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I think where a lot of attempts to do "Dungeons & Dragons-style" settings in alternative milieux go wrong is that they're imitating the explicit trappings of standard D&D settings without putting a whole lot of thought into why those trappings are the way they are. Your standard D&D setting is essentially gonzo sword and sorcery fantasy, and there's a very particular internal logic to it which isn't necessarily going to be obvious examining it in isolation.
For example, one of the more common sword and sorcery fantasy tropes which strongly informs D&D-style settings is the convention that "monsters" are usually something protagonists can talk to (and have stupid arguments with), even – and often especially – when it would be incongruous for them to be so chatty in a more conventional fantasy setting. If you want to carry that over, it's not enough to go "well, D&D settings have chatty dragons, so my setting should have chatty dragons, too"; you need to think carefully about what things qualify as "monsters" in your setting, and what role they play in it.
Basically, what I mean to say is that if you're transposing D&D-style worldbuilding into a steampunk milieu, player characters should definitely be able to talk to the trains.
Biggest piece of sekiro advice I have is that there's a training guy who will lovingly walk you through each and every combat mechanic and ability. Do not neglect him. Use his body
Toothless and Hiccup in Shadow of the Colossus AU but instead of being turned into a baby, Hiccup looses his leg at the end. Might add Jack later as Mono. Maybe Tsar is Dormin that’d be pretty cool. And yes Hiccup is exposing an open flame to his hair.