An Inner Planes Campaign (TIP)

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Once a DM has read through some or all of this book, she may decide to base an entire campaign in the Inner Planes. This is an excellent idea-one that many players will find fresh as well as exceedingly challenging. 'Course, a DM starting an inner-planar campaign may want to keep a few things in mind. 
Survival should be the number one topic on the mind of any traveler or resident of the Inner Planes. No more hostile environments exist anywhere in the multiverse, and staying out of the dead-book here can be the most difficult thing a hasher's ever done. The DM must think about how the PCs will survive the planar setting long enough to ha11e adventures. This means of survival allows a long-term innerplanar stay by nonnative characters, and it's the key that unlocks the gate to inner-planar adventuring.
One solution for the survival problem: The DM can wait until the PCs reach at least 6th or 7th level, or she can have the players create new heroes already at that level. Cutters with such power can cast spells to protect themselves against the hostile environments of the Inner Planes. On the other hand, some Inner Planes don't require that the planewalkers have any great might. For instance, the Elemental Plane of Air presents few immediate dangers to its inhabitants, and some areas of other Inner Planes are likewise "safe."
Another solution: The PCs can rely on magical items for survival. Many items found in the DUNGEON MASTER® Guide let a body weather the harsh realities of fire (ring of fire resistance), cold (ring of warmth), or water (potion of water breathing)-at least for a while. The DM can also create magical items of her own, even tailoring them for lower-level campaigns so they don·t unbalance game play. For instance, rather than give a character a cloak that protects him from all fire and heat, the DM could create a cloak of elemental magma suroival. With this item, the wearer would be able to survive in the Paraelemental Plane of Magma, but he'd still be vulnerable to fireballs, red dragon breath, and even magma paraelementals. Likewise, a ring of elemental earth travel might let a cutter move through the substance of the plane of Earth, but not through normal stone walls in any other plane. Thus, special items provide the opportunity to adventure in the Inner Planes without giving the PCs too much magical power.
Once the DM has determined how the PCs can survive in the Inner Planes, she can extrapolate that means to communities of NPCs. This is important for an inner-planar campaign, as player characters always need someplace safe, secure, and familiar to rest between adventures. Inner-planar campaigns should (but don't have to) postulate that whole settlements of prime or planar humans (or other races) have been established here. This book details all of the Inner Planes, so the DM simply needs to decide which one she wants the PCs to call "home."
Finally, the DM can always get around the problem of survival and safe havens by simply letting the players create characters using races that're native to the Inner Planes. Depending on the power level of the campaign, creatures like shad, salamanders, sylphs, pech, shockers, or even geniekind or elementals could make interesting PC races. Of course, this choice presents new (but very interesting) difficulties. For example, while an azer PC might be fine in the planes of Fire or Magma, he faces perhaps even greater challenges than a human would in planes such as Water or Ice. And a dao and an air elemental-creatures that represent opposed primal forces-might never work together without a really good reason.