| Post/Author/DateTime | Post |
|---|---|
| #1DreamstryderSep 26, 2014 20:12:20 | In the mood for dinosaurs, pirates, and wrecked spaceships, I’m repurposing the Isle of Dread map to make my own wonder-isle sandbox described by its ecclectic mix of inhabitants. Each islander group has:
(PS: This thread is basically my brainstorming and developing a setting complete with hooks and some NPCs. Don't let that stop you from chiming in with questions, ideas, or gonzo stories of your own!)
Pirates There are wrecks from varied civilizations around the isle, and these treasure-hunters and technology-scroungers are the likeliest to know how to use a weird item or use a combination of magic and technology to build ghost forcefields and flying ships. Their “natural” predators are undead found in the wrecks, not all of which are from this planet. Some aren’t even filled with safe atmosphere.
Expect firearms in their peg legs (heavy crossbow) and extendable prosthetic arms (whip, grappling hook), various mecha (AC 12, 50 hp, giant hand 1d8, +3 Str).
Neanderthals In the blizzard-smitten highlands inland, strange, isolated creatures live in the harsh environments and in the volcanic thermal valleys. The scattered tribes of neanderthals in this area live by herding wild animals into traps.
In the middle of the isle, they could be traders and guides; their main challenge: to find resources.
Cats
Dinosaur knights These castle folk (humans?) mine the mountains and train the terrible beasts of the lowlands. Some demand donations from the surrounding tribes from driving off large predators during their hunting and capture excursions. Each castle is a different country.
One fort is under attack from a fearsome dragon because a they stole its eggs to raise dragon mounts to defeat their enemy, the Great King Barf, tyranno-rider. However, they have no one who can defeat an adult dragon.
Merfolk The most elaborate culture is the great merrow domain of the surrounding waters, full of traders, guides, and artisans. They are biologically unable to return to underwater life without their distinctive garments (you can find merrow refugees in other places).
~Wandering NPC ideas~ Young giant come of age to strike out and seek her fortune. I wonder if she shipwrecked here, but the isle has enough food on it for her to take time planning her next move. Most dino-knights think she’s a monster, but other groups might worship her or be simply unfazed by her size. She carries a (giant's) cask full of gold “filings”: coins, bullion, nuggets, trinkets. For all the clout she could offer the PCs as a courier, guard, or hired arm, she can't enter cramped dungeons for obvious reasons.
The errant robot knight is the epitome of high-efficiency chivalry. He bleeps antiquated poetics, is rocket-powered, and avoids the sea. I assume he wants to discover why he was made, but I may make that question allegorically unanswerable. |
| #2iserithSep 26, 2014 20:59:17 | Taken from the awesome blog The Dungeon Dozen:
|
| #3DreamstryderOct 10, 2014 15:24:04 | Great site, Iserith; I'd forgotten it.
As the game itself is delayed until more people have free time, I'm still trying to further develop this (and updated the OP with material and explanations).
I thought it would be fun to have housecats as an NPC race at all, but I'm not sure I have fun ways they could interact with the PCs. I'm also not sure what the merrow could add to the setting in general. |
| #4DreamstryderOct 25, 2014 10:50:08 | Faced with silence from beyond, I'll just build by myself here, and anyone's welcome to watch or join in (maybe it will be useful to somebody).
Let's start with the Neanderthals: Subject matter is only as interesting as it give the players a new dynamic with the game's world, so I'll change the very things adventurers are bound to deal with:
Settlements: Nomadic villages of 8-25 individuals who interact with other villages.
Wealth: the neanderthals trade in service and kind; coin is only decoration for them (all coins = cp).
Gods and Magic: Most established powers in their world are not even humanoid, so neither are their gods.
Equipment: no large blades or metal armor. They might have shields. I’d like to give them gliding pterosaurs, saber-toothed cats and drake hunting companions, giant goats or lizards that can scale sheer cliffs with rider, and titanic war beasts.
Monsters: Not limited to the expected prehistoric animals. Terrestrial anglerfish (bullette variant?), undead tribesmen who were lost in the snow, cults of the fungus god, and the robot “gods”: drones around space wreckage sites who observe life forms and collect samples for their now derelict ships’ labs.
Scenarios:
|
| #5DreamstryderNov 01, 2014 22:41:30 | Time for Dino-riders! These guys are inspired from a lot of things, mostly old video games; I'll let them speak for themselves.
Settlements: Walled towns of earthen houses. A few small towns and a big one or two, each their own country. They farm, raid each other, and trade. Protected by dino-riding warriors.
Gods: The dinosaur gods: depicted but not physical beings, stand for abstract societal concepts to live up to, not necessarily things you pray to for luck or magic.
Magic: Each regent has a cloistered community of seers and wizards who perform miracles for the country. These mystics are all of an endangered, magical race who look like the other humans except for some tell-tale sign (ie a jewel embedded in their body, a tail, or other distinct, yet concealable sign; I'm undecided). I'm also unsure if magic is in their culture, blood, or both. They swear allegiance to their dino-riding regent, but many may actually be allied with each other against their dino-rider conquerors (depends on how they view themselves in relation to the dino-riders). Rumor has it there are scattered mystics in other areas of the isle, but they are always rare. If the regents hear word of any of them, they ride out and claim them (by force, if necessary) for their country’s prosperity.
Concerns: wealth, farmland?, mystics
Scenarios:
|
| #6DreamstryderJan 16, 2015 20:12:07 | Robots
There is also a geothermal lab in the cold lands where neanderthals and robots have mingled to create a society of mechanically gifted mystics and robotically augmented warriors.
Concerns: Maintaining facilities, harvesting ore.
Scenarios:
As you can read, some ideas I brainstormed in the OP I've since dropped or rewritten, and I've been keeping a list fo all the areas required by the scenarios so that I can later place them on the map (which may differ quite a bit from the Isle of Dread, now that I look at it). I suppose this is the end for the thread. I don't know if anyone has been reading this but me, but here it is.
This project’s Appendix E: Secret of Evermore E.V.O.: Search for Eden Golden Axe Black Tiger Breath of Fire Wonder Project J2 Legend of Mana |