Viktyr Gehrig
First Post
(If this is in the wrong forum, I'm sorry. I have no clue where to put it.)
I love Spelljammer, but I don't love the whole "arch-setting" concept-- a giant meta-setting that links all of the others together. (We'll ignore, for the moment, what I'm trying to do to Planescape and Star*Drive.) So, I'm trying to design a setting that has most of the features I love about Spelljammer-- exotic worlds, ship-to-ship combat, and horrible alien threats-- without dealing with the things I'm less fond of.
So far, I've got the following ideas:
I'm going to be running this with my House Rules-- Gestalt, some cinematic variants, some gritty variants-- but I want to make it accessible to people who play D&D according to the RAW.
I'm considering limiting access to some classes based on race and culture-- mostly which spellcasters come from which planets-- but I haven't decided yet. Some "universal" classes would definitely be available to every character.
So... ideas/comments? I'd especially like ideas for planets, power structures, or plotlines, but reading recommendations and criticism are welcome, too.
I love Spelljammer, but I don't love the whole "arch-setting" concept-- a giant meta-setting that links all of the others together. (We'll ignore, for the moment, what I'm trying to do to Planescape and Star*Drive.) So, I'm trying to design a setting that has most of the features I love about Spelljammer-- exotic worlds, ship-to-ship combat, and horrible alien threats-- without dealing with the things I'm less fond of.
So far, I've got the following ideas:
- There are several stars, each with its own planetary system.
- Most worlds can be described in one or two words-- "ice", "jungle", "clouds".
- There are five "idyllic" worlds, each based on a romanticized fantasy version of a region on Earth: Western Europe, Eastern and Southern Asia, Eurasia, the Americas, and Africa. These have slight variations on the standard races, as well as multiple human cultures.
- Most of the standard races exist on each planet, or at least each major planet. None of them have an identifiable homeworld.
- Non-standard races are rarer and only appear on certain worlds, and some are confined to a single world. Most exist on at least one of the "idyllic" worlds, however.
- There is a massive, artificial city-planet that was created centuries ago by powerful spellcasters.
- There are dozens, if not hundreds, of religions; the only thing they have in common is that divine magic works for them.
- The gods are distant and unknowable, if they even exist. Planar travel is restricted to the Transitive Planes and the Far Realm-- though very few willingly travel there.
- Pseudonatural corruption is very real and feared. Warlocks and Alienists draw their powers from the Far Realm, and others can be twisted by its influence. I want to use the Taint rules from Unearthed Arcana, and I need to design other "tainted" PrCs.
- There is an enormous gas giant, orbiting a dying star, that is suffused with pseudonatural energy. One of the moons of this planet is habitable, though it is always cloaked in darkness; this moon is the home of humans, drow, and many terrible things.
- The Gith races are a mysterious element; the Githzerai live in the Deep Ethereal. I want to run Incursion and Lich Queen's Beloved at some point.
I'm going to be running this with my House Rules-- Gestalt, some cinematic variants, some gritty variants-- but I want to make it accessible to people who play D&D according to the RAW.
I'm considering limiting access to some classes based on race and culture-- mostly which spellcasters come from which planets-- but I haven't decided yet. Some "universal" classes would definitely be available to every character.
So... ideas/comments? I'd especially like ideas for planets, power structures, or plotlines, but reading recommendations and criticism are welcome, too.