| Bluemagetim |
This is a makeshift of a town that's been built up recently in my game's timeline. Supposed to be a seedy place but one the party can find support from. River pirates monsters and other lowlife type groups have gained more prominence in the area after Haugin's Ear suffered an unnatural flood forcing evacuations leaving monsters in whats left of the town. Some of the evacuees were captured by an out of work slaver group of river pirates and sold to monster groups emerging in the area. Others signed up with some of this new town's factions for security and to make a living. I am thinking the exslavers would be on shaky terms or outright at odds with the town for abducting people and selling them to with demons and monsters (kinda like its ok to steal cheat and rough people up but selling them to monsters and demons is evil even by their standards.) Another reason would be because one of the more influential members of the town are from the riverkingdoms and very much despises the likes of the exslavers.
(Fortress Dinyar is abandoned by the Hell Knights after the great reclamation - a necessary diverging point from official history for my campaign - and currently overrun with bugbears, mercenaries, and a demon blooded mage. As usual for isger's authorities, Elidir hasn't lifted a finger to help any of the towns south of the Chitterwood. If there is going to be any help brought to southern Isger's residents it will have to be from the player's choices)
Town was started by a few NPCs below, probably.
First NPC - a former riverkingdoms pirate, starting to get old, moved to Isger to retire. Built a Bar with the riverkingdoms slogan Say what you will, I live free above where folks order drinks.
Second NPC - Run down Taldan ruins have been repurposed into a fighting arena where (insert NPC here) manages bets on the fights to take advantage of the rough arrogant types that frequent the town. Was kinda thinking this could be a cleric to emphasize a deity either promoting such contests or the gambling. Could have 2 NPCs instead, one that is sleazy and promoting the gambling, a second running the fights themselves either with an honor bent or a proof of the strongest bent. And they are stuck working together to get what they each want out of the arena.
Third NPC - a adherent of Norgorber's aspect of secrets runs a trade house dealing in mostly illicit goods and secrets. With few actual working towns left in the area this place will be a hub to get magic items or buy word of locations that might have them.
Fourth NPC - a seedy town like this probably also needs a brothel and someone to run it.
Don't have a name yet and If anyone wants me to throw in an NPC of their own they think would have some reason to want to be in this town I would do it.
This is just my home game so theres nothing big here, its just for fun.
Any thoughts or suggestions are welcome.
| Castilliano |
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Reminds me of Nulb in Greyhawk (and a quick Google search shows there are entries about it online). You might be able to pull some river pirate & a rundown town ideas from there. (My players HATED Nulb & its denizens, as it was the antithesis of their heroic PCs' ideals, and they feared being scammed or threatened where they drink their ale. The party invested lots of gold & effort after driving off the pirates & cleansing the land, eventually rehabilitating/liberating the town.)
There was also a Dungeon Magazine wretched coastal town which was popular even from the first adventure there (of several). It came out right before Paizo introduced Golarion and fans wanted to see it transplanted into the new world (and for awhile I expected to see it in The Shackles). Lots of scum & villainy there. Wish I had its name at hand, but maybe that will trigger someone else's memory.
ETA: I suppose the strength of Nulb (other than being a hive of scum and villainy) was that it was only convenient source of resources for PCs while adventuring at a very important ruin full of active evil forces nearby. So that encouraged interacting with the townsfolk, which connected them to various factions, some even hidden good spies, though mostly cutthroat, or even spies of the party's ultimate enemies.
| Bluemagetim |
Reminds me of Nulb in Greyhawk (and a quick Google search shows there are entries about it online). You might be able to pull some river pirate & a rundown town ideas from there. (My players HATED Nulb & its denizens, as it was the antithesis of their heroic PCs' ideals, and they feared being scammed or threatened where they drink their ale. The party invested lots of gold & effort after driving off the pirates & cleansing the land, eventually rehabilitating/liberating the town.)
There was also a Dungeon Magazine wretched coastal town which was popular even from the first adventure there (of several). It came out right before Paizo introduced Golarion and fans wanted to see it transplanted into the new world (and for awhile I expected to see it in The Shackles). Lots of scum & villainy there. Wish I had its name at hand, but maybe that will trigger someone else's memory.
ETA: I suppose the strength of Nulb (other than being a hive of scum and villainy) was that it was only convenient source of resources for PCs while adventuring at a very important ruin full of active evil forces nearby. So that encouraged interacting with the townsfolk, which connected them to various factions, some even hidden good spies, though mostly cutthroat, or even spies of the party's ultimate enemies.
That Nulb has some nice things to borrow.
Especially the vibe of buildings slapped together from mud brick, crudely hewn logs, and old timbers from boats.Thank you Castilliano for being awesome.