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A city full of NPC's ...who wants to help
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<blockquote data-quote="Stahn Li" data-source="post: 1900976" data-attributes="member: 11025"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Here are a list of factions and the NPC class level assigned to them</p><p></p><p>Factions</p><p></p><p></p><p>Royal</p><p></p><p>Expert      12</p><p>Fighter     12</p><p>Bard        12</p><p>Paladin      8</p><p>Wizard       8</p><p>Fighter      7</p><p>Rogue        6</p><p>Cleric       5</p><p>Sorcerer     5 </p><p>Rouge        5</p><p></p><p></p><p>City Guard</p><p></p><p>Fighter            12</p><p>Barbarian    10</p><p>Bard         7</p><p>Ranger              6</p><p>Fighter          6</p><p>Cleric         5</p><p>Sorcerer         4</p><p></p><p></p><p>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.</p><p></p><p>Fighter            14</p><p>Rouge        12</p><p>Ranger            11</p><p>Expert           7</p><p>Ranger           7</p><p>Fighter          7</p><p>Fighter          6</p><p>Cleric           5</p><p>Sorcerer         5</p><p>Sorcerer         4</p><p></p><p>New Church: Church of main religion of invaders homeland</p><p></p><p>Cleric        10</p><p>Paladin             6</p><p>Paladin             4</p><p>Paladin          4</p><p></p><p>Native Church</p><p></p><p>Paladin              11</p><p>Barbarian          5</p><p>Monk                5</p><p>Rouge              4</p><p></p><p>Second Church: Less popular religion of invaders</p><p></p><p>Cleric                10</p><p>Paladin                6</p><p></p><p>New Thieves Guild: Newly formed guild of mainland thieves looking to control underworld of city</p><p></p><p></p><p>Rouge                   7</p><p>Barbarian              8</p><p>Rouge                  6</p><p>Expert                 6</p><p></p><p>Native Thieves Guild: Remaining members of the previous thieves guild who think they can make even more money with the new settlers</p><p></p><p>Rouge                       7</p><p>Druid                       6</p><p>Fighter                     6</p><p>Monk                        4</p><p>Rouge                       4</p><p>Sorcerer                    4</p><p></p><p>Brawler Order: Native "Monk" order. Politically disintrested. There fighting style resembles a highly sophisticated and deadly form of wrestling</p><p></p><p>Monk                    10</p><p>Monk                     8</p><p>Monk                     4</p><p>Monk                     4</p><p></p><p>Beldox Co.: A mining company that competes for minning rights assigned by local magistrate.</p><p></p><p>Expert                        14</p><p>Bard                           6</p><p>Wizard                         4</p><p>Barbarian                      4</p><p></p><p>Federated Metal Works:  Competes with Beldox Co. for minning rights</p><p></p><p>Expert               7</p><p>Rouge                8</p><p>Fighter              5</p><p>Barbarian            4</p><p>Wizard               4</p><p></p><p>Mage School: Teahes magic to all who are intilligent and dedicated, and of coarse who can pay.</p><p></p><p>Sorcerer            9</p><p>Wizard              5</p><p>Druid               6</p><p>Wizard              4</p><p></p><p>Mage Guild: hates mage school, tries to horde magical knowledge amoungst its members</p><p></p><p>Wizard                10</p><p>Sorcerer               7</p><p>Fighter                6</p><p>Cleric                 5</p><p>Wizard                 5</p><p>Wizard                 4</p><p>Sorcerer               4</p><p></p><p>Traders Union: Union amongs merchants</p><p></p><p>Bard              6</p><p>Barbarian         5</p><p></p><p></p><p></p><p>Native Group: Underground resistance group. Now active attacks or conspiracys yet. Building up a network</p><p></p><p>Rouge              7</p><p>Druid              7</p><p>Monk               5</p><p>Bard               4</p><p></p><p></p><p>Independent: Have not joined a faction</p><p></p><p>Druid              12</p><p>Expert              6 </p><p>Monk                4</p><p>Bard                4</p></blockquote><p></p>
[QUOTE="Stahn Li, post: 1900976, member: 11025"] 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 [/QUOTE]
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