomacy and sea-trade courts. Pearls were treasured across the ancient and medieval world, especially around the Indian Ocean, Persian Gulf and Mediterranean trade networks. In the plane, that history becomes marid politics: splendour, hospitality, debt, insult, oath, dowry, tribute and revenge beneath the water.
The Veiled Gardens belong to hidden reefs, drowned paradises, sacred groves beneath the sea and merfolk sanctuaries. Coral reefs resemble living architecture, built by countless small lives into cities of colour, shelter and danger. Myths of mermaids, sea-maidens, nixies, selkies and water-women carry the same tension: beauty and secrecy, invitation and trespass, song and disappearance.
The Brine Dark is the mythic deep: trench-water, salt-black pressure, monster-country and the realm below ordinary certainty. Every seafaring culture has stories of beings that live where light fails: serpents, krakens, sea-devils, drowned kings, prophetic fish, ghost fleets and old things that hear a swimmer’s heartbeat from far away. In the campaign, the Brine Dark is not wilderness alone. It has lineage, rank, tribute, war and political memory.
The Red Current reflects the ancient link between water, blood, omen and transformation. Harmful algal blooms, red tides, battle-rivers, plague waters and mythic seas of blood all feed this image. In the plane, red water marks a boundary crossed: murder, divine anger, fertility, frenzy, war, sacrifice or forbidden change.
The Silt-Hearths belong to deltas, mudflats, river mouths, mineral springs and the world-making power of sediment. Civilisations rise beside silt-bearing rivers because silt feeds fields, shifts borders and remembers floods. Here, silt becomes hearth: water thickened by earth, iron, clay, minerals, black sand and vent-smoke.
The Glassice Drifts carry the beauty and terror of polar water. Ice preserves, crushes, conceals and reveals. Ships vanish into it. Bodies return from it. Memories appear through it, distorted but not gone. Mythically, ice is water refusing motion: memory made transparent, death that has not yet finished speaking.
The Starboil Vents are the meeting-place of water, fire, stone and pressure. Real hydrothermal vent ecosystems show that life can flourish without sunlight, fed by heat, minerals and chemical exchange. In the campaign, the Starboil Vents become creation furnaces beneath the flood: dangerous, fertile, luminous and ancient.
The Poison Lagoons draw from enchanted springs, sacred wells, healing waters, cursed pools, alchemical baths and toxic basins. Some waters cure, change, blind, bless, poison or reveal. In the plane, these lagoons refuse to mix with the surrounding sea. They hang as green, silver, black or violet waters: medicine, prison, weapon, shrine, failed experiment or a god’s spilled remedy.
The Stillwell Depths belong to holy wells, silent cisterns and sacred pools. Calm water reflects; deep water conceals. Wells serve as village centres, shrine sites, boundary markers, places of oath, places of healing and entrances to the underworld. The Stillwell Depths take that image to its purest form: water so still that motion, sound and time seem to hesitate.
Taken together, these regions make the Elemental Plane of Water a complete mythic world: court and trench, reef and vent, medicine and poison, storm and stillness, blood-current and fresh spring. It is the oldest sea beneath every sea, where water remains alive as birth, hunger, passage, wealth, law, memory, drowning, healing, judgement and return.
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