Arrgh! Mark!
First Post
A campaign world I detailed was a cloud filled, bottomless world with floating islands hidden in the clouds. People found their way about in sky-ships because they could navigate the wind currents, and people protected their cities through powerful magics - and anti-teleport magics (to prevent armies being teleported into cities.)
Effectively, between the powerful floating city-states were the monster-prown wildernesses of the moon-filled night sky. Sky pirates, gun-mages, powerful magical searchlights and rough and ready PC's were the name of it, all in an endless game of intrigue, subterfuge and violence for a Medici-meets-steampunk fantasy, with a good bit of iron-kingdomsy goodness thrown in. (Five Fingers was five islands, built atop an acid storm..)
In these situations I quickly realised that adventure wasn't just to be had by raiding old cities and dungeons for any lost magical gear around, but in the power plays between inter-city factions and between city-states.
Effectively, between the powerful floating city-states were the monster-prown wildernesses of the moon-filled night sky. Sky pirates, gun-mages, powerful magical searchlights and rough and ready PC's were the name of it, all in an endless game of intrigue, subterfuge and violence for a Medici-meets-steampunk fantasy, with a good bit of iron-kingdomsy goodness thrown in. (Five Fingers was five islands, built atop an acid storm..)
In these situations I quickly realised that adventure wasn't just to be had by raiding old cities and dungeons for any lost magical gear around, but in the power plays between inter-city factions and between city-states.