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D&D 5E Ideas For a World of Islands? (+thread)

Aldarc

Legend
Expanding on the dwarves above: maybe dwarves celebrate the birth of every new island as a divine act because dry land is sacred. So this is one reason why volcanoes are an important symbol for dwarves: they give birth to new, sacred land across the seas. Just as the hearth centers the family, volcanoes are the hearth that centers the land and their communities. Though dwarves are imagined as subterranean, maybe dwarves in this campaign are surface dwarves who live off the fertile volcanic soil as farmers: “the Volcano provides.”
 

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Eltab

Lord of the Hidden Layer
I don't love the map thing
There's more than one way to skin a cat. The idea is to create a Secret the PCs can discover, then take advantage of it to solve a problem within the adventure. The Empire might have had...
  • IRL style: a clock, a chartbook of Jupiter's moons with time notations, and a big sheet of paper with squiggly lines on it. What do these have to do with each other?
  • They developed geo-mancy magic
  • Some genius (or totally obsessed) person figured out trigonometry and measured out long ropes and observed angles and ...
  • Psionics
  • The first step to creating floating cities / islands was an observation balloon. Look down, check that out!
  • The early explorers discovered a magnetic anomaly as an aid to navigation
  • These islands are too far apart to see each other (even from mountaintops), but a ship on the horizon from one island can see another island on the other side of the horizon.
  • The (legendary?) constructor of the great ship Argo - which boldly went where nobody had gone before, and came back to tell about it - left behind wonder-filled tales of his voyages, and stimulated later trips to see if the legends and stories were true.

Other stuff:
The church of the sun likes to build temples on islands where the sun is directly overhead on the solstices and equinoxes. You are favored by the sun god if you have no shadow (darkness attached to you) at all.

Plundering a church / holy site might generate eventually world-wide renown / infamy, as word spreads. An unhappy Paladin from half the world away might show up on your ship's bulwark, years later.

Dutch East India Company - how to gain command of the sea near a valuable commodity, and exploit your monopoly status on sea travel.

British East India Company - how to create an empire without really trying.

The leader of a pantheon might well be the sea god, not the sky god or god of magic.

What would set off a Viking-style invasion / wandering if there is no large body of land to get overcrowded?

Giant jellyfish is a stealth predator of underwater swimmers; you cannot see it coming because it is almost transparent - see The Future Is Wild (BBC miniseries).

Secret squid turns itself the same color as the water when it wants to be ignored. Not so useful if sonar is used.
 
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Richards

Legend
If vampires can't cross running water, they'll be trapped on whatever island they were on when first transformed, unless they can do like Dracula did and get themselves crated onto a boat as cargo. But a single-island-bound vampire on a small enough island is going to run out of victims pretty soon if he's not careful, and will then go crazy over time from lack of blood. That would be a bad choice of island to go explore....

Johnathan
 

doctorbadwolf

Heretic of The Seventh Circle
If vampires can't cross running water, they'll be trapped on whatever island they were on when first transformed, unless they can do like Dracula did and get themselves crated onto a boat as cargo. But a single-island-bound vampire on a small enough island is going to run out of victims pretty soon if he's not careful, and will then go crazy over time from lack of blood. That would be a bad choice of island to go explore....

Johnathan
Probably just not count the ocean as running water, tbh, or give them ways around them.

Hell, you could only count fresh water, if you wanted. Or, as my wife pointed out while watching me read this thread, interpret Dracula as having trouble with the English Channel because a channel is more like running water than open ocean is.
 

doctorbadwolf

Heretic of The Seventh Circle
Expanding on the dwarves above: maybe dwarves celebrate the birth of every new island as a divine act because dry land is sacred. So this is one reason why volcanoes are an important symbol for dwarves: they give birth to new, sacred land across the seas. Just as the hearth centers the family, volcanoes are the hearth that centers the land and their communities. Though dwarves are imagined as subterranean, maybe dwarves in this campaign are surface dwarves who live off the fertile volcanic soil as farmers: “the Volcano provides.”
I definitely see such a dwarven culture are more druidic than normal fantasy dwarves, which I like. Moradin becomes a god of the Earth, and a patron of builders and explorers alike. Explorers pray to the Island Maker to draw their boat toward land.
Moradin's Forge is the deep earth, from which flows the lava that forms new land.
Perhaps this could also pit dwarves against fiends, who use the lava flows to make gateways from which to enter the world, but that might be a little too Dragon Age.

There's more than one way to skin a cat.
My favorite way is to not skin any cats, but okay. :ROFLMAO:
The idea is to create a Secret the PCs can discover, then take advantage of it to solve a problem within the adventure. The Empire might have had...
  • IRL style: a clock, a chartbook of Jupiter's moons with time notations, and a big sheet of paper with squiggly lines on it. What do these have to do with each other?
  • They developed geo-mancy magic
  • Some genius (or totally obsessed) person figured out trigonometry and measured out long ropes and observed angles and ...
  • Psionics
  • The first step to creating floating cities / islands was an observation balloon. Look down, check that out!
  • The early explorers discovered a magnetic anomaly as an aid to navigation
  • These islands are too far apart to see each other (even from mountaintops), but a ship on the horizon from one island can see another island on the other side of the horizon.
  • The (legendary?) constructor of the great ship Argo - which boldly went where nobody had gone before, and came back to tell about it - left behind wonder-filled tales of his voyages, and stimulated later trips to see if the legends and stories were true.
I like a lot of that. My main point would be to not give superior navigation technology (which includes methodology) to either of; an old lost civilization, the western analogue cultures.

Other stuff:
The church of the sun likes to build temples on islands where the sun is directly overhead on the solstices and equinoxes. You are favored by the sun god if you have no shadow (darkness attached to you) at all.

Plundering a church / holy site might generate eventually world-wide renown / infamy, as word spreads. An unhappy Paladin from half the world away might show up on your ship's bulwark, years later.
good ideas for any campaign, really.

Dutch East India Company - how to gain command of the sea near a valuable commodity, and exploit your monopoly status on sea travel.

British East India Company - how to create an empire without really trying.
This may solve the issue of wanting some of the Casablanca vibe but not wanting any big empires. Replace them with "Trading Companies".

The leader of a pantheon might well be the sea god, not the sky god or god of magic.
You may also see pantheons like the Norse, where nearly every god has War as a domain, but trading The Sea in place of War. So, the trade god, the wanderer god, the knowledge god, the trickster, patron of poets, the goddess of material wealth and sex, etc, all have aspects of the sea in their portfolio and description.

(Note: I wouldn't ever use portfolio in the actual description, because gods aren't painters looking for commision work. They don't have portfolios, they have aspects of life over which they are patrons and/or sovereign powers.

What would set off a Viking-style invasion / wandering if there is no large body of land to get overcrowded?
There can be large islands, but also I don't think you need to change much about Scandinavians of the Viking Era to adjust them to Scandinavia being an Island chain with one big island where the biggest kingdoms reside.
 


doctorbadwolf

Heretic of The Seventh Circle
What about the Gods, then?

Or more accurately, what about religion?

I definitely prefer an Eberron take where multiple types of religion can make sense, because there isn't a proven and undeniable set of gods who absolutely definitely exist, but on the other hand I want to play around with DnD and IRL gods in fun ways.

I think that might work by stealing a bit from Keith Baker's ideas about the Dwarven clan founders and the heroic tales of each clan. If you are a Kundurak Dwarf, you tell stories about Kundurak and his exploits, but many of those stories are actually things that a dwarf a thousand years removed from the life of Kundurak did. As well, your exploits may eventually become stories that dwarves tell about Kundarak.

Translating that to the gods, a were-wolf knight who fights bravely and ferociously, but with honor, and leads others into battle with them and inspires them to greater honor and courage and ferocity like a wolf leading their pack, becomes the Red Witch in her guise as the wolf-knight. Your works become stories told about the Red Witch. Some of your later level class abilities might be flavored as blessing of the Red Witch, and no one actually knows if she is literally real of if even her oldest stories are the stories of mortal heroes deified in song and epic poem, but everyone knows that She blesses those who serve her well and embody her ideals.

So, that leads to three ways to handle the gods, which can be left up to the DM and/or the group as a whole.

  1. The Gods are literally real, always have been, and don't need worship at all. The impact the world mostly through inspiriation because most of them agree that it's the best way to be gods of a world, and those who disagree are outnumbered and overpowered. Sometimes the gods knock on your door and test your hospitality, but most stories about the gods are actually about people who have been inspired by the gods.
  2. The Gods are stories. Full stop. The world exists mechanistically, and gods exist exactly because they are worshiped and stories are told about them and the deeds of heroes attributed to them. When the gods bless you, it is actually a result of your deeds and prayers interacting with the unconscious collective will of all those who believe in the gods.
  3. The gods are real, and some have always been real, but others became gods due to stories and faith. Like Irish mythology or even Greek myth, heroes can become gods, but the main/oldest gods simply are, were before mortals existed, and will be long after the world ends.

So, that being said, what sort of stories are told about various gods, and who are the most common gods across the islands of the world?

The Raven Queen - patron of Death, War, Fate, Navigation, dangerous power, trickery, and corvids. Despises undeath, pursues war as the terror of death, striking from shadow or obfuscating an attack with illusion or trickery, striking primarily when a single strike can accomplish the goal, and then fading back into darkness. Dichotomy of trickery and terrifying competence of the best assassins and duelists. Delights in "the crowing" wherein a single champion will call out an enemy captain to single combat before a battle, and demoralise the enemy force in that captain's defeat. Aso a patron of those who wield dangerous and forbidden power while fighting against it's corruption. Often sought out by those who regret warlock deals and are seeking a way to work against their "patron", or a way out of doing more harm than good. Her gift to such individuals is simply the ability to keep their power without being forced to do their patron's will. Lastly, patron of those who seek power and knowledge and aren't afraid to be put through hardship and self-sacrifice to gain it. Like a cross between Odin and The Morrigan.
  • Patron of Shadar-kai, Changelings, Kenku, were-ravens, assassins, duelists, and warlocks.

The Red Witch - patron of War, Transformation, Lycanthropes, The Hunt, the moons and tides, and wolves.
  • Pursues War honorably but with a ferocity that ignores self preservation.
  • Loves a fight that involves defending the innocent against overwhelming odds, and/or leading those who saw themselves as weak, and making them see and accept "the wolf within".
  • Delights in those who take down enemies seemingly much more powerful than them, though she doesn't not favor those who hunt dangerous game just for the thrill. Instead, she demands that such thrill seekers seek out monsters and enemies who threaten those who lack the power to defend themselves.
  • Would be a patron of heroes who defend a small town from the overwhelming forces of a bandit lord, or those who hunt a rampaging dragon.
The Lady of Silver Mists - secrets, the hunt, asymmetrical warfare, mists, and those who explore deep into the unknown and learn more about the world as a result.


Moradin - patron of builders, settlers of new islands, defenders against supernatural evil, druids who work with settlements to live sustainably within the natural world, and the cycle of renewal that comes after destruction, both in the context of nature, and of civilization rebuilding after disaster or war.
 

Tonguez

A suffusion of yellow
Dont forget Sekolah
and the Kraken

IMC I had islands who worshipped fiendish Merrow as agents of Sekolah, the Merrow usually had entourage of sharks and sahuagin, but in return for tribute might keep the sharks at bay and ‘bless’ the islands with more fish
 

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