me trying to come up with a decent setting idea.
my head has been long trying to come up with decent ideas to build a setting around.
note I have no idea what a setting is supposed to honestly be like.
here goes:
properly integrate the monk class into the world.
older megafauna are normal and commonly used so I can have Vikings on mammoths and someone on a Trex.
guns they for some reason never get used so why not have them.
use elementals and operations for something as other than killing pc they end up with few plot for them.
more or less complete death of alignment aside from somethings in which it is closer to a job description than an outlook.
mythic style gods, you know the will meddle or curse people for an odd reason or give you crazy lot? yeah, that sort.
restrict racial choices only five more or less aside from metas(artificially made, a human example would be yuan-ti) and plane touched but other than human none of the common elf, dwarf or halfling, no orc and goblins. pick less used or interesting concepts and build them into more than one note nobodies.
plus a mixture of crazy strangeness mixed in which is part of my preferred fantasy flavour.
would this be an okay seed for a setting or should I go back to the drawing board?
Hmmmm.
Monks: Don't have to be Asian-themed. A frothing bare-sark viking swinging a handaxe and spear (and the occasional boot or headbutt) fits the Monk class well. At the end of the day, monks are just warriors who use magic internally to do things. Maybe make Life magic one of the forces of the setting?
Combine the gods and elementals wants. The gods are elemental genies of superlative power and ambition, and all elementals are part of a hierarchy (or bureaucracy) rather than just being raw material from an elemental plane stuffed into a vaguely humanoid form. The gods bicker and ally amongst themselves, and grant boons and curses to those mortals who catch their notice.
They don't make any moral judgements on mortals (no alignment), just whether they advance or hinder their own schemes.
Life is an acknowledged Power, but does not appear to have a guiding force or hierarchy. Life elementals cannot exist independently, but bond to living beings, giving them unusual vitality (monks), physical changes (metas). More powerful life elementals can cause their hosts to grow to great sizes (megafauna).
Maybe they can even become confused, and try to bond with recently-dead creatures, creating undead.
The issue with (primitive) guns isn't really to do with actual guns. (They have similar stats to existing weapons). It is the knock-on implications for worldbuilding, and particularly the existence of gunpowder. So make them quasi-magic elemental weapons that don't use gunpowder. Perhaps the knowledge of which was granted to the mortal races by an ambitious greater efreet angling to usurp the god of Fire. As such, she looks rather dimly upon firearm-wielders. Maybe they are very rare because to create one, you need to seek out and create a pact with a 'rebel' fire elemental who backed the usurper?
These are all details about the metaphysics of the setting however, and very little about the actual setting itself, particularly the bit where the players are going to be playing. It fits just as well into a kitchen-sink world with many different countries and nations as it does within a setting where all life exists within a large circular valley and nothing but barren death outside it.
If your campaign is set within fantasy-africa, you don't need to detail fantasy Europe, Asia etc. They only exist within the scope of how they effect the campaign, and for travelling PCs to have come from.