A few weeks ago, I approached one of my friends at Wizards of the Coast and pre-pitched an idea for a Clockwork Fantasy adventure. My friend told me that while the idea was good, chances were that WotC wasn't currently looking for mixing technology with 4e, at least not in Dungeon Magazine submission.
I understand that, they run a buisiness according to a plan and I don't have a probleme with that. Besides, they already have ebberon right?
The thing is, when I meet a barrier like that, it makes me want to do it even more!
So I set to create a new 4e campaign, in a new homebrewed world based on Clockwork Fantasy. I didn't want to go full steampunk so I created the basis of a water poor world.
You can see the first design notes of this campaign worlds here.
The world is a ressource-rich/water poor world that was "mortally wounded" by the Primordial vs Gods clash at the dawn of creation. Left as unusable by the gods, the world lies very close to the Elemental Chaos yet remains intact.
So rich is this world and so thin are it's planar barriers that it was colonised by the denizen of various worlds, from the Elemental Chaos to other Prime Worlds and the Astral Sea.
So savage and dangerous is the surface of the dying world that most 'Points of Lights" are found on mountain peaks or in the skies in numerous Airship cites.
One of the consequences of the ancient war was to make Magic nearly impossible to channel. Thankfully, portable clockwork contraptions were created to act as a catalyst for magic, allowing denizen of this world to manipulate it as effectively (if not more) as on other worlds.
You can see my proposed mechanics for the PCs use of clockwork equipment here.
I can't wait to start playing this new campaign.