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View Full Version : Idea for a setting - Thoughts?



ufo
2007-03-11, 01:50 PM
I have had an idea for a setting for some time, changing alot of the classic stuff about D&D.

It's a rennaisance-like setting, with gunpowder weapons, using (until I find some good ones) the gunpowder rules in the DMG.

Looks
The world is, literally, one big, gigantic jungle, with alot of wide rivers. Most of the openings in the forest are above the roads.

Now, being a jungle doesn't mean unpopulated - far from. Lots of races wander around in great numbers. The basic playable races are these (no stats yet):

Human
Many humans specialize in flying, sailing and trading, and many are quite good at using light weapons and moving fast, but they are averagely of a weak build.

Delvun
Delvun are green humanoid creatures. They are often muscular and have a natural strong build. They are very un-charismatic, and they tend to resolve conflict via force, but they are still traders. They often specialize in heavy non-gunpowder weapon

Kudd
Kudds are small intelligent, purple humanoid creatures. They often build great cities and are nearly always responsible of many trade routes. They stand a bit over half the size of an average human man. They tend to specialize in light non-gunpowder weapons, although they rarely fight


Pello
Pellos are averagely human-sized creatures, with their skin being red-brown. They have small sharp teeth, only just extending from the mouth. They most often live in the wild, but many have still decided to move to the cities, most often as mercenaries. Along the sides of their backs, they have evolved extra bone, shielding their flesh. These places from just under the neck and down to right under the lungs have no nerves, and thus, the Pellos will not feel pain if they are hit in these places, except, of course, the bones are penetrated. Many, especially humans, find Pellos of the opposite gender very attractive.They often specialize in using light weapons of all kinds.

(The Pello might seem slightly unbalanced, but due to their wild nature they will have lots of penalties on skills such as Appraise.)

I still need one race, if you ask me, but these might suffice.

Back to the world!

In the western part of the world/forest, there are small sandy beaches, and a gigantic ocean, spanning great lengths. Noone has yet reached the end of it. Cities by the beach are extremely rare.

But to make up for that, most cities are based on, above or at the edge of the rivers, thus making river piratey very common. Another common thing is airships, mostly you for trips between cities, in the safety above the trees.

Over 70% of the cities have stone walls that reach minimum (often higher) halfway up the surrounding trees. Many cities (including almost all made by the Kudd) are very very big, and via masterwork building, many bridges are made that can actually hold buildings up, thus that cities might extend as far as a kilometre or two in the air. The most common stone used for building is granite, which is - to say the least - much stronger than in our world. This makes it a splendid sight to approach a city via airship, seeing white-grey towers and bridges, twisting kilometres in the air.

The most common weapon is proably cutlass or rapier, due to the large amount of piratey, also, heavy armours are uncommon among people not employed by an army. Survival in this world relies on extreme strength or speed. Thus dexterity-fighters would be a good choice.

Update: This world is extremely low-magic. Approximately 1 of 100.000 people is a sorceror, born with magical powers. Wizards will be replaced with an alchemist class. Rangers, paladins and cleric and other fighter/casters will get other bonuses to make up for the loss of spells. Perhaps extra feats. But cleric will probably be taken away, if you want a cleric, play a religious fighter.

Bard will probably be a hard class to play, with the loss of magic. But I'm going to add it anyway and give it some new feats and stuff, to make it a pure teamplayer.

Classes until now
Fighter
Barbarian
Sorceror (rare!)
Paladin (modified)
Ranger (modified)
Paladin (modified)
Monk
Rogue
Bard (heavily modified)

Alchemist - An alchemist is a mastermind at making alchemical mixtures, such as healing potions. A unique feature for alchemists are their ability to make special throwing potions at a low cost, so that the wounded will not have to drink, and can thus be healed while fighting. This makes alchemists a potential ally while adventuring, and most adventuring parties seek alchemists to adventure with them - often with the payment of a fair part of what they find. While not physically a challenge for enemies, an alchemist can deploy a large range of mixtures for throwing at the enemy, and should their arsenal be empty, they often have a dagger or gun by the hand, to take on enemies that get a bit too close.


Important-ish! Read-o read-o!

I ask all of you to come with suggestions, as I posted here to make it some sort of joined mini-project and because I'm too lazy to do anything myself

UPDATE! Looks part have been updated!

UPDATE! Factions! Look under this text.

First prototype factions:

The Knowing - A relatively large group of mainly rangers, but also barbarians and few others that fight to keep the number of cities and technology to a minimum. They call themselves "The Knowing", as they claim to be the only intelligent beings, as they believe that technology will be the end of all. Common names outside the group are "Tree-huggers", "Treebies" and "Technos" are just a few. (the last one only intended to provoke members of them). Members are in some cities often accused of murders, which is in more than a few cases true, as the Knowing are more than willing get rid of anyone that participates in evolving technology.

Rainwalkers Corp. - A large trading comapny. They took the name as an advertisment off that they stop at nothing in the wild jungle - not even harsh storms, which has proven to be true - a few times.

Mecchers - A relatively small group of Kudd, known for their ability to build mechanical things. Originally they had no name, but people began to call them "Mecchers" in everyday talk, and the name hung around, until declared the official name.

Fuum Bango
2007-03-11, 01:57 PM
I think if the whole world is a trees there should be a group of Druids that specialise in keeping the jungle away from the cities, unlike most worlds they could get a lot of praise from the people of the jungle.

Also if humans fly and sail they should get a bonus to using ropes.

ufo
2007-03-11, 02:36 PM
I think if the whole world is a trees there should be a group of Druids that specialise in keeping the jungle away from the cities, unlike most worlds they could get a lot of praise from the people of the jungle.

Also if humans fly and sail they should get a bonus to using ropes.

Nice points - will add the rope point-stuff when I have some basic bonuses for the other races too.

One of the things I forgot to explain is that this world is extremely low-magic. Like, 1 of 100.000 is a sorceror (not wizard!) and the wizards should probably be replaced by some kind of alchemist class. ( No idea which one - I don't know any, I am open to suggestions.)

EDIT: Oh yeah, and nice avatar :smalltongue:

EIDT2: It's a nice idea though, and some rangers/random nature fanatics could still do the job. Thanks for the suggestion :smallbiggrin: . Will probably begin making a faction list shortly.

EDIT3: I am now going to update again.

Fuum Bango
2007-03-11, 03:07 PM
I think if this is a low magic setting the Gods should be plentiful, weak and have very minor domains. Gods like;

Goddess of Glory
God of Ore
God of Feasts
Goddess of Misfortune
Goddess of Theatre
God of the Eldery
God of Spring

The Gods, or maybe they're just powerful spirits, might all have mortal forms they use to travel the world and often play games with mortals.

ufo
2007-03-11, 03:17 PM
I think if this is a low magic setting the Gods should be plentiful, weak and have very minor domains. Gods like;

Goddess of Glory
God of Ore
God of Feasts
Goddess of Misfortune
Goddess of Theatre
God of the Eldery
God of Spring

The Gods, or maybe they're just powerful spirits, might all have mortal forms they use to travel the world and often play games with mortals.

Noted!

And even though we would know which gods exist, there could be large arguments in the world:smallamused:

Fuum Bango
2007-03-11, 03:30 PM
What would also be neat is if Gods where bound to different countries, so once long ago there was a God of Navigation, then a war happened and the country was left barren and its people killed. Now he is the God of the Blind.

ufo
2007-03-11, 03:34 PM
What would also be neat is if Gods where bound to different countries, so once long ago there was a God of Navigation, then a war happened and the country was left barren and its people killed. Now he is the God of the Blind.

Uhmm.. sorry if this is a personal question, but.. are you a fabric machine? :smallbiggrin: .

Dramatic god-stories - noted!

I will begin a faction-list.

Fuum Bango
2007-03-11, 03:45 PM
Yes. I am.

The Delvun sound too much like dumb Orcs or Ogres, every race should have its merits, something it can be proud of.
Maybe they do solve problems with force, but what if they're highly trained monks, insted of barbarians or fighters?

YAWN

ufo
2007-03-11, 03:51 PM
Yes. I am.

The Delvun sound too much like dumb Orcs or Ogres, every race should have its merits, something it can be proud of.
Maybe they do solve problems with force, but what if they're highly trained monks, insted of barbarians or fighters?

YAWN

They're not dumb - not at all, but they take advantage of their natural strength. Not at all like orcs, they don't even look like them.

Their looks are to a lesser extent based on the green guy in this comic page: http://www.squidi.net/comic/tsd/view.php?ep=2&id=1

Only with smaller upper bodies and more height.

Oh, and the Pello are not elves! I hate elves! (Because they are overused. So are humans though :smallamused: ).

Also, updating first post with the first factions - only prototypes, open to suggestions.

Fuum Bango
2007-03-11, 04:01 PM
Hahaha, alright alright.
Hmm, I think if your going to have humans they need to be different from the classic DnD humans. Maybe, even though they are fairly advanced they still wear the war paint that they're ancestors wore.

Imagine a Noble woman, wearing in a fine dress, but half her face covered in dark red make-up or a low level rouge with his arms painted purple and a crow tatooed on his cheek.

ufo
2007-03-11, 04:08 PM
Hahaha, alright alright.
Hmm, I think if your going to have humans they need to be different from the classic DnD humans. Maybe, even though they are fairly advanced they still wear the war paint that they're ancestors wore.

Imagine a Noble woman, wearing in a fine dress, but half her face covered in dark red make-up or a low level rouge with his arms painted purple and a crow tatooed on his cheek.

While I must confess that I don't like the idea in it's depth, it would be cool if most of the nobles were the only to do such a thing - because of their noble heritage or such. Or knights, for example.

We would see a noble with facepaint as primitive - people in this world would admire them :smallbiggrin: .

What do you think of this? This is (kind of) collective, I'm not the overhead.

Fuum Bango
2007-03-11, 04:15 PM
I think most nobles would wear it to show heritage, other people that want to claim a noble ancestry might and a few people with very select careers might, like a knight or a monk.
I think its a good way to help the players know if they're talking to someone important. Not to mention it makes use of the disguise skill when the party needs to get into a royal ball fast :D.

Anyway, I'll let the rest of the forum take it from here.

MeklorIlavator
2007-03-11, 04:48 PM
I fit is going to be this low-magic, you might need a different way of healing, as DnD assumes that clerics will heal the party after every encounter or so.

Maybe take a page from the Star wars d20 and introduce something like Bacta that increases healing.

ufo
2007-03-11, 04:56 PM
I fit is going to be this low-magic, you might need a different way of healing, as DnD assumes that clerics will heal the party after every encounter or so.

Maybe take a page from the Star wars d20 and introduce something like Bacta that increases healing.

Well, we do have healing potions (alchemists). So, some sort of alchemist's fire, but healing, so you can throw them at allies. This stuff is easy for alchemist's to create, but other classes will need to put alot of time and effort on learning it, and miss out on other things for their particular class.

Does that sound good?

MeklorIlavator
2007-03-11, 05:05 PM
Well, we do have healing potions (alchemists). So, some sort of alchemist's fire, but healing, so you can throw them at allies. This stuff is easy for alchemist's to create, but other classes will need to put alot of time and effort on learning it, and miss out on other things for their particular class.

Does that sound good?
Ahh, you probably need to post more about the alchemists, because right now there is no real definition on what they can/cannot due. But if they have access to (cheaper) healing potions, they should be all right.

ufo
2007-03-11, 05:06 PM
Habits of the races
(Had to do it)

Humans
Many humans natural love for prestige and wealth have resulted in that they are responsible for a large part of the piracy along the rivers. This has resulted in that in the river-ports, many people of the other races looks with suspicion on the humans, and hold their pouches tight, and possibly a dagger by the hand.

Another habit - or tradition - among the humans, are facepaint and tatoos in the face, on the breast or upper arms, or wherever visible. These indicate noble or royal heritage, or a special place in the heirachy. Some of the richest tend to use rare paints to prevent the lower class from impersonation.

In some parts of the world, the human families - or clans - split the area politically and strife for power, even though it rarely resulsts in violence.


Will be updated later when we figure out habits for other races/new habits for humans/changed habits for humans!

Keep the suggestions coming, and remember to correct me if there's something you have a better idea for!

I will begin to write boring updates in first post, mostly about classes and other stuff that might come to mind. Also, remember to come with suggestions for factions and items and classes and stuff and more stuff.

EDIT: Basic-ish stuff about alchemists written. Will be updated, of course.

Neon Knight
2007-03-11, 05:24 PM
The Knowing- A group of hippies? The nature hugging style faction is a pretty common thing. Perhaps a more violent nature type group would be appropriate? Something like Rambo on steroids? Crazy people who believe that only the strong survive? And to join them you have to survive a nigh tin the jungle being stalked and dodging traps?

The name also does not evoke the feeling of a nature group. Rainwalkers does, but The Knowing? That sounds like a mage cult.

Rainwalkers- If they are a company, maybe you should add something to the name to indicate it. Like The Rainwalker Co. or Rainwalkers Inc. Say the name Rainwalkers and I get an image of a ranger guild or an organization of guides or something like that.

Mecchers- Sounds alright. Although why is there a penchant for short tinkers?

Keep in mind this is constructive criticism. The rest of the setting looks fine. I just find the factions slightly questionable.

ufo
2007-03-11, 05:31 PM
The Knowing- A group of hippies? The nature hugging style faction is a pretty common thing. Perhaps a more violent nature type group would be appropriate? Something like Rambo on steroids? Crazy people who believe that only the strong survive? And to join them you have to survive a nigh tin the jungle being stalked and dodging traps?

The name also does not evoke the feeling of a nature group. Rainwalkers does, but The Knowing? That sounds like a mage cult.

Rainwalkers- If they are a company, maybe you should add something to the name to indicate it. Like The Rainwalker Co. or Rainwalkers Inc. Say the name Rainwalkers and I get an image of a ranger guild or an organization of guides or something like that.

Mecchers- Sounds alright. Although why is there a penchant for short tinkers?

Keep in mind this is constructive criticism. The rest of the setting looks fine. I just find the factions slightly questionable.

Rambo on steroids?! Well, they are not "tree-huggers" as in druids (that is also, a nickname), they just have a "slightly" fanatic idea that technology is bad, and yes, they are willing to kill, and yes, I thought I added that to their description (Honestly, I meant to!), but no, I did now, and yes, I will do that now. :smalltongue:

Rainwalkers - Ack! Damned, I knew I missed something, thanks for the heads up.

Mecchers - Small tinkers are teh fuuun! :smallbiggrin: . Okay, probably a gnome rip-off, a bit too much.


EDIT: I just realized that I write in an terribly energic and childish way in the night/when I have much energy. I'm sorry I sound like a provoking 8-year old in all of my above posts...

Neon Knight
2007-03-11, 05:43 PM
Rambo on steroids?! Well, they are not "tree-huggers" as in druids (that is also, a nickname), they just have a "slightly" fanatic idea that technology is bad, and yes, they are willing to kill, and yes, I thought I added that to their description (Honestly, I meant to!), but no, I did now, and yes, I will do that now. :smalltongue:

Rainwalkers - Ack! Damned, I knew I missed something, thanks for the heads up.

Mecchers - Small tinkers are teh fuuun! :smallbiggrin: . Okay, probably a gnome rip-off, a bit too much.


EDIT: I just realized that I write in an terribly energic and childish way in the night/when I have much energy. I'm sorry I sound like a provoking 8-year old in all of my above posts...

Not at all. I was merely providing another viewpoint. You're not childish. And I'm not the holy fount of all wisdom. If you personally think that it makes sense as written, then keep your writing. Only take my suggestions over your material if you truly believe my suggestions are better.