It is obvious you are trying to go for a unique character concept and your GM is on-board so not going to pointlessly quote "game rules" as it is explicitly stated that the rules are guidelines not The 10 Commandments, pun intended. To answer what you are really asking I will use an example of a character I had for an evil campaign, which her concept might work for you. You can have an evil character who thinks they are not evil. In most realistic cases evil people do not see themselves as evil at all. My character was LE who grew up in an evil empire within a noble family. Rebels had killed her family and so growing up from her perspective the rebels (good guys) were the problem with society as they represented chaos and a disregard for authority. (Good) outsiders were trying to destroy her nation and destroy their customs and culture so she felt perfectly justified torturing and killing them as she was working in the service of her king and queen to stop the heathens from destroying her home. If anyone tried to tell her she was wrong she would believe they were simply misinterpreting/twisting the holy word or trying to lead her astray when in truth she had already been led astray and was the one twisting the religious text of her chosen deity.
I will try to write a description, lol. I have so much that it may be tedious to read through, so I will try to summarize. The sections of the city are divided into 12 parts. You enter through the Port which is empty devoid of any life or at least anything humanoid. Something is just off. From the port they enter into the market. From there everything shifts randomly. If they continue on they will end up in the center which is a weird big theatre, the sets are absurd, the automatons act as if they are auditioning for a part with exaggerated melodramatic flair. There will be trolleys shaped like carousal horses running on tracks that are riderless. This area is static and will not move. If they try to return to the port it is gone as the areas shift randomly, except the port is not an area that is part of the shift-- it cannot be returned to. The Thespian Quarter has 4 gates including the one from where the party came from.The other areas that shift are the Artists Quarter, Apiary, The Crystal Gardens, Residential, Magicians Quarter, The Eternal Library that has streets that wind through massive shelves of books rather than buildings, the sky instead of birds are books flying, and the area they started in, the market. The south gate is where they entered, the west and and east gate dead ends and the north moves the party forward. The intent is to get to the final area, the castle, which also does not move. There is the exit to escape the place. The gates for each area remain the same so there is a great deal of potential for them to get lost if they can't figure out the pattern.
Will not let me edit post or missing where I can edit. I linked to a sick free mapping site so not a waste but I meant to link this:
Thank you Brother Fen... I will definitely look that up.
I would love some help/ideas fleshing out an adventure idea I have.
Any help would be greatly appreciated. Reference:
I am currently trying to create a Human city and am struggling to come up with ideas for points of interest for characters within the city. So far I have come up with the obvious shops and taverns, the castle, a bathhouse, some guilds, market and underground catacombs. Anyone have any suggestions of areas within the city that players can get into trouble or have an enjoyable RP experience? |