Elemental Campaign World

DamionW

First Post
I posted this in the general forum, but I wanted to put it here to get feedback from homebrew specialists as well. I'm relatively new to the boards here. I wanted to run by the forums my take on a four elements based campaign world I've been kicking around for a long time. I'm sure it's been hashed in many fashions before, but I wanted to post my take and get some critiques. If you check the thread of the same name in general discussion, you can find the handbooks with a detailed description of setting, but I'll run through an overview here.

I'm a fairly novice GM, but long time player, so be gentle. It started 8 years or so ago when I was walking through a doorway exiting a courtyard and the wind rushed in after me, almost alive. I imagined a game world where the four elements were not static, other-planar forces to be called on from time to time by mages and druids. Instead they're ever-present, dynamic, living beings battling for real estate and devotion on the Prime Material Plane. They take part in all aspects of civilization in this world, politics, economy, religion, and always the battles of the inner planes spill over onto the mortal world.

So I essentially took a generic DnD world, same racial archetypes, religions, etc, and overlaid a 2nd ed cosmology. In that sense, I assume when a mortal descends in consciousness and self-awareness, they become ethereal, and beyond that they go to the Inner Planes which make up the basic blocks of existence. When one ascend in conciousness, they go Astral where they can springboard to the Outer Planes. In this campaign world, due to some magical or divine accident, the Ethereal Plane was shredded and made so paper-thin that the Elemental Planes punctured through and formed permanent gates with the Prime Material in several places. This led to an influx of elemental beings and powers that mortals had never dealt with and it took centuries to adapt.

The game would be set millenia later after society has acclimated to the new immigrants and powers. All characters in the world belong to one of six groups:

Earth: Includes dwarves, some gnomes, some goblins, stone giants, and other earth-related or subterranean creatures. Heavily into mining and agriculture and drive much of the worlds economy with food and metal. Generally hard-working but proud and greedy.

Air: Includes halflings, the rest of the gnomish populace, aaracokra, djinni, giant eagles, and other wind-related creatures. Mostly modeled after nomadic savannah and desert cultures, i.e. the Dothraki from George R.R. Martin and arabic cultures. Extremely free-spirited and constantly at war with the greedy earth peoples. Masters of archery, airborne combat and raising horses on the open plains.

Water: Includes aquatic elves, merfolf, triton, lizardfolk, and other aquatic/marsh peoples. Most peace-loving and compassionate of the factions, but mighty in battle. Paladin orders were reborn under the water banner not to uphold good and law, but more to champion creation against the destruction of fire and bring water and food to the weak and thirsty.

Fire: Includes orcs, goblins, salamanders, efreeti, azers and other destructive and fire-based cultures. When fire forces first arrived, the orcs quickly flocked to worship their destructive powers and burned their way across the land. The aquatic paladins scattered their plague to the winds, and since then the azers rose to dominance. They "unionized" the flames of the world and any living thing wishing to feel their warmth must pay them tribute.

Wildwood Council: A neutral culture made of druids, rangers, fey, and wood elves. As the elemental forces raged, a group of druids organized to be spokespersons for all living things of the world. They brokered the steady peace that has lasted for as many generations as most can remember, keeping to their wooded forests and arbitrating conflicts between the other factions.

The Enclave: A scattered collective of those who cling to the way things were before the coming of the four forces. Made up of bards keeping the oral heritage alive, arcane spellcasters, and clerics of the old gods in small convocations, they preach the fallacy of embracing the four elements that nearly annhilated the races that dwelt on this world. Their pleas fall on mainly deaf ears, though, and are viewed as heretics by many.

That's the big overview of the campaign world. I was hoping you readers could look at the handbook and map and give me your comments. Specific feedback and source material I'm hoping for is:

1. Balance issues that are glaringly off in my rules. I tweaked the spell lists and classes considerably, and I'm a novice so I may have overstepped myself.
2. Suggestions on the "Quencher of thirst and flame" concept of an aquatic paladin. I like the flavor of it over the typical good v. evil variety, but would appreciate inputs.
3. Suggestions on how to make druids non-elemental, but instead add more fey characteristics and have them more diplomatic and enchanting than just fire-wielding guardians of the forest.
4. I'm looking for rules for Gnomish pilots. I like the idea of some gnomes taking to the skys in small-size air elemental powered machines, but could use some help getting to that state. Anyone seen anything like this out there? Most of what I've seen is the Tinker Gnomes of Dragonlance, but I don't want that exact type, especially not the history, cosmology and heritage of failure they have.
5. NPC ideas for some archetypes for each faction. I have a good plot arc to involve the players in, but not enough NPC ideas to hook them into that plot. Any NPCs that could fit those elemental groups would be appreciate it.

Thanks for reading the long post and I appreciate constructive criticism.
 

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Well, there's a few suggestions I can make.

First, in the Story Hour forum, there's a good one called Welcome to the Halmae. The DM of that game made everything tied to four gods; each god has one season, one element, one alignment axis, etc. It's in post #20 in that thread. So, for instance, the goddess Alirria covers good alignments, the water element, and the springtime. This sounds almost exactly like what you're thinking of: Water=Good, Fire=Evil, Air=Chaos, Earth=Law. Just make it explicit, then; every spell or ability that currently affects an alignment is changed to affect an element.

So, take the core Paladin and the three UA variants (the CG, LE, and CE versions), and tie them to the elements by way of the alignments, keeping the code of conduct rules, etc. the same. Use the LG rules for Water, the CG for Air, the CE for Fire, and the LE for Earth, maybe. Replace the Detect and Smite abilities (and any alignment-specific spells) with element-specific ones (so Water paladins would get Detect Fire and Smite Fire, which work against any race that was native to the Fire plane), replace the disease abilities with... I'm not sure, maybe something similar to the hostile environment survival rules in the MotP (Planar Champion?).

Since the elements would correspond to your extreme alignments, you could stick the "nature" group in the center at True Neutral. If you want to make them less elemental in nature, just change all the elemental damage types they use to physical types. For example, let's take Call Lightning; they now get Call Thorns, which causes plants within an area (same size) to suddenly grow thorns and whip around violently, dealing 3d6 Piercing damage to anyone within that area; within a heavy forest or jungle, the damage increases to 3d10. All the rest is the same as the original spell. Same basic effects, different flavor.

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I actually had to work out similar problems for my homebrew; there, we had it as six linked planes (Air, Earth, Fire, Water, Life, Death), with our world being the Life plane, and all magic was tied to an element. An elemental system actually works a lot better in many ways; normal D&D always seems to come down to Good vs. Evil, with players smiting anything that detects as evil, but if you link to elements, the players have to THINK. You can't just kill someone because he's Fire-native and you're Water-native, after all.
 

Good ideas, thank you. I was also trying to move the druids away from damage spells in general and more towards enchantments. You think if they associated with fey and arbitrated arguments, they'd have access to charm person, suggestion, etc. I also thought invisibility, hallucinatory terrain and the such worked. I might work on tying more than the elements to the four different subgroups, not just the inner planes. I just didn't see areason to make all characters of fire evil, or all water good, etc. It's an idea though, so I appreciate it.
 

DamionW said:
I was also trying to move the druids away from damage spells in general and more towards enchantments.

That's not a bad concept, of course, but it's going to have long-range implications since it narrows the range of the Druid (compared to Clerics, especially) and shifts the overlap with other classes (like Bards). If you want a caster with low damage output but a large emphasis on enchantments and such, you're aiming more towards the Psion. And besides, the two aren't exclusive; remove most of the Druid damage spells, replace the few remaining ones with the things I'm talking about, and then fill the rest of the spell list with the enchantments and illusions you're thinking of.

I just didn't see areason to make all characters of fire evil, or all water good, etc.

Not what I said. It's not "all fire creatures are evil", it's more of "fire magic is skewed towards evil purposes, i.e. destruction." Likewise, while water magic can be used for evil, it could be primarily nonviolent, constructive stuff if you tweaked the spell lists a bit.

Take the example of the story hour I linked; Alirria is linked to spring, water, and good. So, there are sects that worship her as the embodiment of good; there are sects that worship her as the goddess of water (and travel); there are sects that worship the nature aspects (plant/animal). But they don't have to overlap. Not everyone who worships the god with the Evil domain is evil themselves, because he's also the god of other things, but there's always a bit of bias.

So, let's look at fire. If we link Fire to the evil end of the axis, it's saying that fire magic is inherently destructive (which it is). That doesn't mean good characters can't ever use it, or that everyone who comes from the fire plane is evil. But coming from the harshest of the environments skews you a bit; your list includes orcs and goblins, after all, so it's not a huge stretch. And Paladins are supposed to be the extreme case; a Paladin of Fire (who by his very nature should be the epitomy of fire-ness) really can't be a Good alignment, because there just aren't a lot of ways to use fire for good ends, and unrestricted use of fire tends to be very destructive.

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The real question, though, is the one that leads to both of the points above: what about Clerics? Are there any? (You didn't mention them in the six factions.) Do they worship the usual pantheon of gods with wide ranges of domains, or is it more limited? For instance, are there any gods with multiple elemental domains? This'll change things.
 

Spatzimaus said:
The real question, though, is the one that leads to both of the points above: what about Clerics? Are there any? (You didn't mention them in the six factions.) Do they worship the usual pantheon of gods with wide ranges of domains, or is it more limited? For instance, are there any gods with multiple elemental domains? This'll change things.

I mentioned this thread has a twin in the General Discussion forum. I posted the full rules I was developing there, so if you're interested in my full take, not the cliff notes, I encourage you to take a look. I put clerics in all groups, but each of the four elements has their own spell list, a la Dark Sun, while the Enclave and Wildwood clerics have less power because less people worship the old gods they cling to. The docs I posted there should clear up my interpretations better. There still drafts though and I might lean more to what you're describing.
 



DamionW said:
Have a pdf copy of that somewhere, need to take a closer look still.
You may remember me briefly commenting on the nature of Yahoo! Files links in the other thread, but I didn't say much else. Truth is, I haven't had the chance to look through your files. But I'm very interested in helping out.

I ran a similar concept a while back. Unfortunately, it never got past the first session. Back then, I used baseline D&D with a few spellcasting quirks, a special template, and liberal additions from Oriental Adventurers. In true George Lucas style, I have decided I should do a sequel without ever really writing out the "original" story in full detail.

Age of Elements II: Shards of Fate will use the Arcana Evolved rules for the most part, and I'm considering whether or not to swap out the magic system for Elements of Magic. I need to fully read through AE before I can make that decision, though.

I'd recommend taking a look at both of those books, especially since they have good material for the kind of game you want to run.
 

Am I the only one who's tired of elemental systems? Or, at least, ones based on the classical four (or, at times, five) elements? They're thoroughly overused, in my opinion, and too orderly for me to believe 'em as the fundamental principals of a natural world.
 

GreatLemur said:
Am I the only one who's tired of elemental systems? Or, at least, ones based on the classical four (or, at times, five) elements? They're thoroughly overused, in my opinion, and too orderly for me to believe 'em as the fundamental principals of a natural world.
Yeah, it has been hashed in many ways, but I wanted to try something where the four elements were absolutely fundamental to the campaign world, not just nifty "flavors" of powers. I just like the idea of a mountain growing taller into the sky for no other reason to block the wind and having cultures so devoted to fire that they tend fields for no other reason to let them dry up and start flashfires. The earth air fire water thing is cliche, I know, but I just wanted to try something for my own creative instinct.
 

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