To be honest, when I read the thread title I imagined you were planning to use something similar to the elemental plane of earth as a campaign setting... Except for a few rare pockets of other elements, everything would be made from earthlike substances, including the inhabitants.
Yup, I'd be immediately on board with this! Deriving too far from a 'default' biosphere is bound to create unforseen problems.
I had some further thoughts, now have a rough template for the socio-dynamic of the region as follows (which fits in with waterstone somewhat)
- The world was once a normal material plane but a devastation occurred that sent everything into a sand world
- The world will be mostly sand but likely the settled areas will be in barren locations where the ground is less sandy and more rocky. I will justify settling in these areas because they are the lowest elevation (as higher you go, more sand you get) and thus closer to the underground water
- As said above, all water is underground in deep, deep down functioning like an aquifer. You can well down to it or there are areas where it is closer to the surface (and these are where settlements or wild fauna are found more often)
- I am including the sand-people race (Acertari (sp?)) as well as the Desert Goblins.
- There is no wood, this will create problems with building but the sand people will solve this will a part-sand/part crystal solution that creates a wood like material (this is something i am still figuring out)
- Dwarves will provide metal, they follow the typical dwarf model and live in whatever mountains there are, keeping to themselves
- Gnomes will be the traders, living nomadicly and acting as go betweens (likely controlling the sand/air transportation as part of their remit)
- Humans will be as humans usually are, the adaptable breed-like-bunnies race that takes up the most space
- Elves will be interesting, they will have retreated into cloud cities (on big rock motes in the sky) and they manufacture waterstone from magic thus creating an unending water source for themselves (allowing them to remain Xenophobic if they choose) as well as a tradeable resource
- No Half-Orcs
- Potentially some Half-elves but i want to reduce the half-breed in the game and simply replace half-elves or half-orcs with other races if i can
- Thinking about a Goliath Type
- Thinking about a snake/Yuanti and/or Lizardman type
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EDIT : In addition, water will still be traded (be it in barrels or in waterstone from the Elves) but it won't be a currency as that creates all sorts of issues i would just rather avoid. Instead it will be a trade good like food and depending on the need for it within the story, could well involve water merchants needing to be escorted or a theft of water. Waterstone by comparison will be a luxury, perhaps even a higher quality (like spring water) and although it will be traded, it wont constitute the majority of the economic model since Waterstone will be kept within the elven borders and they only trade for the small bits they want (bit of metal or such)
- Furthermore, this could evolve into a story dynamic where some elves provide waterstone creation as a service (esentialy just NPCs that convert spells into waterstone, much like a spellcaster NPC converts spells into gold as a service to others)
The rest will roll as you expect
Small settlements, seperated by vast seas of sand, conflict exists (often around sources of water or food) but due to the difficulty in maintaining an army across the desert, peace is a lot easier to maintain than war
Likely take a lot of the heat management, spells, feats, monsters etc from Sandstorm
POSSIBLY, removing gods and replacing with a faith system (where I can assign domains based on organizational focus rather than a guy in the sky giving spells) and i am on the fence with this as it pivots on if i want the plane to be closed to outsiders (demons, angels, celestials, devils) or open, perhaps they dont care about the world at all or anymoer
Still up in the air
Possibly build in a history that involves giants