I would just like to suggest that instead of "evil" you focus more on illegal. A town founded by escaped slaves is unlikely to trade in flesh, but disrupting the economy of their former masters and the empire that refused to protect them? You bet your sweet ass! These inhabitants should be equal parts heroes of the oppressed and egotistical opportunists masquerading as champions of the people, and the quests should involve conflicts between these two interests and allow the player to influence which ideology ultimately triumphs.
9 comments