gamerprinter
Mapper/Publisher
Disclaimer - I'm not at all familiar with Sigil (other than the concept behind it), and have very limited knowledge of Eberron and Waterdeep.
A bunch of questions that popped into my head (in no order):
- how big is the city?
I'm assuming pretty big if you are talking about multiple wards, and the fact that it's obviously big enough for criminals to get 'lost' in
I've already mentioned above that I'm looking at a city of 100,000 approximately, mapping anything larger would be one serious task.
- what is the make-up of the populace? Standard races? How weird do they get?
Again, I'll assume there is a pretty eclectic mix else all these outsiders will stand out like a sort thumb.
Despite the presence of outsiders, they would still comprise the minority and there might not a 'race' of such present, rather individuals from various outer planes, in addition to ambassadors and staff serving embasseys. I seriously doubt there would be neighborhoods of fiends in existence here.
However I do see an eclectic bunch of lesser known races mixed with standard races, each having their own neighborhoods in the city.
- What do the 'ordinary' people do?
Presumably all the functions of a standard city have to be fulfilled as the economy will drive everything. If there are merchants, refuse workers, doctors, teachers, clerks etc, how do they react to the (apparently) fairly commonplace occurence of extra-planar creatures appearing?
Inter-planar trading would comprise a bulk of the goods exchanged in the city. However, all the typical urban occupations will be present. Perhaps a slave class may exist as well.
And on the subject of economy, while putting it in a bizarre location sounds fun, how do people trade (how do they do it in Sigil?)? Are the trade routes by sea, land, both, extra-planar themselves? Something else? The more you have to shoehorn things in, the more it will either turn into Sigil, or possibly become weird enough that it turns people off.
Most trade traffic comes via the sea, as this is a port city. The coastal range behind the city cuts off access to the continental interior so no roads inward. There will be a few extra-planar portals, though I don't see high traffic coming through any of them, and 'gate guards' would ensure to keep this to a minimum allowing only those absolutely necessary to enter.
With all these ordinary fleshpods on the go, *any* sort of extra-planar creature could easily go on a killing spree before the law caught up with them. That suggests that there is some sort of compact which is well understood by all regarding how to behave (regardless of alignment). There must be a compelling reason why outsiders come to this place for the 'amnesty' - why not just disappear to some backwater of the Prime Material? Why run the risk of being caught by the bounty hunters? And if the 'carrot' for refugees is the possibility of freedom if they remain hidden (freedom from whom exactly?), then the penalty for breaking the 'First Law' has to be final - any outsider who kills/rapes/insert other capital crime while in the city, will, when caught, have their essence completely and irrevocably destroyed for all eternity. Who is capable of carrying that out?
Amnesty seeking outer planar denizens will most likely be from lawful races, as it would require their fellows of their kind would acknowledge and agree to the rules, as well as honoring the amnesty gained. While neutral and chaotic individuals may seek the same amnesty. Being granted such might mean absolutely nothing when they return home. Because of the nature of he who signed the charter giving outsiders the opportunity to gain amnesty - the city laws are recognized by the various authorities on concerned lawful planes.
As far as turning it into something like an AP, there needs to be a plot apart from just 'go and catch this guy'. Episode 1 has the new recruits doing just that, but by episode 2, a seemingly routine assignment has to lead to something more. Some ideas might include:
- another outsider is the only one with the info the PCs need; but he needs something from them...
- a crime is committed that spans the authority of the city guard and bounty hunters; who has jurisdiction?
Whoever captures the fugitive first is the law of the land. Even if such fugitives commit crimes while in the city requiring capture and prosecution by the city guard, if they are in fact fugitives with bounties on them, if the PC bounty hunters capture them first - they get first dibs on rewards, etc. However, it might also occur where the authorities capture the fugitives and the PCs have lost that particular mark.
Rivalries exist between Bounty Hunters and the Police, Bounty Hunters and various embassey agents, Bounty Hunters and local guilds that might include outsiders as part of their membership. Beyond hunting down fugitives for bounties there would be multiple encounters between Bounty Hunters and the various competitive agencies - a political 'war' beyond the simple mission of seek and capture of specific fugitives.
- someone/thing is framed and the PCs have to assemble the clues to prove their/its innocence
- perhaps the bigger plot could be that something has escaped from a (let's say) lower plane. Normally, compact rules apply, but in this case, the escapee has something so powerful/explosive that the powers that be have decided they want it back and will go to any lengths to get it. Part 1 might be that they send something to find and silence the escapee; the PCs intervene and stop it. Part 2 is an escalation, maybe the powers deliberately stir up trouble and attempt to use the turmoil as cover for another snatch attempt. Then the denouement (perhaps of the whole AP) is a full scale assault on the city by the legions of hell/the abyss.
Just rambling now but maybe throws up some questions you haven't thought of.
Lots of ways to go on this, and you have some ideas were thinking on. I'd kind of want to avoid any outright war between the city and various outer agencies, rather a cold war, or clandestine war is more likely.
Good thoughts.
GP
Last edited: