You could have the start as followsrefugees don't tend to build towns - they go to ones that exist already)
Lords used to have lots of manors all over the place. When towns turned into major money spinners Lords decided they wanted their own market towns. They would build a market town in a good place for such things - near a river that flows to the sea and as inland as possible in the middle of a trade route. They would create a road and a bridge so people would go that way and aslo for bridge tolls, road tolls, and gate tolls (if they built a wall that limited access) and for trade with healthy taxes, rents, etc.
The Lord would need people to build and populate their town (initially) so they would just take their peasants from as many manors as the felt like without asking their permission (possibly giving them Freeman status) and relocate them in the town.
Allot of these manors were thought to be the victims of 100% mortality from the black death - but it turned out that Lords had a habit of moving little vills around at will even before towns.
Water - The biggest reason to live here is safe, fresh, drinkable water brought in from an ancient aquaduct built underground, much like ones the ancient Persians built for their empires. The water is constantly flowing from this aquaduct to various underground reservors and eventually feeding a sewer/cave system.
Sewers - The sewers were once a functional system in ancient years past. However, the long length of time since the devistation has wrecked much of the sewers, and the results of flowing water going in places it wasn't origenally designed to go. Between erosion and various cave-ins, the sewers now connects to a previous cave system of unknown size.
Caves - The previously unknown cave system now serves as a drain for the sewers. Unfortunatly, as people move back in to the city the denizens of this cave system are not to happy with the new smell. Potential for Conflict #1
Now, as for security: Fortification: The neighborhoods that are being built back up are succeeding not only because of water, but because their locations can be easily secured. Old stonework buildings are fortified, new walls and gates are built, and a watch is posted to keep out the roaming evil creatures. Potential Conflict #2
Conflicts: Conflict #1 - Kuo-toa, drow, or some other intellegent underground dwelling race is not too happy that their little underground community now smells like the feces of other races. This causes them to react violently to the other races, commited to raids and such to try to discourage the new inhabitants from being there. Heros are needed to eliminate the threat to the villagers, or find some way to repair the sewer to the point it isn't stinking up someone else's home.
Conflict #2 - Various bands of theives, monsters, etc roam in unprotected, unsecured neighborhoods. The supply of water allows for plant growth to go unchecked in many locations, creating a foundation of an ecosystem. Escort missions with security forces are common between neighborhoods.
Central Park: a massive park that was once well groomed in ancient times. Now it is overgrown, filled with wildlife. The trees here have grown so tall that Elves have moved into the treetops. They protect this little forest from poachers, wary of outsiders yet have a need to trade with nearby secured neighborhoods for their own survival.
The Old Palace: Once the home of the ruling noble, the ruins of the old palace are now inhabited by about a hundred or so people, making it the largest of the neighborhoods currently occupied. The palace grounds now sport fields where there once were hedge mazes, gardens, and a massive front lawn. They produce much of the agriculture for the rest of the city, and charge other inhabitants quite a bit for their food.
The Waterworks: Dwarven Engineers are drawn to the Waterworks, eager to learn how the ancient engineers built this marvel that keeps the city supplied with fresh water and flushes the sewage away. Many of these are craftsmen that are here for the challenge presented to them to repair the old system.
The Foundry: Ancient smithing machinery lies in an ancient foundry complex. More dwarven engineers and craftsmen have taken home here, and over time have figured out how to get some of the old forges working again. Piles of raw ore and scrap metal still lie untapped from when the city met it's demise. They are responsible for much of the metalwork in the ruined city.
The Cathedral of Winds: Named so for the howls brought by the winds rushing through this ruined structure. Once a massive center of the city's religious activity, now it is home to a community of survivors. Many of the people in this community have become religious zelots, intolerant of "outsiders" but depented on trade and offerings in order to survive.
Water - The biggest reason to live here is safe, fresh, drinkable water brought in from an ancient aquaduct built underground, much like ones the ancient Persians built for their empires. The water is constantly flowing from this aquaduct to various underground reservors and eventually feeding a sewer/cave system.
Sewers - The sewers were once a functional system in ancient years past. However, the long length of time since the devistation has wrecked much of the sewers, and the results of flowing water going in places it wasn't origenally designed to go. Between erosion and various cave-ins, the sewers now connects to a previous cave system of unknown size.
Caves - The previously unknown cave system now serves as a drain for the sewers. Unfortunatly, as people move back in to the city the denizens of this cave system are not to happy with the new smell. Potential for Conflict #1
Now, as for security: Fortification: The neighborhoods that are being built back up are succeeding not only because of water, but because their locations can be easily secured. Old stonework buildings are fortified, new walls and gates are built, and a watch is posted to keep out the roaming evil creatures. Potential Conflict #2
Conflicts: Conflict #1 - Kuo-toa, drow, or some other intellegent underground dwelling race is not too happy that their little underground community now smells like the feces of other races. This causes them to react violently to the other races, commited to raids and such to try to discourage the new inhabitants from being there. Heros are needed to eliminate the threat to the villagers, or find some way to repair the sewer to the point it isn't stinking up someone else's home.
Conflict #2 - Various bands of theives, monsters, etc roam in unprotected, unsecured neighborhoods. The supply of water allows for plant growth to go unchecked in many locations, creating a foundation of an ecosystem. Escort missions with security forces are common between neighborhoods.
Central Park: a massive park that was once well groomed in ancient times. Now it is overgrown, filled with wildlife. The trees here have grown so tall that Elves have moved into the treetops. They protect this little forest from poachers, wary of outsiders yet have a need to trade with nearby secured neighborhoods for their own survival.
The Old Palace: Once the home of the ruling noble, the ruins of the old palace are now inhabited by about a hundred or so people, making it the largest of the neighborhoods currently occupied. The palace grounds now sport fields where there once were hedge mazes, gardens, and a massive front lawn. They produce much of the agriculture for the rest of the city, and charge other inhabitants quite a bit for their food.
The Waterworks: Dwarven Engineers are drawn to the Waterworks, eager to learn how the ancient engineers built this marvel that keeps the city supplied with fresh water and flushes the sewage away. Many of these are craftsmen that are here for the challenge presented to them to repair the old system.
The Foundry: Ancient smithing machinery lies in an ancient foundry complex. More dwarven engineers and craftsmen have taken home here, and over time have figured out how to get some of the old forges working again. Piles of raw ore and scrap metal still lie untapped from when the city met it's demise. They are responsible for much of the metalwork in the ruined city.
The Cathedral of Winds: Named so for the howls brought by the winds rushing through this ruined structure. Once a massive center of the city's religious activity, now it is home to a community of survivors. Many of the people in this community have become religious zelots, intolerant of "outsiders" but depented on trade and offerings in order to survive.
Thoughts?
These are interesting ideas for later plots and story arcs. However, right now we should focus on the beginnings of the city. In previous threads, the cities started at the bare basics, a building, maybe two, and only a handful of folks to build the them. Here, we need to be doing the same thing. I'm not diminishing or negating your ideas, but lets save them for later, after we have the basics down.
As for basics, Syl is probably right, the why is not terribly important right now. With any story, the why is discovered as the plot is revealed. However, the where of the story would set the stage, shaping the theme and how we present it. Therefore, perhaps it could be wise to decide where we are putting our Point of Light while we are discussing its theme; not necessarily its surroundings, just the specific point where "the light may shine". A dwarven redoubt, backed by a series of caves, ties the rest of the ideas together. This means that the old city should be close to a mountain or a mountain range where the redoubt is located. Seems like a viable location, and it would serve as a good starting point for our story. I'm not so sure about the dragon thing (less unique), but we could discuss that later.
For refugees to settle somewhere there has to be some basic survival stuff namely three things, water, food and shelter. Those things need to be present in sufficient quantities so the town can grow. There even has to be a steady foodsource and watersuply to begin growing otherwise towns will wither and die.
Now if you are you going with the cave idea/dwarven rebout I presume the dwarfs might have left some agricultural fields behind or wild livestock. The refugees could also taken with them some off these items. if there are some fields that can be cultivated then the city can grow. A stream of some sort or deep ancient wells should be near too. maybe that is what attracted the refugees the first place. And after the place has gathered some people, there has to be something to build with, either rocks or lumber (this can be available by trade too). The place must be accessible so that others can move in too. either by road or waterway. (ancient canals anyone?)
Now these basics could have some quirks and adventure ideas. Futher there could be more things around but that's of later concern.
Using the redoubt (dwarven optional to me) backed by caves as the starting point, the big issue that comes to mind is what happened to the former inhabitants? If the redoubt was abandoned, , why was it not put to use before the evacuation of the Old City?
Some Ideas: - Perhaps the inhabitants of the city thought it to be haunted by the ghosts of it's old residents, moost likely with good cause -The redoubt may be in such a state of disrepair that occupying it was not viable, and the refugees have been rebuilding the defenses out of necessity and haste (leading to a very patchwork look to the redoubt itself) -The redoubt was abandoned and left that way due to a peace treaty between the dwarves and the Old City (or it's ruling region). The redoubt was too close to the Old City for tensions to die down if the dwarves kept it, and the proximity of the redoubt coupled with dwarven pride kept them from giving it to the Old City - The redoubt may have not been abandoned, and the refugees have had to come to terms with the soldiers of the garrison.
Personally I would toss the first option, and either go with a mix of 2 and 3, or option 4. The abandoned by treaty option gives options for conflict, as the redoubts former masters wouldn't be comfortable with the residents of the Old City moving in permanently, justified or not. Similarly, the garrisoned redoubt provides conflict as well, as the refugees begin to settle inside and outside the fortress, and the garrison's leadership comes into conflict with the former Old City leadreship.
I agree with Khopesh, I'm not too keen on the dwarven idea, mostly I have a hard time imaging dwarves leaving a viable structure. What about this: The refugees come on a abandoned prison, there is an outside fortlike structure (now mostly ruined,) an attached cave system (formerly the cells,) and a river/spring/other water source. The prison was abandoned when most of the prisoners escaped into the cave system thru a tunnel they created. resources:shelter, fortification, water, possible food (farms or whatever the prison used to feed itself.) possible conflicts:whatever lives in the caves, maybe monsters or surviving prisoners
These are interesting ideas for later plots and story arcs. However, right now we should focus on the beginnings of the city. In previous threads, the cities started at the bare basics, a building, maybe two, and only a handful of folks to build the them. Here, we need to be doing the same thing. I'm not diminishing or negating your ideas, but lets save them for later, after we have the basics down.
Meh, mearly brainstorming. It's always a good idea to know what direction we're going in. Start writing a book without any thought of what the ending is going to be leads to bad writing.
Location: Oasis in the Desert - Possibly too hostile of an enviroment surrounding the city for immigrents to get there, but having water makes it a good reason for people to want to be there.
Earthberg - I haven't seen the latest WotC book, so I'm assuming that this is a chunk of land foating on water. Again, putting the city on this makes it very hard to access for refugees/immigrants. Not that it can't be done, but being difficult to get to could be an issue for PCs as well as other immigrants
Mountanous - Pro: Good place for security. Cons: potencially out of the way. Perhaps that is the reason why it was abandoned?
Coastal - Pro: access to seafood, once a port of trade. Con: Subjected to hazerdous weather? Perhaps the origenal city was destoryed by a tsunami or a hurricane?
Coastal Mountainous - Sandwiched between a mountain or oversized bluff and the sea. I like this one the best. Fresh water is gained through an underground aquaduct that goes through a mountain. Fresh fish is provided from the sea, while wildlife now lives in overgrown abandoned parks and grain is grown on what use to be the front lawn of a palace.
I really think that we are getting into the story part of the city before we establish the basics of the city as related to the D & D game. A basic city in 4E should answer some questions and provide a believable backdrop, IMHO. How can all the PC's core classes operate there? Will DragonBorn and Tieflings be viewed with suspecion? One has a mytic hertitage and the other extraplaner origins. How will this relate? If we take the refugee idea for a moment, would these 2 classes be welcomed? How can we know that without knowing some of the basic axis on which the city operates?
Loking back at the DMG2-IMHO establish geography, natural resources (can the city provide for the needs of civilization), type of government, moral and ethical compass, and since its D & D magical heitage, practices, & beliefs. Then decide its size - the number of buildings...and then build its story...
A basic question is will the city handle all core races and classes? If we are making it new for 4E I think it should, but that's only my opinion-what do you all say?
For the purposes of the new city, I'd like to open the discussion with its theme. The new rules hint that the world is a dark, mysterious place with points of light where civilization exists. So, I think we should incorporate that theme into the new city.
As a point of light, I don't think the city should benefit from a rapid influx of new residents (the previous threads felt a little inorganic to me.) The population should grow very slowly as a rule, only adding a single person here and there. I also don't think that an adventuring class (PC class) would be necessary for starting a town. Any character can fill the role of a leader, and we can always introduce PC classes later. However, it also seems (to me) somewhat inorganic to have some random NPC find some land and have people gravitate towards it.
So I'm thinking that perhaps the city and its residents have already been there for a while, and for some reason they find that they must start anew, such as a cataclysmic event or invasion. Now they must either replant or find someplace new to settle down. Personally I like the idea of some event that levels the city leaving the few survivors left to dig through the ashes hoping to find a way to rebuild over the next few chronicles. Then, in a later chronicle, this same event has caused an sudden, mass of refugees to migrate to the new "point of light" for protection; led by some savior PC class, they all choose to stay to help guard (or oppress) the town.
I would love to see my real estate in an actual city, hence my earlier fondness of my own piece of swamp, P.s. i like the rebuilding and moving idea
this is my previous post : Hey about good and evil, my dream campaign is to take my 7 and 9 year old kids someday on a campaign to get them to kill me off all the while explaining myself as just fanatical about my hate for evil. I always have a way of covering that i'm evil and they must destroy me. here is one of my plot twists, I own a property with a mansion sized house with a swamp behind it that is populated with pirahna and there is a circle of tree stumps out a distance with one tree in the center well every time we kill something I go to the bar get drunk and try to throw the heads of orc we slayed together into the circle of stumps a roll of a 20 mean I have bragging rites that night. - Azuelle what do you think of this?