A Traveler's Guide to the Elemental Plane of Fire
Like many gamers, we love the planes, and want to see more content made to support them, and to help those GMs who want to run campaigns set in them. While there are numerous planes of existence in the various fantastic settings that have been associated with Dungeons and Dragons and Pathfinder, both published and brewed up at the kitchen tables of GMs worldwide, we feel that the elemental plane of fire is a great place to begin an examination of the planes. Not only is it an almost-universal plane, that will fit more easily into almost every setting than certain celestial heavens or hellish realms, the plane of fire also has quite a bit less written about it than many of these other planes, but is also positioned quite well for the sorts of conflicts that make a setting interesting and worth adventuring in.
A Traveler's Guide to the Elemental Plane of Fire presents a view of the elemental plane of fire that makes the plane relatable and understandable to players, while still maintaining the wonder and majesty of a planar setting. The plane is ruled by the iron grasp of an evil efreeti empire, which has conquered and subjugated nearly the entire plane. But the rule of the City of Brass is not absolute. Salamander rebels fight back from their hidden warrens deep beneath remote and hostile volcanoes, using guerilla tactics to defend their freedom against efreeti armies. Isolated enclaves of Azer, remnants of a past era when these masters of craft and forge were the dominant culture of the plane, retain their autonomy, if barely. Amidst this chaos, the plane's other residents, including the vast majority of fire elementals, as well as a surprising number of salamanders and efreeti (many of whom are not evil), are just simply trying to get by.
In A Traveler's Guide to the Elemental Plane of Fire, the native races aren't simply fodder for adventurers to cut down. Much like the old Planescape setting, creatures like fire elementals and salamanders are treated not as dumb, wandering monsters with no purpose but to fight, but are instead given depth of character, with goals and needs that players and GMs can understand and which can serve to heighten the enjoyment of the game. To this end, all four of the main native races (azer, efreet, fire elementals, and salamanders) are presented as player races, and each has a 20-level base class that allows players to unlock the race's full potential, and more. This is accomplished in a style similar to that seen in previous Necromancers of the Northwest products such as Liber Vampyr and Marchen der Daemonwulf, with over 50 new fiery feats.
The book also contains detailed information on a variety of different fantastic locations, characters, and plot hooks scattered throughout the plane of fire, which are divided between five different regions: a sea of lava, a desert of ash, a plain of burning coals, a range of superheated volcanoes, and the famous City of Brass, which is an entire region unto itself.
The initial funding for this project will go towards commissioning professional, quality art for use in the book, in order to help it evoke the exotic wonder of the outer planes. If the initial funding goal is met, various stretch goals will allow us to expand the book and allow it to become much more than it already is.
Above you can see the cover art for the book, which has already been commissioned and done by artist James Denton. If the project is successfully funded, we intend to commission numerous additional pieces of art to fill the inside of the book, as well. You can see more of James Denton's work at http://www.jamesdenton.net/
The more funding the project receives, the more content will be added to the book. This will happen in a couple of different ways. The first will be standard stretch goals, which will add entire new sections to the book as funding increases.
While the iron law of the Grand Sultan in the City of Brass may not quite be absolute throughout the entire plane, the efreeti empire cannot simply be ignored. This stretch goal will add two archetypes to each of the new classes presented in the book (azer, efreet, fire elemental, and salamander racial classes), providing mechanical benefits to those willing to pick a side.
Extra Fire Elemental Feats
The book may come with over 50 new feats already, but there’s always room for more! This stretch goal will provide 10 additional feats which are specifically designed for players of fire elemental characters.
In addition to these standard stretch goals, as soon as we reach minimum funding, for every $100 that the campaign earns (up to a total funding of ($5,000), we will add an additional location to the book. The Traveler's Guide to the Elemental Plane of Fire already contains over 30,000 words of background detail on the various environs and locations you might find throughout the plane, but each of the locations that is unlocked will add between 300 - 500 words more about that particular location. Can we unlock them all? And, if so, what other attractions might lie beyond?
The Ebon Vault Store
If you're looking to add a bit more to your pledge, the Ebon Vault Store, below, provides those of you who are new to Necromancers of the Northwest to pick up some of our other great products from the past for cheaper than you can find them anywhere else, by adding the listed amount to your pledge. All rewards from the Ebon Vault Store are digital only, and will be delivered via drivethrurpg shortly after the end of the Kickstarter campaign.
Risks and challenges
Necromancers of the Northwest has been consistently producing quality content for the Pathfinder Roleplaying Game for over three years, and in that time we've gotten pretty confident with the process. We're committed to seeing this book through to the end, and most of it is already written (stretch goals notwithstanding), so the risks are pretty minimal.
That said, like many other Kickstarters, there is a possibility, especially as the project grows, that it may take longer than expected. We have already tried to compensate for this by setting a very conservative delivery date, and we expect that we will be able to deliver earlier than promised, but if something unforseen and crazy happens, or if the project grows to truly massive size, it's possible that it may take longer than expected, though there is little doubt that the book will eventually be completed, as long as the entire Necromancers of the Northwest team doesn't die in tragic or mysterious circumstances.
The Planar Traveler and Planar Guide reward tiers have their own potential challenges. For anyone pledging at a tier that grants access to playtest documents, have no fear that they will be available. That said, playtesting is about more than just the documents: we intend to set aside a special place in our forums for playtesters to discuss their experience, and will do our best to stimulate discussion and conversation, but we can't force anyone to participate, and can't make any specific promises about how involved the playtesting community will be.
As for the Planar Guide-level backers, any time that an author offers a certain amount of creative control to a backer there is a possibility for conflicts and difficulties. We will do everything we can to accommodate the ideas of these backers, but have to keep the overall integrity of the book in mind, as well. Silly ideas, ones that aren't appropriate for the plane of fire, ones that are too close to existing IPs or content already in the book, and so on, may need to be tweaked, adjusted, or even scrapped and replaced with another idea entirely. We will do everything we can to work with you to find a way to make your idea work as closely as possible to what you have in mind, though, so this should only really be an issue in the case of truly irreconcilable differences.Learn about accountability on Kickstarter
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