I am trying to create a thieves guild campaign where my PC's are second level and are starting a thieves guild. The whole thing will mostly take place in one city, and the idea is to have the city complete enough so I can just have my PC's run around doing there thing and I will already have some basic idea of how NPC's will react.
So I need a full city of NPC's...well my first goal is simply to have a brief bio of everyone above 4th level.
Anyway I thought I would just put this out here and see if anyone would like to try and come up with a NPC or two. I have no real expectations, just curious to see what will happen.
The unnamed city once was part of a large Nordic nation. The city fell to a more advanced society three years ago. The invading forces continue there conquest but never got past the natives capital. Peace has been negotiated and now the invaders control three major cities, the most important is the port city.
The port city is adjacent to a mountain range with a river flowing into a lake just before the coast. Its current population is 3,000 although the city can hold over 10,0000. The invading nation is now focusing on finding valuable exports to send to the home country. Silver mines are the major export and were a mojor reason for the invasion. Other commodities include wool, furs, timer, whaling, and a local ale that is popular and considered exotic on the main land.
NPC's have been generated for a population of 6,000 since the previous war attracted many high level NPC's. Some natives still are used as laborrers in the city (10% of pop) but are not slaves. While there is some fristion there is little vilence between the remaining natives and the new settlers.
Here are a list of factions and the NPC class level assigned to them
Factions
Royal
Expert 12
Fighter 12
Bard 12
Paladin 8
Wizard 8
Fighter 7
Rogue 6
Cleric 5
Sorcerer 5
Rouge 5
City Guard
Fighter 12
Barbarian 10
Bard 7
Ranger 6
Fighter 6
Cleric 5
Sorcerer 4
Army: Stationed at the city to ensure nordic nation sticks with peace accord. Some are anxious to return home and they have little current duties.
Fighter 14
Rouge 12
Ranger 11
Expert 7
Ranger 7
Fighter 7
Fighter 6
Cleric 5
Sorcerer 5
Sorcerer 4
New Church: Church of main religion of invaders homeland
Cleric 10
Paladin 6
Paladin 4
Paladin 4
Native Church
Paladin 11
Barbarian 5
Monk 5
Rouge 4
Second Church: Less popular religion of invaders
Cleric 10
Paladin 6
New Thieves Guild: Newly formed guild of mainland thieves looking to control underworld of city
Rouge 7
Barbarian 8
Rouge 6
Expert 6
Native Thieves Guild: Remaining members of the previous thieves guild who think they can make even more money with the new settlers
Rouge 7
Druid 6
Fighter 6
Monk 4
Rouge 4
Sorcerer 4
Brawler Order: Native "Monk" order. Politically disintrested. There fighting style resembles a highly sophisticated and deadly form of wrestling
Monk 10
Monk 8
Monk 4
Monk 4
Beldox Co.: A mining company that competes for minning rights assigned by local magistrate.
Expert 14
Bard 6
Wizard 4
Barbarian 4
Federated Metal Works: Competes with Beldox Co. for minning rights
Expert 7
Rouge 8
Fighter 5
Barbarian 4
Wizard 4
Mage School: Teahes magic to all who are intilligent and dedicated, and of coarse who can pay.
Sorcerer 9
Wizard 5
Druid 6
Wizard 4
Mage Guild: hates mage school, tries to horde magical knowledge amoungst its members
Wizard 10
Sorcerer 7
Fighter 6
Cleric 5
Wizard 5
Wizard 4
Sorcerer 4
Traders Union: Union amongs merchants
Bard 6
Barbarian 5
Native Group: Underground resistance group. Now active attacks or conspiracys yet. Building up a network
Rouge 7
Druid 7
Monk 5
Bard 4
Independent: Have not joined a faction
Druid 12
Expert 6
Monk 4
Bard 4
So I need a full city of NPC's...well my first goal is simply to have a brief bio of everyone above 4th level.
Anyway I thought I would just put this out here and see if anyone would like to try and come up with a NPC or two. I have no real expectations, just curious to see what will happen.
The unnamed city once was part of a large Nordic nation. The city fell to a more advanced society three years ago. The invading forces continue there conquest but never got past the natives capital. Peace has been negotiated and now the invaders control three major cities, the most important is the port city.
The port city is adjacent to a mountain range with a river flowing into a lake just before the coast. Its current population is 3,000 although the city can hold over 10,0000. The invading nation is now focusing on finding valuable exports to send to the home country. Silver mines are the major export and were a mojor reason for the invasion. Other commodities include wool, furs, timer, whaling, and a local ale that is popular and considered exotic on the main land.
NPC's have been generated for a population of 6,000 since the previous war attracted many high level NPC's. Some natives still are used as laborrers in the city (10% of pop) but are not slaves. While there is some fristion there is little vilence between the remaining natives and the new settlers.
Here are a list of factions and the NPC class level assigned to them
Factions
Royal
Expert 12
Fighter 12
Bard 12
Paladin 8
Wizard 8
Fighter 7
Rogue 6
Cleric 5
Sorcerer 5
Rouge 5
City Guard
Fighter 12
Barbarian 10
Bard 7
Ranger 6
Fighter 6
Cleric 5
Sorcerer 4
Army: Stationed at the city to ensure nordic nation sticks with peace accord. Some are anxious to return home and they have little current duties.
Fighter 14
Rouge 12
Ranger 11
Expert 7
Ranger 7
Fighter 7
Fighter 6
Cleric 5
Sorcerer 5
Sorcerer 4
New Church: Church of main religion of invaders homeland
Cleric 10
Paladin 6
Paladin 4
Paladin 4
Native Church
Paladin 11
Barbarian 5
Monk 5
Rouge 4
Second Church: Less popular religion of invaders
Cleric 10
Paladin 6
New Thieves Guild: Newly formed guild of mainland thieves looking to control underworld of city
Rouge 7
Barbarian 8
Rouge 6
Expert 6
Native Thieves Guild: Remaining members of the previous thieves guild who think they can make even more money with the new settlers
Rouge 7
Druid 6
Fighter 6
Monk 4
Rouge 4
Sorcerer 4
Brawler Order: Native "Monk" order. Politically disintrested. There fighting style resembles a highly sophisticated and deadly form of wrestling
Monk 10
Monk 8
Monk 4
Monk 4
Beldox Co.: A mining company that competes for minning rights assigned by local magistrate.
Expert 14
Bard 6
Wizard 4
Barbarian 4
Federated Metal Works: Competes with Beldox Co. for minning rights
Expert 7
Rouge 8
Fighter 5
Barbarian 4
Wizard 4
Mage School: Teahes magic to all who are intilligent and dedicated, and of coarse who can pay.
Sorcerer 9
Wizard 5
Druid 6
Wizard 4
Mage Guild: hates mage school, tries to horde magical knowledge amoungst its members
Wizard 10
Sorcerer 7
Fighter 6
Cleric 5
Wizard 5
Wizard 4
Sorcerer 4
Traders Union: Union amongs merchants
Bard 6
Barbarian 5
Native Group: Underground resistance group. Now active attacks or conspiracys yet. Building up a network
Rouge 7
Druid 7
Monk 5
Bard 4
Independent: Have not joined a faction
Druid 12
Expert 6
Monk 4
Bard 4