Have you looked through "Princes of the Apocalypse"? That deals almost entirely with Elementals. Also Homebrew's "Monster a Day Compendium 2.0" has about 20 additional elementals if you can track it down. That may give your campaign a bit more variety.
What world are ya in? I'm going off of Forgotten realms here so sorry if it doesn't fit for you.
I've had the same thought, though it being a plot hook and story arc more than an entire campaign. In my campaign genasis are favored by slavers. As they are more hardy than normal humans (given their +2 con). You might want to use like perhaps the astral plane for a central trade hub or whatever. And remember, not all planes are infinite or writen in the book. In my campaign there are millions of "Hellscapes". A large sea of lava or some other liquid with rocks floating around a big central rock with a castle ish structure on top. A fiend lives in these and can travel to the prime plane or back to their own dimension at will. Inspired by oblivion of course but remember that planes can and will and are VERY dangerous and chaotic. Some planes may be a giant dragon or some other old and perhaps long forgotten beast.
But remember.. Travelling planes like abyss and the nine hells can be very boring after the 3rd time. Always try to keep it fresh or knew if it's the same plane. Make up monsters that they have never seen before because it's so deep in the abyss that the half demon half fire elemental has reached a portal where it can travel. But players are never gonna feel save in the other planes, maybe they shouldn't. But just remember not to punish them to much just because they need to rest in order to travel from the abyss to the prime material plane all the time. Because else you would never sleep.
Oh yeah, plane shift is an 8th level spell so just think about how they are gonna get back a forth between planes that isn't always a portal. And make sure with the players that planes are mostly dangerous.. And that there is a REALLY good chance that someone is gonna die.
Remember that the elemental planes - any alternate plane of existence really - is just another world.
There are places, people, wildernesses, and wild creatures. There are powerful NPCs, and factions, and political groups, and they're struggling with each other to realize their agendas.
Where alternate planes are interesting and amazing is that the people, places, creatures, and environment is vastly different than where the Characters grew up, and the possibilities are different: elemental air cities can be made out of clouds, arranged in 3 dimensional arrangements, with traffic between them employing flying ships, etc.
The abilities, cultures, interactions, and even basic physical capabilities of the races are vastly different - and make for different and novel cultures.
Wilderness environments, and creatures, are different and new.
And the legends, deep history, lost civilization and ruins ( if such exist there ) will also be vastly different and novel.
You can make an alternate plane ( or portion of one ) as complex, and dynamic, as your regular campaign world.
And - if your players are at the point where they can step between planes - you have the possibilities for exploring the adventures and conflict between the planes, as cultures, factions, and NPCs from different planes, species, cultures, and even environments interact. Imagine trying to oversee the negotiation between emissaries of different elemental species!
If you make the world vibrant, alive, and changing, it can't get boring. If you rely on the novelty of the setting, apart from being bad DM'ing, it can get boring once the setting isn't novel anymore.
There's a real danger here of trying to create too much at once, however!
Remember - at first, only build the part around the characters, and as much around that as is needed to make the world and the adventure seem fully realized and alive. How much that additional detail will need to be will depend on the scope of the adventure, but keep it to what you need. You can add details as needed, over time.
Sounds like a campaign with some exciting possibilities!
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I'm planning on writing an elemental campaign with lots of genasi and lots of travel through the elemental planes any advice or ideas?
Have you looked through "Princes of the Apocalypse"? That deals almost entirely with Elementals. Also Homebrew's "Monster a Day Compendium 2.0" has about 20 additional elementals if you can track it down. That may give your campaign a bit more variety.
I've looked through princes of the apocalypse but i prefer writing my own campaigns and also thanks for the suggestion for monster a day
What world are ya in? I'm going off of Forgotten realms here so sorry if it doesn't fit for you.
I've had the same thought, though it being a plot hook and story arc more than an entire campaign. In my campaign genasis are favored by slavers. As they are more hardy than normal humans (given their +2 con). You might want to use like perhaps the astral plane for a central trade hub or whatever. And remember, not all planes are infinite or writen in the book.
In my campaign there are millions of "Hellscapes". A large sea of lava or some other liquid with rocks floating around a big central rock with a castle ish structure on top. A fiend lives in these and can travel to the prime plane or back to their own dimension at will. Inspired by oblivion of course but remember that planes can and will and are VERY dangerous and chaotic.
Some planes may be a giant dragon or some other old and perhaps long forgotten beast.
But remember.. Travelling planes like abyss and the nine hells can be very boring after the 3rd time. Always try to keep it fresh or knew if it's the same plane. Make up monsters that they have never seen before because it's so deep in the abyss that the half demon half fire elemental has reached a portal where it can travel. But players are never gonna feel save in the other planes, maybe they shouldn't. But just remember not to punish them to much just because they need to rest in order to travel from the abyss to the prime material plane all the time. Because else you would never sleep.
Oh yeah, plane shift is an 8th level spell so just think about how they are gonna get back a forth between planes that isn't always a portal.
And make sure with the players that planes are mostly dangerous.. And that there is a REALLY good chance that someone is gonna die.
I look forward to hearing how it goes! ^^
-Daergiel
Remember that the elemental planes - any alternate plane of existence really - is just another world.
There are places, people, wildernesses, and wild creatures. There are powerful NPCs, and factions, and political groups, and they're struggling with each other to realize their agendas.
Where alternate planes are interesting and amazing is that the people, places, creatures, and environment is vastly different than where the Characters grew up, and the possibilities are different: elemental air cities can be made out of clouds, arranged in 3 dimensional arrangements, with traffic between them employing flying ships, etc.
The abilities, cultures, interactions, and even basic physical capabilities of the races are vastly different - and make for different and novel cultures.
Wilderness environments, and creatures, are different and new.
And the legends, deep history, lost civilization and ruins ( if such exist there ) will also be vastly different and novel.
You can make an alternate plane ( or portion of one ) as complex, and dynamic, as your regular campaign world.
And - if your players are at the point where they can step between planes - you have the possibilities for exploring the adventures and conflict between the planes, as cultures, factions, and NPCs from different planes, species, cultures, and even environments interact. Imagine trying to oversee the negotiation between emissaries of different elemental species!
If you make the world vibrant, alive, and changing, it can't get boring. If you rely on the novelty of the setting, apart from being bad DM'ing, it can get boring once the setting isn't novel anymore.
There's a real danger here of trying to create too much at once, however!
Remember - at first, only build the part around the characters, and as much around that as is needed to make the world and the adventure seem fully realized and alive. How much that additional detail will need to be will depend on the scope of the adventure, but keep it to what you need. You can add details as needed, over time.
Sounds like a campaign with some exciting possibilities!
Best of luck :)
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
thank you!
As a completely off-the-wall idea, how about a campaign centred on the five elements of chinese culture: wood, fire, earth, metal and water.