The world is 99% ocean

Some other tidbits.

Virtually no land means virtually no mining. Whoever owns that bit of land, especially if it's minerally wealthy, is the king of the world because they'll have iron and silver and copper and all sorts of things.

You can get around that, too, and add some cool bits as well. The world of Tekumel, from Empire of the Petal Throne, is also a metal-poor world and Barker came up with a very cool idea. There is a beast called the Chlen that looks kinda like a hippo. It's thick hide, treated with special chemicals and magics (?) stiffens into an almost metal-like state. So you have a substance like that, maybe the bony plates of some tremendous sea animal, that does the same thing. That also gives you a caste of people that make the hide into the usable material, giving them tremendous power.

Or maybe just have an animal that naturally extracts metals from it's environment. There is a snail that lives down deep, deep by the boiling 'smokestacks' of minerals that come from deep in the earth; the mineral content is so high that the super-boiling water is black. This snail incorporates metals into it's shell. Have a creature that does something similar, only on a larger scale.

Have areas of the planet that are much more volcanically active. Temporary islands can form, with metals on them, or these fumeroles are more common.

Also: your planetarty ocean is likely to be pretty shallow; the vast majority will likely be less than two hundred feet deep. There can be old flows of metal-rich stones down there. Geodes of metals, perhaps. Go nuts.

Think about having a cheap method of giving people the ability to breathe water. Some special seaweed to chew, or something.
 
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G'day

If seafaring adventures are going to dominate your campaign, you might want to think about creating appropriate versions of the Druid and Ranger character classes.

Regards,



Agback
 

Agback said:
If seafaring adventures are going to dominate your campaign, you might want to think about creating appropriate versions of the Druid and Ranger character classes.

Arcana Unearthed has a Sea Witch and Shark Totem which may also be of use. In the 3.0/3.5 books, there are examples such as:

Savage Species
RACES: merrow, triton, scrag, water elemental
EQUIPMENT: pincer staff, sharktooth staff, aboleth mucus, Fishgutter scimitar, Staff of the Whip, Wave Piercer trident, liquid vortex,
TEMPLATES: half-merrow, anthropomorphic squid/octopus/shark
PRESTIGE CLASSES: Waverider, scaled horror, emancipated spawn, siren, sybil

Fiend Folio
MONSTERS: aquatic oozes (bloodbloater, flotsam reekmurk), bog giant, demon (myrmyxicus, skulvyn, wastrilith), kelp angler, kelpie, sea drake, octopus tree, terlen, vine horror, yurian,
TEMPLATES: half-fiends based off of aquatic demons, half-scrag
GRAFT/SYMBIONT: aboleth grafts

Monster Manual II
RACES: sirene, ixitxachitl, morkoth
MONSTERS: topaz dragon, elemental weird (water), ocean giant, kopru, legendary shark, leviathan, megalodon, ocean strider, teratomorph,
TEMPLATE: tauric (octopus), half-dragon (topaz)

Monster Manual
RACES: aquatic elf, kuo-toa, locathah, merfolks, merrow, sahuagin, skum, water elemental, water mephit, triton
MONSTERS: aboleth, chuul, dire shark, dragon turtle, giant octopus, kraken, octopus, sea cat, sea hag, shark, squid, water naga, bronze dragon, black dragon, tojanida
TEMPLATES: half-fiend (aquatic demons), half-dragon (black, bronze, turtle)

BoVD
VARIANT RULES: hivemind
EQUIPMENT: agony (liquid pain),
TEMPLATES: Bone Creature
DEITIES: Yeathan, Demogorgon

Masters of the Wild
PRESTIGE CLASSES: Marinelord, King/Queen of the Sea

Defenders of the Faith
DEITIES: Bliodoolpoolp, Deep Sahelas, Eadro, Panzuriel, Sekolah, Demogorgon, Ben-Hadar, Olhydra

Arms and Equipment Guide
Aquatic Exotic Troops (merfolk, sahuagin, triton), Guard Creatures (sea lion), Mounts (hippocampus, Zaratan), Vehicles (gnome submersible, Nautilus), Arms & Armor (coral, shell, chitin)

Tome & Blood
PRESTIGE CLASSES: Ooze Master (Aquatic based on MM2 aquatic oozes), Blood Magus, Elemental Savant

Song and Silence
PRESTIGE CLASSES: Dread Pirate

Manual of the Planes
Elemental Plane of Water, River Oceanus, River Styx, Abysm (Abyss), Porphatys (Carceri), Stygia/Sheyruusk (Nine Hells), Silver Sea (Seven Heavens), Thalasia (Elysium), Aquallor (Arborea), Region of Dream (Dream Lake, Sea of Dreams)
MONSTERS: marid
TEMPLATE: half-elemental (water)
 

-The Wizard of Earthsea books have some great stuff. The islands are pretty small and even though the books look at things with more of a cultural anthropologist's eye than a geologist's, they still have some remarkable insight.

- Buy Swim. :)

- Monks will be popular, since they have Swim as a class skill and they don't wear heavy armor. Same for Rogues and Bards.

- Maybe the world uses shark-like creatures for weaponry. Teeth used for arrowheads, skin for armor. Other possibilities include seashells that are inordinately hard when dried. Some might even form natural ring shapes that can be looped into a sort of chain mail. I don't foresee armor as being terribly popular.

Greg
 

I am surprised that not more people have mentioned Earthsea. The novels for the setting are good with some great ideas to borrow from.

RPG books should definately include the Deep by Mystic Eye Games.

Goodman Games monster book, Boundless Blue, also has some good critter choices.

Seas of Blood and Seafarer's Handbook both offer some good tidbits.

Salt and Sea Dogs by Kenzer also has some good material.

The whole aerial aspect is one to think heavily about. For example, an airborn society that has resources pretty much duplicates a standard one then if they can mine cloud mountains and such. Airships by Bastion has some great rules for making air ships and other goods. I am looking forward to the Aerial Guide revised for 3.5 from Goodman as I felt the original was lacking something in it's first form of three seperate books.

One of my questions is will this be a surface world game or will it focus on the water? There is a difference between the two. If it's underwater, it really doesn't matter how much of the surface is covered by water.
 

I am also very slowly designing an world which has a lot of ocean for beyond all reason its a giant archipelago as far as the eye can see. With the so few islands you have I can't help much but you might want to consider that with that little land there is far fewer places to mine metals and especially the rare ones. In mine own world I gave it its own currency based on pearls as there was much more ocean suitable for pearl diving and much less land with gold and silver to mine. I replaced the copper piece with the tan pearls, pearls taken out of the oyster to early, the silver with white pearls, and the gold piece with blue pearls. I also created a bunch of new pearls of higher value to go along with gems as easily portable money, such as sun pearls and mirror pearls. Its not the most realistic system, but this is D&D not the real world.
 
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Liolel said:
In mine own world I gave it its own currency based on pearls

I did the same in my undersea game, while adding rare shells and corals. The more intelligent races trade living stalks of acropora (stony corals) while using soft corals for spell infusions.
 

The home brew I am working on is a world of shallow seas where islands are nations locked in conflict for natural resources. When the tides are low, land bridges appear and thus invasions become common on these days.

Most of the conflict will revolve around the resources of the islands unless you have your PCs be aquatic races. That would be an entirely different story. :)

Things to keep in mind-

The ocean is in many ways just like land. There are underwater mountains, plains and islands (raised land masses). There are seacaves and crevases in the earth that dwindle the grand canyon. (7+ miles deep off of Japan).

What water depths do you plan on using? Light and heat are difficult beyond 500 feet. The quality of "breathable" water is questionable also at great depths.
oh course- this is fantasy so maybe this dosen't matter.

Seems silly but stories of the legend of Atlantis rising could be the main story you run. PCs learn of it and find it. Then they are there when it "resurfaces" (whether by magic or nature is up to you) and thus a whole new world is discovered.
 


There should be a Kraken Society. And I mean one actually composed of Krakens.

Anyways, Swim should be an across-the-board class skill. Only the very wealthy have the luxury of not needing to know how to tread water, and most of them will probably know how anyways.

Heavy armor and weapons will be rather rare, as platemail + greatsword + deep water = oh crap.

The land-bound races should be quite weak; in fact, they may only survive at the sufferance of the underwater races. Think of islands populated entirely by the slaves of the sahaugin, for example.

And yes, whether or not the PCs are of surface races or of aquatic races will make a huge difference in how this works.
 

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