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Building a city from scratch
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<blockquote data-quote="Shadowdancer" data-source="post: 1835608" data-attributes="member: 515"><p>Another suggestion for a faction: Freedom fighters who want to overthrow the invaders.</p><p> </p><p>If the city is currently housing 3,000, and used to house 9,000, there should be lots of empty buildings around. These are excellent to use as hideouts, secret caches, safe houses, meeting places, and bolt holes for the various factions. Let your players detail a few of these that their characters can use.</p><p> </p><p>I ran a campain very similar to this once. It can be lots of fun. Put in more than one thieves guild/crime group. Let the PCs be members of one. There should be lots of fighting for territority to control. With a port city, you probably have smugglers. And pirates coming in looking to refit their ships and sell their booty.</p><p> </p><p>One thing I did in my campaign was give the PCs cover jobs. These were usually in businesses run as fronts by the thieves guild they were members of. Some of the businesses were legitimate, and some were covers for illegal activity.</p><p> </p><p>For my basic city, I used the City of Lanhkmar boxed set. It maps out most of the city, but leaves some areas undrawn. You can use the enclosed city block geomorphs to fill in the blank areas, or draw your own. Also, there was an excellent line of supplements (CityBook) from Flying Buffalo that detailed various businesses and locations within a city. They could be placed in any city. If you can track any of these down, there are worth it.</p><p> </p><p>Although you could just wait a couple of weeks and buy Sharn when it comes out. Even if you don't run an Eberron campaign, you could probably use all or part of it for your city. Although it might be a bit larger than 3,000 people.</p><p> </p><p>There is a supplement called Thieves Quarter that details a portion of a larger port city. That might be what you are looking for. Some of the buildings and NPCs are detailed, but there is still plenty of room for you to include your own stuff.</p></blockquote><p></p>
[QUOTE="Shadowdancer, post: 1835608, member: 515"] Another suggestion for a faction: Freedom fighters who want to overthrow the invaders. If the city is currently housing 3,000, and used to house 9,000, there should be lots of empty buildings around. These are excellent to use as hideouts, secret caches, safe houses, meeting places, and bolt holes for the various factions. Let your players detail a few of these that their characters can use. I ran a campain very similar to this once. It can be lots of fun. Put in more than one thieves guild/crime group. Let the PCs be members of one. There should be lots of fighting for territority to control. With a port city, you probably have smugglers. And pirates coming in looking to refit their ships and sell their booty. One thing I did in my campaign was give the PCs cover jobs. These were usually in businesses run as fronts by the thieves guild they were members of. Some of the businesses were legitimate, and some were covers for illegal activity. For my basic city, I used the City of Lanhkmar boxed set. It maps out most of the city, but leaves some areas undrawn. You can use the enclosed city block geomorphs to fill in the blank areas, or draw your own. Also, there was an excellent line of supplements (CityBook) from Flying Buffalo that detailed various businesses and locations within a city. They could be placed in any city. If you can track any of these down, there are worth it. Although you could just wait a couple of weeks and buy Sharn when it comes out. Even if you don't run an Eberron campaign, you could probably use all or part of it for your city. Although it might be a bit larger than 3,000 people. There is a supplement called Thieves Quarter that details a portion of a larger port city. That might be what you are looking for. Some of the buildings and NPCs are detailed, but there is still plenty of room for you to include your own stuff. [/QUOTE]
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