Monday, September 9, 2019

Assassin's Doom - Worldbuilding for a Campaign

I've been using detailed maps for this campaign and for the last 10 days or so have been trying to create a map for the city of Nace.

Nace is laid out as a typical Roman city, a north-south road, an east-west road, a forum in the center and walls and towers all the way around. All neighborhoods are inside insulas or regular shaped areas on a grid like map.

So what do you get when you fuse a Roman city with a classic D&D campaign?

Strange things.

First, what do I need for the campaign?

A town or city with a hefty population. 15-20,000 people are in Nace.

Who is in charge? An aedile is in charge of the city proper. At this time, this character is unnamed.

Do they have temples and churches? Yes, in the forum. If there isn't place for a given sect, it is in the planning. These people have no problem with negative/evil sects so long as laws aren't broken.

Do they have guilds? Yes, for all character classes except fighters and assassins. These people would be in the military. The Assassin Guild is defunct, all members were killed. There is also a combination religious and magical guild, necessary for the production of the Empire's magical crops. Production of useful material require both magic and religion. The thieves guild is rather small time, very low level members who usually move on to bigger and better things rather than advance as thieves. The city has a problem with brigand raiding, which puts thieving in perspective.

Is there a town guard? Yes. Made up of legionaries. There used to be a secret police unit, but it was wiped out with the Assassin's Guild.

So, what is the Assassin's Doom? It will be the first City Adventure my players will engage in. In the next couple of posts, I will detail what happened to the Assassin's guild and secret police, and explain why they haven't been replaced.

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