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  • File : 1295148078.jpg-(102 KB, 800x851, 1264817075718.jpg)
    102 KB Brainstorming a setting Anonymous 01/15/11(Sat)22:21 No.13535971  
    /tg/, help me brainstorm a setting while the mental iron is hot.

    What are some good potential BBEGs in a 4E D&D High-seas adventure setting?

    So far, I have Aboleths, a waning orwellian merfolk empire, and an east-india-trading-company-esque entity.

    The idea is to fluff out a large archipellago that's a rest-stop/trading hub for (insert fantasyland here), so there are lots of islands that can have different themes. I'd like to fit in lovecraft, and i keep on coming back to the Razor Coast's Devouring Shark God or something, and would like to avoid it.

    Ideas, anyone?
    >> Anonymous 01/15/11(Sat)22:27 No.13536032
    An island that is populated by zombies. Somewhere buried on the island is an artifact left by a pirate who dabbled in necromancy. I would think something like a gem and not only does it raise the dead but slowly saps the life of those within a certain range. Zombie krakens would make a pretty good threat.
    >> Anonymous 01/15/11(Sat)22:27 No.13536041
    >>13535971

    A floating dwarf city, powered by tidal energy. They're not outwardly hostile, but the city's method of power generation is fucking up the tides for everyone else, and the dwarves are too stubborn/indifferent towards other races to do anything about it.
    >> Anonymous 01/15/11(Sat)22:31 No.13536079
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    Are there any 4E or older gods of the sea that are particularly cool?

    Also, I'm working on the race spread; the set of races that particular focus or re-work.

    So far, I've got ideas for several human cultures,
    Kenkus as disreputable scavengers and traders,
    halflings and reputable traders and merchant sailors
    an Undead PC race from an advanced african-esque nation (sort of smelly warforged/forsaken)

    and the usual spread, particularly half-orcs and half-elves (pirates attract half-breeds and outcasts)

    For the underwater races, I'm thinking Sahuagin, a re-fluff of Selkies, and maybe an abe-sapien-esque fishman race. Merfolk will be non-playable antagonists more akin to the old-style malicious sirens, but with the modern political angle and skill with control magic (think MTG's vodalians). Abe Sapien might be psionic, and the Sahuagin would be the Proud Warrior Race, and also the quasi-noble rebels fighting the tyrannical merfolk bastards (while still being quite bastardly themselves).

    I'm almost tempted to have a squid-based race, if only as an enemy/NPC, possibly aligned with the Aboleths or some sort of Kraken BBEG.
    >> Anonymous 01/15/11(Sat)22:31 No.13536082
    >>13536041
    This reminds me of something I did once where a kind of crazy dwarf ended up inventing steam power really early and diverted several rivers into a nearby volcano to generate steam, not realizing that what he was doing was going to cause massive tectonic consequences.

    Also, cannibalistic mermaids, tikiforged, and anything else like that
    >> Anonymous 01/15/11(Sat)22:32 No.13536093
    maybe you could run with this for a bit?
    http://en.wikipedia.org/wiki/Aquatic_ape_hypothesis
    >> Anonymous 01/15/11(Sat)22:35 No.13536115
    >>13536032
    Boom, good idea.

    Dead Island, maybe founded by renegade necromancers from the africa-esque nation, where their experiments have gone sort-of-overboard? Maybe a cultic cell-based network a-la vecna of sentient undead and necromancers is spread throughout the region?

    No, no, they're pirates. They're zombie/ghost pirates that operate from one island of fucked-up zombie shit, and infiltrate the surrounding port cities in small cells.

    Because no D&D setting with pirates could NOT have ghost pirates.
    >> Anonymous 01/15/11(Sat)22:37 No.13536143
    >>13536079
    >Are there any 4E or older gods of the sea that are particularly cool?
    Probably not, since it'd get in the way of the PCs being mary sue superheroes.
    >> Anonymous 01/15/11(Sat)22:39 No.13536163
    >>13536143
    Stop being stupid.
    >> Anonymous 01/15/11(Sat)22:39 No.13536164
    >>13536143
    Ignore this.

    It is true that there aren't any good sea gods (except in the divine and defeated of 3.X which had a half way decent couple of them). More over, I think it's because no edition of DnD was ever designed to handle sea combat well.
    >> Anonymous 01/15/11(Sat)22:40 No.13536165
    >>13536093
    ...grendels? a re-fluff of aquatic ogres? sea-orcs? or maybe the abe-sapien-dudes are less fish-like.

    The idea is that the setting has two parts. Above the water is high-seas adventure with pirates and commerce and exploring crazy islands.

    And below the waves is a political clusterfuck as an empire falls apart at the seams, while dark things lurk in the deeps, awaiting the chance to conquer all. Or something.
    >> Anonymous 01/15/11(Sat)22:43 No.13536188
    >>13536164
    Stormwrack for 3.5 is all about the sea.
    >> Anonymous 01/15/11(Sat)22:45 No.13536204
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    >>13536164
    Which is the goal of this endeavor. Sort of a 4E stormwrack, but with an explicit setting. Rules for mid-range gunpowder weapons, ship-to-ship combat, a narrative approximation of underwater combat
    >> Anonymous 01/15/11(Sat)22:48 No.13536235
    >>13536204
    Would you like the book for ideas?
    >> Anonymous 01/15/11(Sat)22:50 No.13536265
    >>13536235
    I remember stormwrack, and I'll probably DL it and re-read it this week, but right now I'm brainstorming the setting details.

    I need a spread of races, factions, and foes. It needs to be familiar, yet fresh. Sort of like what Paizo does. Less high-fantasy, more swords-and-sorcery
    >> Anonymous 01/15/11(Sat)22:54 No.13536304
    How would guns work in 4E? I'm thinking of something between flintlocks and revolvers. Like, crack-open pistols, or percussion caps. So they're single-shot, but can be reloaded in a few seconds instead of 1/2 a minute. And, you know, accurate-ish.
    >> Anonymous 01/15/11(Sat)22:55 No.13536315
    >>13535971
    Since you mention aboleths, here's a thought I had about them last night:

    It's common knowledge that aboleths inherit parent knowledge at birth. What isn't known is that aboleths communicate with one another using a mix of slow subsonic and telepathic messages carried through water (think of whale song).

    Aboleths thus may slowly spread knowledge among the whole of their race. In fact, some aboleths have taken it upon themselves to do just that; throughout the archipelago that is the world, various islands and underwater features contain aboleth agents, information hubs for the race's loosely associated racial empire.

    Outsider observers have noted that aboleths seem more common and intelligent towards the poles of the planet. This is actually true, and is evidence (however slight) of the aboleth communication network's roots - an ice age eons ago froze the planet, aboleths and all. Most of the aboleths of the current day are far younger than this ancient trauma on the planet, but the most ancient of their race spent the entirety of the thousand-year frozen spell encased in ice.

    Without slaves or new memories to experience, these frozen ancients were reduced to slowly communicating with one another through the ice, sharing their knowledge to pass the time.

    In fact, some still remain encased in the northernmost ice of the world. These few aboleths each house thousands of years of knowledge and insight. They rarely communicate any more; instead, they listen and think, plotting the future of their race.

    Occasionally a younger aboleth may need the wisdom of the ancients. It takes days (potentially even weeks) for the question to travel from the equator to the circle of ancients in the north, between a week and a month for an ancient to hear, process, and respond to the request, and then the same amount of travel time for the questioner to receive the response.
    >> Anonymous 01/15/11(Sat)22:56 No.13536320
    Tribes of barbaric cannibal gnomes inhabit an island.
    >> Anonymous 01/15/11(Sat)22:59 No.13536365
    >>13536320
    Darksun already has cannibal halflings. Simpsons did it.

    OTOH, Wacky-weird eccentric islander gnomes might make sense.

    For that matter, would /tg/'s pacific islander elves and tikiforged work here? I'm not 100% on it (I dislike elves, and dont want to yoink whole-cloth from /tg/,)
    >> Anonymous 01/15/11(Sat)23:07 No.13536437
    An inky blot of cold black water, this horrific tentacled mass ripples and seethes in the water.

    In the deep, black places of the ocean, strange things come to rest. Corpses, cast-offs magics, even light itself is pulled into these places and consumed. Little wonder then that sometimes, in such places, a malevolence grows.
    Impelled by the rot of the things of the light and driven by a horrible hunger, this thing becomes impatient waiting for the tides of the sea to pull the world above it down into its ravenous maw. It forms for itself a body out of the black, cold waters where it found its genesis and leaves the blackwater trenches of the deep oceans, seeking life and light to consume.
    A caller from the deeps has the ability to call things to itself, so that it can consume them. It often lures sailors overboard with its call, enwrapping them as they leap into the cold water and feeding on their life’s warmth. When endangered, a caller from the deeps has the ability to summon aquatic creatures to defend it.
    >> Anonymous 01/15/11(Sat)23:09 No.13536446
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    >>13536437
    >> Anonymous 01/15/11(Sat)23:14 No.13536480
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    A creature composed of beautiful, sharp coral lurches forward with four thick coral legs. Stemming from its core are four semi-hollow
    coral arms bristling with sharp, colorful angles.

    Coral golems are dazzlingly beautiful creations, built to guard undersea lairs and sunken treasure troves. They can be constructed from coral of any color.
    A coral golem stands 20 feet tall but is largely hollow and weighs a mere 3,000 pounds.
    A coral golem cannot speak or make any vocal noise. It moves with a ponderous but smooth gait, and it crackles and crunches with each heavy step.
    The coral from a destroyed coral golem can be salvaged and sold for 500 gp per Hit Die of the golem. The coral recovered from a destroyed coral golem cannot be used to fashion a new coral golem.
    >> Anonymous 01/15/11(Sat)23:39 No.13536678
    bermuda triangle analogue
    >> Anonymous 01/15/11(Sat)23:40 No.13536689
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    Yep, creative sea monsters are a must. Solo monsters that are balanced around the PCs having a ship.

    I love the aboleth material. They should also have servitor races, warped with glyph magic and suchlike.

    What about the natives? There should be some sort of native people that live on many of the islands. What's something creative that can be done with them?
    >> Anonymous 01/15/11(Sat)23:43 No.13536712
    >>13536678
    BOOM! Stolen!

    And what's behind it? I vote something extraplanar.
    >> Anonymous 01/15/11(Sat)23:45 No.13536730
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    >>13536712
    extraplanar pirates. Like the Denizens of Leng or something.

    DAMNIT, WHY DOES PAIZO STEAL ALL THE GOOD IDEAS!?
    >> Anonymous 01/15/11(Sat)23:46 No.13536745
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    >>13536730
    Fucking neogi!
    >> oblimo !DSzvku.lzI 01/15/11(Sat)23:51 No.13536782
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    >>13535971 . I'd like to fit in lovecraft, and i keep on coming back to the Razor Coast's Devouring Shark God or something, and would like to avoid it.

    I'd recommend reading Mieville's The Scar, if you haven't already. Mieville's a gamer, and it shows in his fantasy races and magic artifacts and martial arts.

    The Scar has an intriguing take on Deep Ones, but the worst of the bad evil guys are just guys, which for me is more fun.

    A warning though: Mieville's prose is as purple as a sea cucumber.
    >> Anonymous 01/16/11(Sun)00:31 No.13537180
    >>13536745
    BOOM! Stolen

    >>13536782
    read it, and Perdido Street Station. But not Iron Council yet.

    And yeah, his prose is purple. And his characterization and dialogue is pretty lackluster. But the ideas. Oh man, the ideas.

    I'm just resistant to yoinking ideas whole-cloth from obvious sources. I'd like this to be a D&D setting, and for various D&D creatures to fit into it organically. So far, the Neogi would fit great in a bermuda triangle capacity, abducting people and suchlike, and taking them away in their spaceships.

    Wait...video game...jetpacks...hmmmm
    >> Anonymous 01/16/11(Sun)00:39 No.13537263
    >>13536079
    >Are there any 4E or older gods of the sea that are particularly cool?

    I seem to remember there were some neat ones in Stormwrack for 3.5. Good luck finding it, though.
    >> Anonymous 01/16/11(Sun)00:40 No.13537278
    >>13537263
    n/m, it seems to be on rs.
    >> Anonymous 01/16/11(Sun)00:51 No.13537387
    Race of cannibal 'Ghouls'. They wear white war paint, even though they are dark skinned. They also wear animal bones and skulls, but aren't totally hostile. They look like humans if they were made to be carnivores (wiry, sharp teeth, extremely agile, live in tribes). Brave traders can try to sell them goods, and they mostly pay in gold. Where all this gold comes from is unknown, and many adventurers have tried to find the source, but they have never returned.
    >> Anonymous 01/16/11(Sun)01:12 No.13537579
    >>13537387
    Great adventure material right there; total shmuck bait. PCs will wonder where the gold comes from, sneakily investigate, and...get in deep shit.

    so, where DOES the gold come from?
    >> Anonymous 01/16/11(Sun)01:13 No.13537595
    >>13536079

    Dagon is stat'd up in one of the books for 4e... i think it's Planes Below? Other than him, I don't think there are any particularly interesting older gods based around the sea.
    >> Anonymous 01/16/11(Sun)01:16 No.13537625
    Thank you, dagon is now a BBEG in the region.
    >> Anonymous 01/16/11(Sun)01:20 No.13537656
    >>13537625

    Heh, he's like... a lvl 28? Maybe 31. Let me check!

    Ahh, 32, in MM2. So he might need to be slightly restat'd. Also, there's a dungeon article dedicated to minions of Dagon. Dungeon 156. Looks to be mostly late Heroic tier monsters.
    >> Anonymous 01/16/11(Sun)01:25 No.13537708
    >>13536315
    fuckers need to get off that shitty 28.8k modem.


    Cliche, but have a human pirate attempting to become the avatar of the god of the sea by gaining power via sacrificing magic items.
    turns out he's actually sacrificing items to a false god of EEEEVIL!!!1111oneoneone.
    >> Anonymous 01/16/11(Sun)01:52 No.13538041
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    >>13537656
    Well, there's ways around that. The PCs could fight a greater aspect of dagon rather than squid-eely himself, or a partially manifested version.

    I still feel that there should be an abe sapien race that's the mystic, peaceful aquatic race, long held as servitors to the merfolk, that use them as captive scholars, assassins, and so forth.

    They could be sympathetic, and a good PC race, but it eventually turns out that a good portion of them are dagon-worshipers that intend to summon him straight to the material plane.
    >> Anonymous 01/16/11(Sun)02:00 No.13538138
    Bump
    >> Favorite WarmaHorde faction and why? Anonymous 01/16/11(Sun)02:01 No.13538139
         File1295161263.png-(275 KB, 622x356, warmachine-logo.png)
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    I am considering getting into casual WM/H on the one night a week they run games at the LGS, so I am looking for info on WHY you like your faction. I have read the background info but haven't played a game yet, as I haven't bought any minis. I am not a great painter, and I don't want to paint a crapload of doods, so any suggestions on smaller factions would be cool. =)

    SO, what is your faction, why do you like them? Are their Jacks good (aren't all Jacks good??)
    >> Anonymous 01/16/11(Sun)02:01 No.13538151
    >>13538139
    disregard, I am retarded
    >> Anonymous 01/16/11(Sun)02:14 No.13538291
    Selkie re-fluf:

    Shapeshifters originating from the Feywild, the selkies are tribalistic nomads of a CN nature. Selkies were used by the Merfolk as spies and ambassadors. Fleeing political subjugation, many selkies simply went undercover among the humans and stayed there, integrating fully.

    With the waning of merfolk power, many selkie tribes see a chance at freedom, and flee to outlying islands en-masse. Others are too deeply mind-warped to desire freedom, and remain dedicated agents of merfolk tyranny.

    when not in seal form, Selkies appear as hale, grey-haired humans with black eyes.

    Only problem is, they need a racial feature or two to really set them apart. I'll look for weird facts about seals and sea lions, see if something springs to mind. I do love my weird animal facts
    >> Anonymous 01/16/11(Sun)02:15 No.13538302
    >>13538041

    ...I want to help stat that race out. Int sounds like one of it's proper natures, and possibly dex, if they're like Abe. This would shoehorn them into a few classes though... Maybe an alternate to dex that makes the more well rounded?
    >> Anonymous 01/16/11(Sun)02:30 No.13538469
    Funny you should mention it cause I have been planning a similar themed adventure. Here it goes...
    Giant fucking Maelstorm in the center of a ring of islands, this thing is ancient and has more myths/legends about it than there are islands in the area. Anyways sea (and islands) around the storm is full of all sorts of Pirates/Sea Monsters/Freaky events, but is still traveled frequently by captains willing to take risks to quicken their travel by several days (thus increasing profit) but i digress from the main point... At the center of the storm lies a great tower ruled by powerful BBEG lich witch (insert spellcasting class that works best) she is terribly vain and tries to appear forever young with magic she draws from the sea and islands themselves. However nothing lasts forever and though she remains looking beautiful, the land and seas themselves are aging and dying in her place. Fearing that time will catch up to her she decides now might be the time to extend her reach to more distant shores...
    Also interesting thing I'd like to throw in. Though she's technically dead (a lich) her hair continues to grow to massive lengths (like lying around the entire castle massive), according to her beliefs hair indicates one's magical ability so she would loath to cut it and also uses it in all sorts of weird magics...
    >> Anonymous 01/16/11(Sun)02:37 No.13538558
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    >>13538302
    Offhand, I'd say +2 dex, +2 wis or int, They need a few abilities to make them really stand out. i hate generic races. It was the problem with 3.5 and it's freakshow design philosophy.

    I'll need to stat up Sahuagin, Selkies, and the Abe Sapien race. Selkie should be easy with a little thought, but how would 4E handle a water-dependent race? How would that ability be expressed? What's a reasonable requirement that would make an aquatic PC able to adventure on land, but still be tied to the water?

    Abe's race's should have a knowledge-gathering encounter power. Maybe they can see backwards and forwards in time to a limited degree? Or they can sense a creature's weaknesses? What about a power that lets them ID a creature's defenses and vulnerabilities?

    Natural telepathy? resistance to cold? bonus to escape grabs?

    i see these guys as deep-water natives. Darkvision is a must.
    >> Anonymous 01/16/11(Sun)02:43 No.13538627
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    >>13538041

    damn it, client race, used as assassins.

    I hate how my brain steals. Why not just give them eidetic memory and be done with it?
    >> Anonymous 01/16/11(Sun)02:46 No.13538664
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    I have to admit, I really like the MTG selkie design.

    But, every setting needs it's cheesecake. This one has pale, grey-haired selkie girls
    >> Anonymous 01/16/11(Sun)02:48 No.13538679
    >>13536678

    Bermuda Triangle Golem.
    >> Anonymous 01/16/11(Sun)02:49 No.13538690
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    Have you thought of using a Nucklavee?
    >> Anonymous 01/16/11(Sun)02:53 No.13538738
    >>13538558
    >>How would that ability be expressed? What's a reasonable requirement that would make an aquatic PC able to adventure on land, but still be tied to the water?

    Requires an extended rest in water to regain healing surges.

    >>Abe's race's should have a knowledge-gathering encounter power. Maybe they can see backwards and forwards in time to a limited degree? Or they can sense a creature's weaknesses? What about a power that lets them ID a creature's defenses and vulnerabilities?

    An encounter power that lets them choose a target and gain a +1 or something bonus against that target?
    >> Anonymous 01/16/11(Sun)02:53 No.13538745
    Awakened Giant Mantis Shrimp as a civilization.
    >> Anonymous 01/16/11(Sun)02:54 No.13538752
    >>13538690
    I recall it turning up in Paizo's Kingmaker AP, in the bestiary of one of the adventures.

    It spreads disease, yeah?

    Truth is, selkies are pushing the pirates theme. Maybe I should expand the setting to incorporate cold islands AND tropical ones, to cover various folklores and expand the possible sources of inspiration. If so, that's a fuckhuge island chain, or some weird currents, to have one part of it tropical, the other cold temperate.

    well...the USA's east coast manages it, maine to florida. that's not THAT big of a distance to stick in an ocean.
    >> Anonymous 01/16/11(Sun)02:56 No.13538778
    >>13538745
    That's completely nonsensical. That idea is stupid, and you should feel stupid.

    I mean, seriously. You couldnt have a civilization of giant sentient mantis shrimps.

    If those existed, they'd have killed off all the other races in a few months, and the whole setting would be about mantis shrimps.
    >> Anonymous 01/16/11(Sun)02:56 No.13538780
    >>13538752
    As well as kill anything it finds. The only thing known to stop it is fresh water or a certain sea spirit. I just think it would be nice to throw at the party because of how disturbing it looks. Maybe even re-fluff it as an undead?
    >> Anonymous 01/16/11(Sun)03:00 No.13538820
    >>13538780
    Problem is, the setting is looking pretty firmly Caribbean/Polynesian, with a the foreign cultures ranging from faux-brittish to cultured african. Selkies are already pushing the theme (even though seals exist in tropical waters). It's like throwing ninjas into medieval europe
    >> Anonymous 01/16/11(Sun)03:00 No.13538827
    >>13538558

    I know there's a magic item that as a daily power, you find out the lowest of the monsters defenses.

    Slap that in as an Encounter, and you find out which of the 4 is lowest, DM telling you only one, if it ties. Not the number, just that "reflex is the lowest"
    >> Anonymous 01/16/11(Sun)03:07 No.13538880
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    >>13538827
    BOOM, problem solved. Unique power found. All that's left is skills and a few traits.

    Darkvision...+2 arcana and insight...bonus power point? +1 to will defense?

    Urg, tired. must sleep. Will save thread to hard drive, hope for a few more ideas tomorrow morning.

    Thanks /tg/ for all the great thoughts
    >> Anonymous 01/16/11(Sun)03:11 No.13538904
    >>13538880

    Would love to keep helping tomorrow. Hopefully this doesn't 404 over night.
    >> Anonymous 01/16/11(Sun)03:13 No.13538920
    If it's still here I'll bump it when I wake up.
    >> Anonymous 01/16/11(Sun)09:33 No.13541206
    OP bumping. But, can't type. Family stuff. Will hope thread still around after sunday brunch and dead-grandma-related thing.

    Needs a better concept of the human nations and factions involved. And something interesting about the pirate factions. Needs to be somewhat original, not just cliche'd yo-ho-ho, or Pirates of the Carribian.

    Or maybe it should be. I really need to finish playing Monkey Island. Once Piece would also be useful, but I'm leery of it.

    Tempted for there to be dwarven sailors/pirates. If only for in-joke in my group.
    >> Anonymous 01/16/11(Sun)15:44 No.13543945
    >>13541206

    non-op bump

    Honestly, I've read a huge chunk of One Piece, I think there's tons of hooks and ideas for pirates/civilizations. It has tons of "single manly tear" moments when someone goes off, knowing they should die to protect their friends.

    The nation could be a loose, fractious group, under one central rule, but the further away they are from it, the less stuck up they are about following the rules. I mean, any time you have isolated groups of people, they tend to do things their own way, unless someone FORCES them to do otherwise.
    >> Anonymous 01/16/11(Sun)19:19 No.13545784
    >>13543945
    OP back.
    My thinking is that the "nations" are just enclaves of various trading concerns, with most of the port cities ruled by puppet governors. There would be a few "free" ports, and a "Shipwreck cove" or two.

    "Look alive and keep a weather eye. Not for naught it's called Shipwreck Island, where lies Shipwreck Cove and the town of Shipwreck!"
    "We pirates arent very creative with names, are we?"

    Through these ports travels shipping froma dozen or more nations, and even more distant travelers turn up from time to time.

    The two most powerful nations so far is a East India Tea Company equivalent from some sort of brittish-empire-equivalent, and the merchants of an advanced africa-esque empire. The african dudes are heavily into magic, with traditions of witches being a big part of the culture (my thinking is that if witches ACTUALLY existed, people would realize how useful they are). Their religion winds up looking like traditional west african, maybe even with Anansi stories and some voodoo. The empire runs on necromancy, which is government-sanctioned and accepted, but the people in general dont much like it.

    The E.I.T.C. and it's sponsor-nation is less clear. I can't think of a way to make it less generic, aside from being less-magically inclined and more about tech and progress, which might seem a little out of place in D&D.
    >> Anonymous 01/16/11(Sun)19:30 No.13545863
    Additional political player:

    "the Dragocracy"

    There's a small country that's ruled by a dragon. Probably a Red. And there's only two laws there:
    1. Dont question the dragon
    2. add to the horde.

    seriously, all the dragon cares about is food and it's horde. The entire economy, foreign policy, everything, is all about adding to the already-absurdly-huge horde in the hollowed-out capital building.

    Pretty much imagine what would happen if the situation in Guards! Guards! had been allowed to continue.

    The Dragon is probably called "the people's glorious leader of the glorious democratic people's republic of the people."

    Anyways, merchants of the Dragocracy are into the area, always trading textiles, food, oils, and slaves for gold. gold gold gold. And gems. But mostly gold.

    It's been going on for nigh-on 30 years, so they also have lots of sorcerers.
    >> Anonymous 01/16/11(Sun)19:35 No.13545909
    >>13545784

    You could do a bit of what made EITC infamous in the game. Have them primarily trade opium/drug of choice to "less civilized" countries to create the opium trade. Actual history is horrible/interesting in having some awesome plot ideas :/

    Opium and tech to random island nation for minerals/gold and shit. You could easily make up an element or something they're trading for, which is a mcguffin of some sort. "EITC is actually using Amazo powder to create weapons of war, which their getting from the desert nation of Longboard! SOMEONE MUST STOP THEM"

    captcha wants the corporation to be "adsele inc"
    >> Anonymous 01/16/11(Sun)19:47 No.13546003
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    Drug Dens, Drug Dens Everywhere!

    I need a fantasyland opium equivalent, maybe alchemicaly derived. Actually, maybe that nation is REALLY big into alchemy; the thusly improved chemistry and metallurgy lets them have better guns than historically accurate for the time period

    (I'm thinking single-shot guns that are quickly reloaded. Maybe a percussion-cap system, or even breech-loaders. the point is to force players to re-load, but have reloading take 6 seconds instead of 30 seconds, and have the guns be quasi-accurate, and justify improved damage (pistols that deal 1d6 damage and are stopped by armor are stupid.)
    >> Anonymous 01/16/11(Sun)20:12 No.13546231
    >>13546003

    If they're into Alchemy, have them shoot elemental balls or something, so you don't have to worry about the lead poisoning/etc of being shot with an actual bullet. If magic is available in the world, why would they want to just shoot regular bullets? Arrows are slightly different, as the people that use them do it because they're the materials at hand, but GUNS are specifically crafted to have their effect.

    I'd make the guns similar to wands, only anyone could use them. Have a gun shoot magic missiles, or flame bursts or something. OR, better yet, model them after Caster weapons from Outlaw Star. A gun that uses magic shells, but shells are hard to find/dangerous to the user, but ridiculous effects.
    >> Anonymous 01/16/11(Sun)20:27 No.13546399
    >>13546231
    Not everyone can cast spells. it takes a decade-long education to be a wizard. Even in eberron, learning to cast a little utility-magic is like going to tech school.

    But guns can be mass-produced, and anyone can use them with a little training. or no training. But yes, special alchemical ammo would be cool.

    The idea is that the single-shot pistol would deal like 2d6 baseline, take a standard action to re-load, and have the high-crit property, 30 ft range increment, and be a martial weapon, and be kind of expensive.

    With special ammo like bullets that, when fired, spontaneously convert their mass into fire energy, or pressurized acid or something. With super-special single bullets existing that do absurd things. Plus, maybe guns could count as Warlock or wizard implements, allowing them to channel Eldrich Blast through the gun, thus making a badass pirate gunmage.

    Maybe that would require a feat.

    Gunmage
    P: arcane power source
    You may use guns as an implement for your class, applying the gun's enhancement bonus to your attack rolls.

    Bullet Wizard
    P: Gunmage, arcane power source
    When using a gun as an implement with arcane powers, you may use the gun's damage dice in place of the power's.
    >> Anonymous 01/16/11(Sun)20:35 No.13546486
    >>13546399

    A feat would make it much more reasonable, as EVERY warlock/wizard to get their hands on a gun could turn into crazy arcane snipers or something, and that could... well change the setting drastically.

    I really like the second feat, but wouldn't that make the character that has it over powered, if it does 2d6, where as most at wills only do what... 1d8? 1d10 if you're eldritch blasting. This would get dangerous with BLASTS specifically. 2d6 over 1d8 isn't terribly over powered, but when you're doing 2d6 to potentially 9 people? The only way to really balance it is for guns to have a breaking point or something. Shoot too much blasts with a gun, it jams or overloads the chamber. And since no one really likes weapon degradation, it's a lose/lose scenario to me. I love the concept, but if you're going 4e, balance is only thing I can think is wrong with it.

    I think the guns should have a longer range than spells though, which is a great reason to have them.
    >> Anonymous 01/16/11(Sun)20:35 No.13546488
    >>13546399
    Maybe the high-teir weapons are 2-shot or 3-shot revolvers that take 3 rounds to reload?
    >> Anonymous 01/16/11(Sun)20:39 No.13546528
    ...But then again, 2 feats just to do a 2d6 blast instead of a 1d8-1d10 isn't too bad, now that I think of it.

    ...OH! Better idea! Make a gun shooting template, similar to the Dark Sun ones! It prevents sinking too much into feats, but allows you to use your gun to use a blast attack, with an Encounter power, so it can't be over used!
    >> Anonymous 01/16/11(Sun)20:50 No.13546617
    >>13546528
    Yeah, themes would be great. The problem is, there'd need to be a LOT of them. Or, they'd need to be generic, so picking one doesnt influence your character too much.

    Gunfighter theme (pistols & gunplay), Musketeer (rifles and sniping) theme, buccaneer (straight-up pirate) theme, Merchant theme, salt dog theme, Ships-mage theme, that sort of thing.

    Damn, that'd be a big undertaking.
    >> Anonymous 01/16/11(Sun)20:54 No.13546657
    >>13546399
    >>But guns can be mass-produced, and anyone can use them with a little training.
    It wasn't always so.

    Firearms existed for centuries as very rare, very expensive, custom made pieces of equipment that very few people knew how to use. Crossbows were easier to make and use during this time.

    The mass production of guns didn't come from guns being so much simpler than bows or crossbows. It came from the fact that as technological developments continued, it became easier to mass produce firearms in general.

    Kind of like how computers, when they originally appeared, didn't instantly change humanity because for decades, the only computers around were rare and expensive things that were only useful for certain applications.

    I only mention this because it seems like every time someone introduces firearms into a pseudo-medieval setting, they feel the urge to have it already supplanting (or in the process of supplanting) all other ranged combat options, when such wasn't even the case in real life.
    >> Anonymous 01/16/11(Sun)20:55 No.13546661
    >>13546617

    This is starting to sound like an awesome campaign setting, honestly. :D
    >> Anonymous 01/16/11(Sun)20:56 No.13546675
    >>13546486
    But you can only do it once every two rounds, and have to blow a standard action to re-load. Lots of wizards and warlocks would disdain the frippery for traditional casting, and I expect players would as well.

    in metagame terms, maybe many players would carry firearms for dire situations (so fighters can quick-draw and shoot for decent damage when the enemy is out of range), but wouldnt bother to re-load in combat, while some would specialize in it.

    But yes, guns should have a breaking point. Like, rolling a 1 or a 2 causes it to misfire, break, or explode in the user's face, dealing...5 damage/tier?

    Oh, there should be gun-and-sword feats, for using the two together.
    >> Anonymous 01/16/11(Sun)20:59 No.13546704
    >>13546675

    Gun/sword theme would likely be covered under the pirate/buccaneer theme, but yes. gun/sword combat is an awesome type.

    Is there a place we could discuss this where it wouldn't disappear once the two, possibly three, of us go to sleep?
    >> Anonymous 01/16/11(Sun)20:59 No.13546706
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    >>13546617
    Officer-and-a-gentleman theme, Voodoun theme (and a voodoo warlock build).

    Ooh, a genuine melee warlock build! I've always wanted a touch-based casting class. like a kung-fu wizard that claw-punches people with touch spells. Or a warlock that punches people and rips their heart out with magic!
    >> Anonymous 01/16/11(Sun)21:02 No.13546730
    >>13546706

    Deepone Warlock theme, attack with spectral crab claws?! FUCK YES!
    >> Anonymous 01/16/11(Sun)21:04 No.13546748
    >>13546657
    I agree with that. Personally, I think that in a setting where guns exist, it just makes bows cooler.

    Of course, PCs and their enemies would be big gun-users, what with all that disposable income. But among normal people, probably barely anyone uses guns, and on a standard pirate ship, only the captain has one.

    So, guns are known, but expensive and uncommon, and bows are still the go-to weapon for normal people. but rich bitches commonly use them.
    >> Anonymous 01/16/11(Sun)21:15 No.13546869
    >>13546704
    I dont forum anywhere else. I suppose I could archive the thread, and post a continuation this week. /tg/ is proving very profitable for me; I might finnaly be able to make a professional-looking setting with a wide appeal

    (my previous attempts petered out because it turned out no one else really liked Necropunk or Land-of-the-lost/darkest-africa/speculative-evolution.
    >> Anonymous 01/16/11(Sun)21:21 No.13546921
    >>13546869

    Good idea. It'd be funny to pitch this to WotC or something after this gets fleshed out to the size of a campaign book. Selkie + Abe sapien like race to be the two new races, kinda thing. Also, it'd hopefully have comprehensive gun ideas for 4e, which will be stolen everywhere.

    ...speaking of that, what would Abe's race be named?
    >> Anonymous 01/16/11(Sun)21:29 No.13546989
    The other thing the setting needs is a name.

    And more thought on the underwater aspects.

    So far:

    Brine

    Overwave

    ...that's pretty much it. I need to brainstorm more names.
    >> Anonymous 01/16/11(Sun)21:33 No.13547028
    >>13546989

    Eternal ebb and flow?
    Horror beneath the waves?
    If it weren't already a cartoon, PIRATES OF DARK WATER.
    >> Anonymous 01/16/11(Sun)21:36 No.13547070
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    >>13546921
    I have no idea. Thus, I keep calling them abe sapiens.
    >> Anonymous 01/16/11(Sun)21:40 No.13547117
    >>13547028
    Tentacles rising?

    how about...

    Kraken.

    because krakens are the dragons of the sea?

    How about Caves and Krakens?
    >> Anonymous 01/16/11(Sun)21:45 No.13547172
    >>13547117

    Murky waters?

    While I keep thinking of names that are good homages to Lovecraft, since Dagon is in it, I wouldn't want the name to infringe on something already used.
    >> Anonymous 01/16/11(Sun)21:58 No.13547305
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    http://suptg.thisisnotatrueending.com/archive/13535971/

    thread archived. I'll sit down and hash out some stats and in-universe fluff, or at least codify the concepts and tropes of the setting's factions and regions.

    will post work in new thread this week. Thanks for all the help.

    captcha: Lional sea

    Captcha is auspicious
    >> Anonymous 01/16/11(Sun)22:05 No.13547364
    >>13547305

    Wolves of the sea. A reference to Alestorm's song. Which is also pretty awesome Piratemetal.

    Lional sea does sound... Impressive. I like it.
    >> Anonymous 01/17/11(Mon)00:44 No.13549208
    Hey OP I would love to document/collaborate what you have so far, are making for my own use. I find it very refreshing pace, and the ideas everyone has mentioned so far lead to tons of possibilities. My interest is piqued and imagination a'flowin



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