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Notes for a New Campaign City, Parsantium
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<blockquote data-quote="Sigurd" data-source="post: 4097478" data-attributes="member: 19412"><p>The currents will be what you envisage them to be.</p><p></p><p>That said, the most realistic thing would be to put flotsam around a natural island, too wet to be settled or put it in a natural bay that is silting up.</p><p></p><p>The island is the path of least conflict (unless your world has magic that can make it useful).</p><p>The natural bay might belong to a discredited or dead family. An old dock might be the core of the development. Maybe there is a messaging service run as a legitimate function for the central dock. Maybe a cheap food market?</p><p></p><p>Assuming human nature, the edges of flotsam will still be navigable by small boats but the core will have hulks that are no longer floating - they're rotting as they sink into the silt. Be careful with the land space this takes up - at some stage the city would probably burn them out or try to reclaim the harbor.</p><p></p><p>Only the fact that the flotsam 'harbor' might be 1-2' deep keeps the city from acting. The water in flotsam would be full of the sewage from the residents. With little or no current the dirt, bodies, rotted wood, wouldnt go anywhere and it would greatly increase the silting. The city doesn't have much to gain unless they can use the land for something else.</p><p></p><p>Periodic storms etc... and natural rot should occaisionally claim lives in Flotsam. There's little space to keep things dry on the deck of a ship whose hold is filled with sand.</p><p></p><p></p><p>I had great fun in one campaign with a Shoal Halfling who was part of a community like this.</p><p></p><p>If you have aquatic races in your world this is the region where they would have spies and seek informers. They can stay below water and approach places in Flotsam with little notice - though they will detest the dirt.</p><p></p><p> If you want to collaborate on campaigns, send me an email.</p><p></p><p></p><p></p><p></p><p></p><p>Sigurd</p><p></p><p>I like the project.</p></blockquote><p></p>
[QUOTE="Sigurd, post: 4097478, member: 19412"] The currents will be what you envisage them to be. That said, the most realistic thing would be to put flotsam around a natural island, too wet to be settled or put it in a natural bay that is silting up. The island is the path of least conflict (unless your world has magic that can make it useful). The natural bay might belong to a discredited or dead family. An old dock might be the core of the development. Maybe there is a messaging service run as a legitimate function for the central dock. Maybe a cheap food market? Assuming human nature, the edges of flotsam will still be navigable by small boats but the core will have hulks that are no longer floating - they're rotting as they sink into the silt. Be careful with the land space this takes up - at some stage the city would probably burn them out or try to reclaim the harbor. Only the fact that the flotsam 'harbor' might be 1-2' deep keeps the city from acting. The water in flotsam would be full of the sewage from the residents. With little or no current the dirt, bodies, rotted wood, wouldnt go anywhere and it would greatly increase the silting. The city doesn't have much to gain unless they can use the land for something else. Periodic storms etc... and natural rot should occaisionally claim lives in Flotsam. There's little space to keep things dry on the deck of a ship whose hold is filled with sand. I had great fun in one campaign with a Shoal Halfling who was part of a community like this. If you have aquatic races in your world this is the region where they would have spies and seek informers. They can stay below water and approach places in Flotsam with little notice - though they will detest the dirt. If you want to collaborate on campaigns, send me an email. Sigurd I like the project. [/QUOTE]
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