Island/Maritime Refluffing.

Post/Author/DateTimePost
#1

themightybiggun

Jun 17, 2009 18:25:15
Hello D&D community. I have recently been working on a new setting for my group to jump into soon. I'm planning on running a very wide roaming, almost sandbox game, set in a mythical island world.

The basic idea is, the group will have a ship, and will be able to roam just about anywhere. My guess is they'll probably end up being Pirates/Treasure hunters. But we'll see where it goes.

What I'm here for, is to fish for ideas on re-fluffing much of the basic setting information. Although the hundreds of isles will actually work quite well as a points of light setting, I'd like to reflavor at least the two PHB's races into fitting into the world a little more smoothly.

Now, this is the only real fluff I'm set on.


The known world is a huge series of island chains. It has been for all of recorded history, although legends say that once there was great landmasses, mountain chains, and forests as far as the eye can see.

In this world of independent islands, dragonkind rules. Young drakes leave their homes on the largest central islands and search out an ungoverned island that has enough of a population and ecosystem to support them. They then settle into the role of Governor and defend their small stake of ocean bound land.


From the largest central islands, the Dragonborn (I may end up just calling them Draconians, since about every other time I try to say DB it comes out that way anyhow...) serve their larger cousins as an organized military, navy and bureaucracy. I'm thinking some chinese/japanese fluffiness to the DBs. Extremely honor bound to their lords (the dragons,) their society is very structured in a caste system, I'm thinking they probably pilot stylized Junks around the oceans. While independent and even rebel Dragonborn do exist, they are certainly a minority. When a pirate sees the familiar boxy silhouette of a Draconic ship, they know that the only real force of authority in this world is bearing down on them.
#2

Fedosu

Jun 17, 2009 20:31:01
I'm kind of getting a Firefly meets Wind Waker/Phantom Hourglass sort of feel here. I like it.

What things in particular were you looking to re-fluff?
#3

sigil_beguiler

Jun 17, 2009 20:49:41
Some ideas:
  • Massive floating cities, created in various different ways; a mass of ships tied together many kept afloat only thanks to the others, a field of debris from some great cataclysm (perhaps what caused these islands) that overtime has collected more and more debris till it became able to build on. With the Chinese/Japanese feel I would look at some of the floating and stilt towns in Asia and also the cities where the slums are built along the water edge. Lots of good colour and flavour to be picked up.
  • Submersibles! All sorts of fun can be had with them. Either prop controlled or perhaps riding/being dragged by some manner of aquatic being.
  • The Great Underwater Sea. Thanks the cataclysm the levels of salt, and other minerals has caused a noticeable border underneath the waves. The currents in this sea are much stronger then above and has been known to sweep great hulks of ships, even huge segments of sunken cities up to the surface.
  • Here Be Dragons, or Edge of The World. The idea of cartography and discovering the ends of the Earth are a important cultural phenomenon especially as Draconians stake their claim across the known islands. The belief that there is a edge to the world or that immense dragons reside at the borders of maps where no one has charted are common.
  • Dead zones. Areas where the water is murky black and the depths go deeper then any submersible can reach, no life lives in these areas.
  • The worship of sea gods, spirits, etc. are common and having Divine or Primal subjects to help in keeping a ship on course, the seas calm, etc. is a common thing.
  • Blind charting. It is a skill developed amongst those Psionically inclined by simply placing their fingers on a map and being a Astral Projection journey they can chart any journey.

For refluffing races:

Deva: It is unknown whether they are cursed or blessed. The Deva are the reincarnated survivors of one of the many lost civilizations. Only fragments of their past lives drift to the surface of their mind, it is unknown why they over others was chosen to come back. They reincarnate near ruins of their ancient culture washed ashore.

Half-Orcs: Born to the sea and to die at sea. The Half-Orcs are a proud race of sea-lovers. Born of the harsh climate and harsh people of the sea they have grown hearty and strong. They enjoy life having known the price the life at sea can have but are serious when it comes to the ways of seamanship.
#4

themightybiggun

Jun 17, 2009 21:54:19
I'm kind of getting a Firefly meets Wind Waker/Phantom Hourglass sort of feel here. I like it.

What things in particular were you looking to re-fluff?

You are very astute ;)

I mostly wanna start off by re flavoring the races to fit into the maritime theme...

here's what I've got so far after a day of brainstorming...

1. Humans are normal, they make up the majority of settlements outside of the central islands. They trade, they pirate, the explore etc…Many humans chafe under the dragon’s rule, but most are happy to live their lives and make a living.

2. Halflings have no significant changes. In keeping with my themes, they meander from isle to isle on large family barges, trading and bartering where they go. Also make up a large percentage of the criminal population (both on land and at sea)

3. Dwarves are largely unchanged, however, they’re a bit more isolationist. The bulk of the population resides in a small chain of active volcanic islands known as the Forge Isles. Here, with an abundance of raw ore, stone and heat, they create much of the world’s supply of weaponry. As a society, they are very hierarchical and rigid, and abide by a strict neutrality when supplying goods to anybody.

Deva: It is unknown whether they are cursed or blessed. The Deva are the reincarnated survivors of one of the many lost civilizations. Only fragments of their past lives drift to the surface of their mind, it is unknown why they over others was chosen to come back. They reincarnate near ruins of their ancient culture washed ashore.

Half-Orcs: Born to the sea and to die at sea. The Half-Orcs are a proud race of sea-lovers. Born of the harsh climate and harsh people of the sea they have grown hearty and strong. They enjoy life having known the price the life at sea can have but are serious when it comes to the ways of seamanship.

I love it, I was really stuck on Devas, and if Orcs are a harsh, seafaring people, then that leaves me open to...
#5

themightybiggun

Jun 17, 2009 22:00:24
4. The Eladrin that have chosen to live in Material plane make their homes in great undersea cities. These hidden bastions of arcane power and knowledge guard the ways between the watery Material plane, and the lush Fey Realms. For when one crosses over to the Fey, they can see what the Prime might've been before the cataclysm, a green world of valleys and forests.

5. The Elves are Eladrin that journeyed to the surface generations before in pursuit of conquest and power. Some say that it was the coming of the dragons that overthrew the Elvish grip of control. Whatever broke their hold, they have been thrown back by Draconian and mortal hands in the deepest jungles on the most remote isles. In their ancient temples they guard their way of life and keep contact with the outside world to a minimum.
#6

sigil_beguiler

Jun 17, 2009 22:03:01
Oh! Oh! If you like any of the ideas I thought up just for the world in general. With the Eladrin the Great Underwater Sea and its strong currents be awesome to mix with Eladrin cities perhaps they sometimes rise to the surface. Or also they may have some records or memories of who the Deva once were.

Hmm... Also the dead zones idea. I could so see that be the home of haunted or legendary Eladrin cities. OR! The home of the Drow.
#7

themightybiggun

Jun 17, 2009 22:16:29
Oh! Oh! If you like any of the ideas I thought up just for the world in general. With the Eladrin the Great Underwater Sea and its strong currents be awesome to mix with Eladrin cities perhaps they sometimes rise to the surface. Or also they may have some records or memories of who the Deva once were.

Hmm... Also the dead zones idea. I could so see that be the home of haunted or legendary Eladrin cities. OR! The home of the Drow.

hmm, I do like that. It would certainly give the team something interesting to do...

"You hear word that a great pearly city has arisen on a trade route, perhaps you can acquire great magics from them."
#8

sigil_beguiler

Jun 17, 2009 22:19:09
*Nods* Or some plot-point/crazy event. The city arises and rams into the coastline of a island or through the centre of a floating city or into the middle of a armada. Afterall if these are natural sea currents propelling them up they probably aren't that controllable.
#9

themightybiggun

Jun 17, 2009 22:47:18
I also had a good idea for floating cities, and it ties in nicely with refluffing a race...

Now Goliaths. I love Goliaths. However, with the dwarves dominating the only real mountains in the setting, the Big Gs need a new home.

The goliaths are a race that make their home in the most open and dangerous territory. On the face of the open sea. Adventurers can find Goliath colonies wherever there are significant coral reefs in shallow seas. Above the reefs, will be a floating town of not insignificant size.

The gray giants gently anchor their raft cities to the reefs they call home. From the reef, they derive much of their sustenance and way of life. Weapons, food, supplies and trade goods all come from the reef and the creatures that flock to it. The strong and athletic people dive and fish while adding bits of flotsam and jetsam to their cobbled home.

Because of their home's vulnerability, they have developed a fierce warrior mindset to defend their way of life. Thankfully for them, most organized threats (pirates, orc raiders) recognize that Goliath colonies have far too little return on goods, and far too great a return on violence.

The only real crunch changes I decided to make for Goliaths is adding Swim to their Powerful Athlete ability.
#10

sigil_beguiler

Jun 17, 2009 22:58:22
It was fairly common during the Age of Sails for reefs to rip open ships. You could have Goliath cities ringed by the hulks of ships slowly decaying. This can be both a warning and a means of resource and trade. The sight of destroyed ships scare off pirates and such. While the goods inside and the wood, rope, etc. of the ship can be used as building components for the city. Plus any survivors could make for a eclectic non-Goliath segment of the population.

Or you planning on having cannons in the setting?
#11

themightybiggun

Jun 17, 2009 23:00:39
It was fairly common during the Age of Sails for reefs to rip open ships. You could have Goliath cities ringed by the hulks of ships slowly decaying. This can be both a warning and a means of resource and trade. The sight of destroyed ships scare off pirates and such. While the goods inside and the wood, rope, etc. of the ship can be used as building components for the city. Plus any survivors could make for a eclectic non-Goliath segment of the population.

Or you planning on having cannons in the setting?

good details, and no, I don't think I'll have cannons. Unless I decide the dwarves surprise attack the draconic imperium with their thunder tubes :P
#12

sigil_beguiler

Jun 17, 2009 23:11:00
Do you plan on adding races more races or will this be the standard for now?

Warforged: They could replace the old deep-sea diving bells and suits. They were once used for land warfare eons ago. But now are mainly hired to scour the seas for riches.
Shifters: Would take after aquatic animals and have a tendency to follow the migration movements of whales.
Gnomes: Play tricks and are a scourge for large shipping vessels hiding in their deep holds and messing with the rigging, etc.
Changelings: Being mostly the same but are used as perfect spies for places far away with much different cultures (culture could change radically from island to island).
Revenants: Would be sailors lost at sea who are brought back.

Just some ideas off the top of my head for some of the other races.
#13

themightybiggun

Jun 17, 2009 23:13:11
oh I definitely have more, I'm just adding them as they come to me.

If you have some fun fluff for another race, then feel free! I'm the kinda guy who likes tons of options for his players
#14

themightybiggun

Jun 17, 2009 23:18:02
http://forums.gleemax.com/showthread.php?t=1204874

Here's the link to where I flesh out my new Tieflings. They're really getting a work over.

To summarize.

Ancestors corrupted by elder god beneath the sea.

Thus, the descendants, rather than being goatish infernals, are now fish like and cold.

and I've settled on adding a 6 swim speed and 4x the breath holding capacity before they have to make endurance checks.
#15

sigil_beguiler

Jun 17, 2009 23:24:14
That made me think you gonna refluff Classes at all? The Warlock for instance could make a pact with the Leviathan.

As well as Primal Classes dealing with spirits of the sea.
#16

themightybiggun

Jun 17, 2009 23:29:14
That made me think you gonna refluff Classes at all? The Warlock for instance could make a pact with the Leviathan.

As well as Primal Classes dealing with spirits of the sea.

...****. Now I want to...

although Class fluff is so much in the player's hands to begin with...

but I do wanna look at Pacts...maybe one is suitable for deep gods.

Upon Inspection. I believe the Dark Pact will now become the Deep Pact, I don't think any of my players have even seen the FRPG, so they won't miss the Drowcentric pact.
#17

sigil_beguiler

Jun 17, 2009 23:36:07
Oh of course, but you can give the players ideas. The Pact to use for a Deep God or Leviathan I would say probably be either Star Pact or Dark Pact.

Star Pact: The coldness of the deep sea, the madness of the loneliness, gazing upon the creatures of the deep cause fear. I dunno about the radiant though.
Dark Pact: Obviously the darkness of the deep ocean, the madness of the loneliness as well. Perhaps the selfishness of those who delved the deep for riches made real.

Vestige Pact could be the combined power and will of sailors lost at sea.
#18

themightybiggun

Jun 17, 2009 23:43:57
So the only races I have no new ideas on are...

Shifter.
Gnomes (maybe trickster spirits of the sea?)
Warforged
#19

sigil_beguiler

Jun 17, 2009 23:54:20
So the only races I have no new ideas on are...

Shifter.
Gnomes (maybe trickster spirits of the sea?)
Warforged

Hmm... I posted some ideas for them and others above. Maybe you missed them, here is the whole list again:

Warforged: They could replace the old deep-sea diving bells and suits. They were once used for land warfare eons ago. But now are mainly hired to scour the seas for riches. They have to get lowered and raised by heavy cranes.
Shifters: Would take after aquatic animals and have a tendency to follow the migration movements of whales.
Gnomes: Play tricks and are a scourge for large shipping vessels hiding in their deep holds and messing with the rigging, etc.
Changelings: Being mostly the same but are used as perfect spies for places far away with much different cultures (culture could change radically from island to island).
Revenants: Would be sailors lost at sea who are brought back.
#20

themightybiggun

Jun 18, 2009 0:04:05
Wow, yea totally missed that earlier post...

I like the Exploration bent of Warforged.

"And how exactly are we supposed to get that treasure for you?"

"You won't. You're there to guard it. This is Depth Charge. He's getting the treasure."

I think I'm just gonna have to play gnomes as somewhat enigmatic tricksters. They don't have a homeland or anything. They're just there to steal and trick.

And would you believe it, I had the exact same thought about Revenants.
#21

sigil_beguiler

Jun 18, 2009 1:07:41
Thinking about monsters Mind Flayers and Aboleths would make excellent major antagonist. Mind Flayers can have their own underwater cities and go on raiding parties onto land for brains and knowledge. Aboleths sweep the ocean gathering slaves and power as they go, leaving behind in their wake only empty islands, drifting ghost ships and monuments built by their slaves in their honour

Thinking about Minotaurs, Gnolls, Kobolds, Orcs and other such monstrous races a interesting way to take them which would open them up more for use as PC races. Is that thanks to their natural state of being more in the wilderness away from the prying eyes of major empires, etc. They were able to establish a free zone when the islands formed. They have united beaten back the forces of the Draconians again and again with dirty tactics and overwhelming odds.

This has caused a interesting relationship with other races and people. This area of control or willing lack there of these races have created to continue their savage way of life has meant these seas are free enterprise and smugglers, pirates, criminals and those simply escaping the empire of the Draconians flock to this area and hail the savages as freedom fighters. This also gives a reasoning behind the first breeds of Half-Orcs and their love of the sea and being free.
#22

themightybiggun

Jun 18, 2009 1:21:16
This has caused a interesting relationship with other races and people. This area of control or willing lack there of these races have created to continue their savage way of life has meant these seas are free enterprise and smugglers, pirates, criminals and those simply escaping the empire of the Draconians flock to this area and hail the savages as freedom fighters.

Mmm, gotta say, I like this fluff for a Mos Eisland...

and Mind Flayers and Aboleths are perfect for surprising my players. Just when you thought you could go back into the water...

Man, I'm gonna be up all night coming up with ideas...

I am now changing the point of this thread. This thread is now about coming up with interesting Points in the Ocean. Be they city, Dragon Governor, rival ship, informant, tavern, faction etc... This shall be the anvil that I strike the hammer of inspiration upon this red hot campaign!
#23

sigil_beguiler

Jun 18, 2009 1:48:35
I'll admit my own favourite part of the Aboleths is if the PCs almost never actually face them only what they leave behind. I think that would really amp up a creepy feel to see whole islands (even with large cities) abandoned and a say... obsidian stone monument bearing down on you on the coast line. Or coming across a whole armada of ships with no one onboard. Then they begin to chart where these are happening and it is a course set to *pick important PC spot*.

Oh say what is the climate like before I start thinking up places? I imagine it runs the gambit?

Places of Interest:

The Crystal Islands: Giant icebergs kept in the northern and souther hemisphere by heavy ropes tied to the sea floor. They have been carved out and turned into towns and cities. The majority of the towns lie in carved out caverns deep under the waterline. Clear ice casts shimmering ocean waves against the ice walls and the ocean life peers in to observe the people within.

The Overspilling City: The Dragon Governor of this small island was one of great wealth and determination he wished his island to become the jewel of the seas and so he built, and built and built. The city covered the island and beyond floating on wooden planks or held up on poles. However this island was one of storms and typhoons like a palm tree the city swayed in the storms finally spilling out into the bay. Now people live and build upon the sides of once mighty structures and live within the above water rooms now on their side.

The World Storm: Legends say that this is the source of the seas a massive whirlpool in the centre of the world. It is the 0,0 on all maps their coordinates radiating out in circles and lines (make the maps different then normal maps for more fantasy feel). It is said the whirlpool whipped up the small seas of old into a frenzy even as the waters were sucked down they tore away at the land.

The Drake Roosts: Large spires of black, sharp volcanic rock juts out of the water. They appear almost like limbs of a tree spreading out and covered by not birds but specialized sea-drakes migrate to these roosts every year matching the migration routes of the whales they eat. Skimming the water till one comes up to breath and catching them in their massive claws to eat.

Person:

General and Governor Typhoon: This massive dragon has become one of the figureheads of the military and the cause of many victories out on the open water. He is a master of ship combat and how to destroy ships with his dragon form. He wears as armour and a badge of honour the remains of many ships. The heavy hull of ships forming the breast and backplate of his armour. Flags of every sort decorate his neck and horned frill.

Cleric Slicktongue: A Tiefling clergymen who wanders the border islands seeking to convert people to his cause. He believes that the exodus of the Tieflings away from their elder god was a mistake, their curse a blessing. He wishes to lead the Tieflings back to the sea and to find their missing god.

Some initial ideas. Oh and a good resource since it combines dragons and the Age of Sails (specifically Napoleonic War) is the Temeraire series. It could give you some good ideas on how dragons could impact naval warfare.
#24

sigil_beguiler

Jun 18, 2009 2:17:43
Rival Ship:

The Iron Shark: The ship is one of a kind, forged from the minds of the Warforged. It is a ship built for Warforged, by Warforged. It is a massive ship with a small crew. The natural knowledge of how metal work thanks to their form has allowed the crew to ring the ship in strips of metal. It has massive sails to keep the ship sailing despite its large size, the rigging is one only a Warforged could pull.

Faction:

The Cartographers: A organization of scholars, adventurers and most importantly cartographers, they have for years sent out expedition, after expedition to map out this great sea and to explore its countless islands. Some expeditions return others do not. Their goals are single minded but their resources are large. While superstitions are looked down upon, they run rampant amongst those that go out, praying to the gods of the sea, the dead and everything inbetween. They are the largest recruiters of Sea Wizards and Shamans who calm the seas and Blindmappers who can map courses with their Psionic vision. It is said in the depths of their headquarters lies the only map left of the old world.

Sea Witches: A nomadic people and political fashion they are land-folk mainly Humans who have become especially intoned to the ways of the sea. They drift the oceans not in ships but simply letting the waves lap their bodies out and to where the current takes them. It is unknown what eldritch powers they have that they can survive such extremes. They are political because whichever island they land upon they seek to influence the policies of the different political entities and parties to become one with the sea to give up the land that the world gave up and join with the sea.
#25

themightybiggun

Jun 18, 2009 3:29:47
Sigil, you just may be my most favorite person ever.

And yes, the climate is all over the place. Big world after all.

Now I should probably contribute to my own thread...

Ebonsolaeus "Ebon"
A black dragon of a most foul nature, "Ebon" rules a small but fairly successful island in the middle chain. He has allowed a large amount of human incursion into his island, to the point that Humanity actually outnumbers dragonkind on the island by a great deal. While most other dragons view this with a combination of disgust and confusion, Ebon simply enjoys the political games he plays with the human houses that have been established on the isle. He lends favor and support to different vassals on an almost weekly basis, constantly upsetting the balance of power and giggling madly at the chaos he causes.
#26

themightybiggun

Jun 18, 2009 3:48:17
Except that center of the map maelstrom. Between starting out in D&D playing Dragonlance with most of this group, and playing WoW with some of them, I think I'd hear one too many catcalls about another giant whirlpool anchoring my map :P

Rival Ship

Captain Jaymes Harbackin and The Dead Man's Hand: Captain Harbackin won his ship on a dice roll, and as long as the wind favors him, he'll keep rolling those dice from port to port. Jaymes Harbackin is a man who lets luck make just about any decision in his life, for good or ill. Choices of jobs, destinations and crew are almost exclusively based on coin tosses and dice rolls. The infuriating thing is, it never seems to go against him in the end. Even against seemingly overwhelming odds, the man will go into battle on the whim of fate, and he has never lost too much on one hand to not be able to wager again.

The Dead Man's Hand is crewed by one of the most superstitious groups to ever sail, and that's saying something. The entire ship is dotted with charms, tokens and omen-catchers as crewmen try to help their captain keep luck on their side for at least one more job.
#27

Herrozerro

Jun 18, 2009 7:28:35
I have my current campaign setting in an Island/Ruined World setting, Here are some of my key points.

My humans, Elves and Halflings banded together on a single island waiting for the "Event" as they call it to pass over. Dwarves delved deep and built undersea mines, and most other races were scattered among the other isles.
#28

sigil_beguiler

Jun 18, 2009 17:55:55
Place:

The Refuge Fleet: As the Dragons continue to expand their grasp on the islands many have fled. At first only a few ships joined together, now hundreds have from man-o-wars to barges pulled along by others. The fleet is tied, bolted and fused together to form a interconnected moving city. This moving city of refuges move from place to place making a living off the charity of others and their own talents.

Rival Ships/Faction:

The Dragon Slayers: A ragtag fleet of ships some military and others converted mercantile ships. This fleet is mainly composed of refuges from the Refuge Fleet. They have chosen that instead of running they will fight. The harass enemy ships and shipping lanes and have learnt the manners of how to engage dragons in the air.
#29

themightybiggun

Jun 18, 2009 21:17:51
Whew, time to get my mind off of "Event Horizon" by posting some hooks/npcs...


Rival Ship

Kord's Thunder: is considered by many in the know as one of the fastest ships on the sea. Its crewed by a rowdy gang of bounty hunters under the command of a brawny goliath named Kilowogg. The entire crew enjoys an unusually jolly and carefree existence as they bolt across the seas, serving as mercenaries and manhunters. To one not on a wanted poster, they are as enjoyable and hospitable of a crew as anyone could hope to meet. But woe to those with a price on their heads, as they hear the whip crack of sails and the cheers of the storm god's favorite sons closing swiftly behind.

The Alestorm: Crewed by the drunkest dwarves outside of the Forge Isles, this veritable barrel of a ship constantly puffs and smokes from the multiple stills running full time. Captained by an obese Orik Puresteel, the ship slowly travels between the Forge Isles and significant human populated islands, selling its wares in rare mountain spirits.
#30

sigil_beguiler

Jun 23, 2009 21:06:02
Have you thought how much you want other transportation besides ships? Such as airships and submersibles.

I could see airships being used as extremely dangerous (basically suicide mission) way to take the fight to the dragons. You could have on the dragon side super-large airships scattered about the sky as resting places.

For submersibles well you can have combat with underwater sea creatures, sneak attack missions on ships, exploring ruined cities under the seas, normal underwater cities, etc.

If you do include them, some ideas:

Airships:
The Abandoned Roost: This great airship platform was lost during a battle, its heavy ropes that tethered it to the ground were torn apart and it began to drift. This was more then a decade ago, and it continues to travel across the world carried along the air currents. Its surface is covered with bird droppings, birds, and less natural air predators. Hidden within its surface lies unknown riches from weapons, to goods, to treasure.

It has been known to be raided as it travels across inhabitant islands, airships rising to meet it. Only some return however, though it is believed some choose to stay. It is worried that the Roost is slowly dipping lower and lower the risk of it crashing into a major city continues to rise.

Submersible/Person/Place:
Admiral Governor Gerkezen: This Dragon Governor unlike most was not a dragon of the sky but one of the sea. It chose to not govern over a simple landmass but to create its own island, a underwater one. Hiring the best engineers and arcanist a massive submersible was forged onto his back. Within it, the people who he rules over including a fleet of submersibles and smaller sea dragons live. He carries his city through the seas ready to deal with any threat on or below the waves.

Place/Faction:
Er-Zen, the Walking Fortress: It is unknown who summoned up thousands of the bodies left on the seas bottom from the cataclysm. This army of bodies walked across the bottom of the sea to a place, a great abandoned fortress under the water. Remade by their hands and lifted onto their shoulders it is carried across the bottom of the sea, surfacing to assault cities. Whenever a body is disintegrated by weight of the fortress or the assault of sea currents it is reforged by this unknown force.
#31

Grimbus

Jun 25, 2009 18:25:43
Why not make Orcs aquatic? They don't need ships, but will board them to rob stuff.
#32

alexanderwales218

Nov 14, 2009 15:58:02
I really like the maritime stuff, and I might end up appropriating some of it for my campaign.  I had plans for my campaign to take place mostly on land, but I made mention of the Vast Ocean that has never been crossed and now my players want to pile a ship up with goods and explore it.  Which is fine, because I don't lay down rails too far in advance.

Anyway, I was looking through the PHB, PHB2, AV, and AV2, and I was wondering how you were going to handle aquatic magic items.  Most of the useful ones are Paragon tier, and even the good rituals are upper Heroic; Water Breathing is a level 8 ritual, for example, while Coral Armor (which allows underwater breathing, attacks withough penalty, and fast swimming) starts at level 13.  Will you adjust some of those effects to be cheaper and more common?  Or will you simply start the campaign at higher than heroic?