So recently I started working on a home brew setting mod for D&D while I have been making good progress I thought it would help if I tapped into the vast creative resource that is the Escapist forum community to help me brainstorm ideas.
So there you go any idea's you have will be welcomed.
Rules: 4th Edition
Setting: Steampunk/Piracy, essentially the world is a set of small continents and plenty of islands, the players will be a band of Pirates, pillaging, raiding dungeons while looking for buried treasure, and so forth.
Back story: When humans first discovered their Elvish neighbors they began to to explore further, after learning of all seven continents a new fervor for trade emerged. This fervor for trade begot an industrial revolution, which swept across the world. With this new buzz of trade, a breed of free-men took to the sea's and began a age of piracy.
World: As mentioned the world is made up of plenty of islands, it also has has 7 small continents (one for each race minus the half-elves).
Draconia: Home of the Dragon-Born, Capital City: Ajarashh.
Hylon'Del: Home of the Dwarfs, Capital City: Hylon'Ke.
Dayanairra: Home of the Eladrin, Captial City: Valelareth.
Erastea: Home of the Elves, Capital City: Faraden.
Paebib: Home of the Halflings, Capital City: Lidroc.
Forra: Home of the Humans, Capital City: New Hoddun.
Safirub: Home of the Tieflings, Capital City: Regden.
Mid-Terra: A large island almost equidistant to all 7 continents, because of it's position it has become the hub of trade throughout the world. It is separated into 7 districts, one for each nation, and is a microcosm of the world.
Free-port: Home city to anyone who calls them self a pirate, it is a lawless town run by the pirates. The only thing that keeps the peace is the knowledge that if someone were to cause trouble everyone else would kill them.
Technology: Each race has a different take and use for technology. Their uses often mimic their own personalities.
Dragon-Born: Use technology in applications discovered by their ancestors, Dragon-Born ships, while often carrying advanced technology appear just like their more ancient counter parts.
Eladrin: Don't treat science in the traditional sense. They instead focus on what they call "Scientific Application of Magic". So an Eladrin steam engine would use fire magic to heat the water instead of coal or oil. An Eladrin ship is a heavily enchanted and graceful vessel.
Elf: Elves use science to create graceful, streamlined technology. An Elvish ship is a sleek vessel that cuts through the water with ease.
Dwarf: Dwarfs us technology to create powerful unstoppable beasts of steam. While no always the fastest a dwarven engine can produce the most horsepower. Dwarfish ships are built around great monstorus guns that do devastate their enemies.
Halfling: Halfling technology is very discrete and stealthy, halflings tend to prefer gadgets and gizmo's to guns and engines. A halfling ship is a small fast, silent, and occasionally submersible.
Human: Human technology straddles the divide between power and grace. Leaning to either side depending on the inventor. A human ship is as hard to predict as the winds.
Tiefling: Tiefling's like Eladrin us magic to change the rules of technology, however their ships are all about power. A Tiefling ship features several magically enhanced guns.
Setting: Steampunk/Piracy, essentially the world is a set of small continents and plenty of islands, the players will be a band of Pirates, pillaging, raiding dungeons while looking for buried treasure, and so forth.
Back story: When humans first discovered their Elvish neighbors they began to to explore further, after learning of all seven continents a new fervor for trade emerged. This fervor for trade begot an industrial revolution, which swept across the world. With this new buzz of trade, a breed of free-men took to the sea's and began a age of piracy.
World: As mentioned the world is made up of plenty of islands, it also has has 7 small continents (one for each race minus the half-elves).
Draconia: Home of the Dragon-Born, Capital City: Ajarashh.
Hylon'Del: Home of the Dwarfs, Capital City: Hylon'Ke.
Dayanairra: Home of the Eladrin, Captial City: Valelareth.
Erastea: Home of the Elves, Capital City: Faraden.
Paebib: Home of the Halflings, Capital City: Lidroc.
Forra: Home of the Humans, Capital City: New Hoddun.
Safirub: Home of the Tieflings, Capital City: Regden.
Mid-Terra: A large island almost equidistant to all 7 continents, because of it's position it has become the hub of trade throughout the world. It is separated into 7 districts, one for each nation, and is a microcosm of the world.
Free-port: Home city to anyone who calls them self a pirate, it is a lawless town run by the pirates. The only thing that keeps the peace is the knowledge that if someone were to cause trouble everyone else would kill them.
Technology: Each race has a different take and use for technology. Their uses often mimic their own personalities.
Dragon-Born: Use technology in applications discovered by their ancestors, Dragon-Born ships, while often carrying advanced technology appear just like their more ancient counter parts.
Eladrin: Don't treat science in the traditional sense. They instead focus on what they call "Scientific Application of Magic". So an Eladrin steam engine would use fire magic to heat the water instead of coal or oil. An Eladrin ship is a heavily enchanted and graceful vessel.
Elf: Elves use science to create graceful, streamlined technology. An Elvish ship is a sleek vessel that cuts through the water with ease.
Dwarf: Dwarfs us technology to create powerful unstoppable beasts of steam. While no always the fastest a dwarven engine can produce the most horsepower. Dwarfish ships are built around great monstorus guns that do devastate their enemies.
Halfling: Halfling technology is very discrete and stealthy, halflings tend to prefer gadgets and gizmo's to guns and engines. A halfling ship is a small fast, silent, and occasionally submersible.
Human: Human technology straddles the divide between power and grace. Leaning to either side depending on the inventor. A human ship is as hard to predict as the winds.
Tiefling: Tiefling's like Eladrin us magic to change the rules of technology, however their ships are all about power. A Tiefling ship features several magically enhanced guns.
Weapons: I've grappled about how I should have firearms be about of this, I know I want them, but I'm still trying to decide how to balance them. Currently I'm thinking they will be more powerful than bows but require much longer to reload. The four types will be,
-Pistol
-Rifle
-Musket
-Blunderbuss
Gadgets: Being steampunk you just can't forget gadgets, these I plan to have act as buyable and equipable feats. The points I want input on are,
-Ideas for Gadgets
-Balancing
World: Any suggestion to how I can improve the world would be nice, poke wholes in my logic to make me fix them, suggest ideas for islands and cities.
Feats: Along with all these new changes I'll need feats to go along with them, any ideas would be nice.
Classes: While I don't plan on a complete class overhaul, I want to add an extra pirate based paragon tier class.
Naval Combat: I have a plan on how I want boarding combat to work; but ship vs ship cannon battles are still something I am trying to workout.
-Pistol
-Rifle
-Musket
-Blunderbuss
Gadgets: Being steampunk you just can't forget gadgets, these I plan to have act as buyable and equipable feats. The points I want input on are,
-Ideas for Gadgets
-Balancing
World: Any suggestion to how I can improve the world would be nice, poke wholes in my logic to make me fix them, suggest ideas for islands and cities.
Feats: Along with all these new changes I'll need feats to go along with them, any ideas would be nice.
Classes: While I don't plan on a complete class overhaul, I want to add an extra pirate based paragon tier class.
Naval Combat: I have a plan on how I want boarding combat to work; but ship vs ship cannon battles are still something I am trying to workout.
So there you go any idea's you have will be welcomed.