The elementals are among the most primal forces in any game setting, raw elements given life. This has given them a firm place in the mythology of many cultures and the games set in many worlds. Some authorities believe all matter to be made from the four elements, with even humans and other sentient creatures being possessed of an elemental nature.
Fighting an elemental is like fighting a whirlwind, or raging inferno, or mountain, or the sea. You can try, and if you are powerful enough you might even succeed, but there is a certain implacable quality to the elements. All can seem unstoppable forces, and the earth elemental might also be regarded as an immovable object, or very nearly. Anyone who battles with such powers must fear they will be overcome, unless they can employ similarly strong forces themselves.
Elementals are most commonly encountered as guards or henchmen for powerful druids, wizards and sorcerers, in which case they will often be expected to work with other creatures, and perhaps traps, too. However, the majority of elementals leave their home planes but rarely if at all, and so this volume also covers those areas. Though characters may only venture onto the elemental planes once in a blue moon, when they do so they will encounter quite different tactics as well as a whole new range of elemental creatures who do not get summoned up by earthly spellcasters.
This book comprises knowledge drawn from scholarly works alongside tactics and survival tips offered by adventurers who have fought with elementals and lived to tell the tale. Games Masters will learn many intricate details about elemental life and culture, enabling them to make truly memorable encounters with this race for their players, while the players themselves may learn a fact or two that might just save the lives of their characters.