Anonymous
6/13/2025, 5:38:08 AM No.95860950
Hey everyone,
I’ve been revisiting the Elemental Planes lately—Air, Earth, Fire, and Water—and realizing how often they get glossed over as simple “terrain with a theme.” But there’s so much more potential here, both in lore and in gameplay.
For example:
The Plane of Fire isn't just lava and salamanders—it’s home to the City of Brass, a massive, decadent metropolis of genie politics, infernal markets, and ancient contracts. That place is practically Planescape meets Dune if you run it right.
The Plane of Air could be this surreal, endless sky of floating cities, cloud fortresses, and semi-sentient weather patterns. Imagine skywhales, glass spires drifting on wind currents, or hurricane cults.
The Plane of Water might be the most alien of all—no “up,” no “down,” just pressure gradients, abyssal trenches, and whole nations that can only be reached by folding space or navigating currents like stargates.
And the Plane of Earth—sure, it’s solid and slow, but that makes it ripe for claustrophobic exploration, buried empires, or ore-singing dwarves who’ve lived without sunlight for a thousand generations.
I’d love to hear how you use the Elemental Planes in your campaigns. Do you go classic with them, or twist expectations? Ever blended planes (like a Water-Air borderland of constant storms)? Created planar NPCs that aren’t genies? Got ideas for planar-themed dungeons, societies, or relics?
I’ve been revisiting the Elemental Planes lately—Air, Earth, Fire, and Water—and realizing how often they get glossed over as simple “terrain with a theme.” But there’s so much more potential here, both in lore and in gameplay.
For example:
The Plane of Fire isn't just lava and salamanders—it’s home to the City of Brass, a massive, decadent metropolis of genie politics, infernal markets, and ancient contracts. That place is practically Planescape meets Dune if you run it right.
The Plane of Air could be this surreal, endless sky of floating cities, cloud fortresses, and semi-sentient weather patterns. Imagine skywhales, glass spires drifting on wind currents, or hurricane cults.
The Plane of Water might be the most alien of all—no “up,” no “down,” just pressure gradients, abyssal trenches, and whole nations that can only be reached by folding space or navigating currents like stargates.
And the Plane of Earth—sure, it’s solid and slow, but that makes it ripe for claustrophobic exploration, buried empires, or ore-singing dwarves who’ve lived without sunlight for a thousand generations.
I’d love to hear how you use the Elemental Planes in your campaigns. Do you go classic with them, or twist expectations? Ever blended planes (like a Water-Air borderland of constant storms)? Created planar NPCs that aren’t genies? Got ideas for planar-themed dungeons, societies, or relics?
Replies: