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

Richards

Legend
If there will be no humans in this campaign, you should probably figure out what merfolk look like from the waist up. You can just substitute a different "standard" race (elves would be a rather easy solution), or you can go for something a little more out there to make them more alien. And there's no reason to just have one solution, either; you could easily have tribes of "dwarven merfolk" and other tribes of "otter merfolk" or whatnot.

Another thought: aquatic illithids make even more sense than terrestrial ones, of only from a visual sense.

Johnathan
 

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Fenris-77

Small God of the Dozens
Supporter
Another thought on gating. Here's how I approached it in the archipelago campaign I did up. To start tier one the party doesn't own a ship, too expensive, so they're reliant on the narrative to get them from place to place. Closer to tier two, they can afford to buy and crew their own ship, which opens up a lot of exploration space. Finally, they gain access to an airship, which again open up a new horizon of exploration.
 

Bitbrain

Lost in Dark Sun
Reply to OP.

I’m envisioning a tribe of Cecaelia (octopusfolk), with “crabherds” watching over flocks of giant crabs, with their village actually being the ruins of an ancient city that fell into the sea centuries ago.
 

Eyes of Nine

Everything's Fine
Lots of inspiration perhaps from the novel The Scar by China Mieville. One thing I really liked was a city of many ships all chained together and linked by gangplanks. It was in the middle of the ocean at a "Sargasso" point, so although it experienced ocean weather, it was basically pretty stable. As you can imagine, there were all manner of ne'er do wells there.

Also, there was an AP podcast called Wednesday Evening Podcast AllStars that was all about sea faring. There may be some ideas to glean there...
 

robus

Lowcountry Low Roller
Supporter
I love the sound of this, as fantastical adventuring environments are just my cup of tea. My question, what adventuring opportunities to you envisage? What sort of quests would the PCs embark in that would take then from their village? Where’s the conflict?
 

Omand

Hero
I will bite.

So, taking your idea of no continents. Interesting ...

To spice up the setting, what about one or two areas that are continent-sized, but shallow water (say between 5 and 20 metres deep). Creates a mystery of is this former land that was swallowed by the sea in the past? Is this land that is rising up from the depths? Is there something else going on? You do not have to have an immediate answer to the questions, but they may provoke some interest and adventure created by characters/players.

These shallow areas could be the location for dungeons, trade cities, searching for ancient artifacts in the mud.

How about they are used for mud-farming to help expand existing islands? One possible way to add tension to an island world is that there is never enough land for an expanding population. If you have large shallow areas (still not land itself) there could be tension or war over these sites as various groups try to salvage the earth itself to increase living space or arable land for growing crops.

Just a few thoughts that might spice things up.

Cheers
 

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
ooohh, another idea:

Tarasques as giant-whale-behemoths with portal to the elemental plane of water in their mouth; they can swallow a whole island and send it to the water plane to be ''digested''.

Edit: Bonus idea: Why not have a watery Nine Hells instead of a fiery one? With a Davy Jones themed Asmodeus, if you go that way!
 

I think the first question you need to answer, even before you think about the intelligent inhabitants of the islands, is decide what to do about aquatic humanoids. They have the potential to change the setting greatly because they aren't broken up by the islands.

You could have none of any type.
You could have them all part of a huge, diverse empire, that generally simply ignores land-folk and their clumsy ships. Apart from maybe taxing them or charging tolls for ships perhaps.
You could have them embroiled in a huge war between undersea nations, and so generally leave the land-folk alone because they don't have resources to spare on them, and they can't contribute. Perhaps they trade with island-folk for metal weapons and equipment, or perhaps they even keep captive populations on islands mining and smithing for them.
They could have diverse and individual populations of them scattered around just like the island-folk. - In which case, why are they sparse and scattered? Are they confined to undersea islands, separated by the vast blackness of the deeps? Or are there other dangers of the sea that keep the sea-folk from spreading out?

Maybe there is an actual "life-cycle" of the races, where undersea islands slowly rise, and the sea-folk gradually adapt into land-folk. Almost all the populations of the islands used to be some race of sea-folk originally. Or maybe the other way around, and an island gradually sinks. The original land-folk change into sea-folk and then into the mysterious deep-folk which are hardly ever seen by surface-dwellers.

Dwarves could be great ship-builders, whose floating fortresses slowly roam the seas, gathering resources for great expeditions mounted to find their lost homeland.
Or they could be a race of island-folk who live on volcanic islands - sensitive to the trembles of the rock below them, experts at building stone defences to redirect lava flows, resistant to noxious volcanic gases, and cunning at knapping tools and weapons from obsidian.

Gnomes could lurk in islands so densely-forested than only a creature of their size could move unimpeded. Ship crews that stop at their islands to harvest coveted fruits are oblivious that the crops are farmed deliberately to attract them - and their ships full of rats that the are used to communicate with gnomes on other islands.

Tabaxi are a dying race. Their fondness for living on islands with tall cliffs is not suited to their instinctive propensity to push things off them.

Halflings are still a chubby, cheery folk, living restful if short lives on their farms, kept safe from outside forces and steadfastly ignoring unpleasant matters. Such as that every so often, dark shapes arise from the waters around the halfling farms, and harvest some of the crop . . .
 

delphonso

Explorer
Island dwarfism is very common (less nutrition sources means smaller critters are more likely to prosper). I'd say that should put Grungs in an exalted position. Perhaps gnomes and halflings can be pretty well-established in their own places.

Real world island nations tended to be collections of villages (500 people or more) with a shared language and loosely shared beliefs, but pretty different island to island and village to village. This allows a great scene change with every stop, but common currents running through. Probably the same dieties or overlapping ones, but slightly different depictions and rituals.

Islands are places of strict competition for resources, particularly, islands which are inhabited by two or more villages which feel themselves distinct. Sentient lives are a very valuable resource, and a big investment. The party might find a village very welcoming but then expect a lot in return.
 

Eltab

Lord of the Hidden Layer
There are no current empires, but there used to be in the past. There are still border disputes, grudges, ruined cities, &c to encounter from those old days.
Maybe the empire could arise because they figured out how to accurately calculate latitude and could make good maps?

Shallow seas like western Indonesia, which some claim was the true location of Atlantis, before the sea rose or the land sank.

Ocean currents influence or determine trade routes. It is easier to get from Here to There than to return (directly).

Tsunami ! And nothing will stop it for a thousand miles, sweeping ashore on every island it passes. Maybe the PCs can sound the alarm?

Myths, legends, just-so stories: the whole world tips downward to the north. We know this because the water in the ocean always flows that way. (Offshore current)

How big will islands get, and how often? Consider the eastern Caribbean islands and Cuba.
 

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