Brainstorming: A City Within a Wall

Fallen Seraph

First Post
This idea has been congealing for months ever since I saw a show on History. In the show it was showcasing different Templar fortresses, one of the ones shown had some of its walls remaining these walls because of how thick they were had become homes for people in the modern day.

Well, that just got my mind whirring and decided to take it to the extreme. Lets super size it, huge walls = not just individual homes but a whole city.

This is what I have so far:

The Walled City: Assima'Imkan

The city of Assima'Imkan lies along the rocky cliffs of the Sea. It was once a wonder of this world and the worlds that surround it. However, as with all things in time it faded, over the centuries through natural and man made causes the city deteriorated.

The only remaining fragment was the eleven-kilometre long Sea Wall along what was once the cities east end. It too would have disappeared if not for the coming cataclysm. Hundreds of thousands fled to the safety of the Sea Wall, it's quarter kilometre deep walls giving shelter to them all.

As sandstorms, hurricanes and war bands clashed down on the Sea Wall as the chaos that was the cataclysm swept through the land the people weathered it. As time passed and the darkness receded what was once a refuge had become a new beacon of civilization.

Life Inside The Walls:

  • Most trade and commerce is done within the centre of the Sea Wall. It was the weakest portion of the wall and ended up fully collapsing causing a natural "downtown" with access to the fresh air and sunlight. Stronger reinforced stone passageways criss-cross above it.

    This narrow corridor is wide-enough to allow stalls to be placed on either end of the corridor with room in the middle for people, carts and animals to move through. Some stalls are placed in holes in the wall above the street, ladders or staircases deeper within the wall lead to them.

  • Deeper within the walls is where most people live, or private business is taken care of. Corridors and winding staircases are scattered all about the two outer sections, leading to both large and small chambers either carved out, formed from collapses or from the original structure. Most inns and restaurants are also located within the wall.

  • The "gates" of the city are locations where the wall has fully collapsed and has allowed access outside. These are the few locations where the city spills outside the Sea Wall. Many important trade hubs and inns are located here because of the flow of traffic. It also has a very strong military presence to defend the inner safety of the wall.

    If one of these gates is facing the sea, then it is used as a passage point for any trade coming from the sea and as a route for the cities fishermen. The rocky cliff in this area has been chiselled down into dozens of different staircases leading to hundreds of small stone ports.

  • Some sections of the city are overgrown with lush plant life, this is the source of the cities water and much of its food supply. These sections of the city have areas within the Sea Wall exposed to caves beneath the cliffs. These caves are bombarded by sea waves causing water to rush up and bathe the walls in water. Moss and plants have grown from this water clinging to the stone and forming a soil of salt around them. This area of the city is so lush that it bursts out from the inner wall and grows around the outer side of the wall as well.

  • The upper fortification of the Sea Wall is where governmental and military matters are handled. These are where the private palaces of Royalty and the Guilds are. Their gleaming gold roofs scattered about the Sea Wall. The military also has a strong presence with full contingents of riflemen, cannons and ballistas at the ready. It even houses within what was the bastions of the wall a troop of dragons.
Specifics:

  • The style is a mix of Moroccan and Arabic. As well as more exotic fantastical elements such as what you would expect in City of Brass or Sigil.
  • Environment wise, it is situated in a somewhat harsh climate. I would consider it a mix between Greece and Arabian desert.
  • There is a constant whistling within the walls thanks to small carved passages that bring fresh cool air from the sea into the wall.
  • The plants in this world can survive off salt water, screening the salt away from the water they absorb.
  • Technology wise, it is a mix of medieval and early 18th century technology.
  • Many species live within the city from Humans, Genasi, Tieflings, etc.
  • Magick is alive and well, mostly Arcane. As well as Psionic (I am hoping this setting be able to rip off hopefully coming Dark Sun material).

Style:

Colour Theme: Gold, Bronze, Yellow, Red, Orange, Brown, Black and splashes of Green.
Atmosphere: Alive, Energetic, Chaotic, "Spicy", Tense, Mysterious
Themes: The Unknown and Exotic, Rampant Use of Magic, Destitute and Prosperous

That is what I have developed so far. I have some more, but mainly nitty gritty, things. I am looking for any ideas, criticisms, resources or whatever you want to throw at this. I am all ears.
 
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Some interesting ideas there. How are you invisioning lightsources deeper in the city?

Some brainstorming

The rest of the city with a wall that size should have left some sizable ruins covering a vast plain inland from the wall. If the cataclysm was even slightly supernatural in nature that affords you the opportunity to have several small connected outdoor dungeon areas close to the city where all sorts of danger could lurk.

The many poor and desitute live in an area below the main city, known as the underwall or undercity, this vast unmapped area is controlled by various gangs and cults who continually battle over control of access points and trade routes through it. There are persistant rumors of secret tunnels leadin deep underground, as well as sinister forces controlling several of the gangs and cults for thier own vile purposes.

I can envision a strict caste system within the city limiting access to areas depending on your caste and proffesion.

I will keep and eye and mind on this thread.
 

I've been thinking that neighbouring protecterates would be made up of small towns who have been formed in the remaining ruins of the actual city. They pay to gain protection with the help of the Assima'Imkan military.

I am thinking most light sources are going to arcane in the form of glowing runes, and "sun beads" strung along the ceilings/between the streets. Or be natural and take the form of oil lanterns. I want to keep with my colour themes, so all the lights would be white, yellow or orange/red in colour.

I'll have to think about dungeons, I am not much of a dungeon runner myself. But... I could see upper passageways being used as a secret means to ferry information or supplies to protectorate towns or to the shore.

As for caste system, there is definitely gonna be slaves, servants, etc. Homeless are probably be this cities, "Untouchables"; the rest of the population views them as taking up space, straining the economic might of the city, etc. There will probably be some quirky caste systems for different races, like the Planar ones.

Right now I am trying to think up of all kinds of different things to put in the central downtown. What stalls be up, what people be mulling about, etc. What smells, tastes, etc.

I love using lots of Contacts in my game, since they are mainly mystery ones. But I have been drawing a blank on this one, anything both mundane or crazy supernatural is cool with me.
 

One issue I am having is trying to figure out the military. Besides for having dragons (with a dragon rider) and riflemen and cannons I haven't figured out that much stuff.

The issue is, there is a big split between how the military be operating. On one hand they need to defend the Sea Wall and the city within. On the other they have protectarates + I am thinking of having a ongoing war during the campaign.

As such they need to be adequate with defending the city, but also fighting outside it. Any technology, magic, etc. people can think of?

Also, been thinking of what animals could exist inside the city. What with it being massive, with many small nooks and crannies and the overgrown sections, trying to think what animals would exist. Just got bats, rats and bugs so far.
 

As far as animals go, it'd probably be limited to vermin, pests, and small rodents, maybe some pets kept by the residents.

Pests would be a major problem in this city. Small idea: One of the few druids that lives in the city is in charge of a sizable "corp" of semi-feral cats that help keep the underground levels free of pests.

As far as military goes, large ballistas and cranes to sink oncoming ships, supplemented by arcane protection of the wall itself? As for the standing ground forces, I don't see there being much cavalry, so maybe a focus more on Trojan phalanxes or something.

Sounds pretty cool so far!
 

I suggested this on rpg.net too, but I was thinking for Seaside defence maybe this city could have a submarine fleet of Apparati of Kwalish?
Perhaps a Warlock general of the city made a deal with the Kuo-Toa and the Aboleths of the Sea?

*edit*
Maybe the army has ways of diving beneath the sand in the desert-side?
Perhaps this city has a cavalry of sand-worm riders like Dune?
 

Animals, I could see riding lizards being used as the major beast of burden within the city.

Militarywise, your infintry would be well trained phalanxes supported by militia hordes (comprising of lowerclass/untouchables hoping to improve thier lot in life or possibly even pressganged into service). They would be overweatched/supported by a cabal of wizards and or psionicists and the dragon riders.

For defence of protectorates, the wall could rely on mercenary bands for smaller disturbances only using its standing army when the threat is great enough.

As for contacts, what sort of details are you looking for? The usual band of smugglers, slave railways, suppliers of excotic goods, rich merchants, suppliers of information, seers and what not would exist in any town.

For more esoteric, a band of smugglers who provide living creatures to an Aboleth or Shaugin consortium for safe passage through thier realms? Possibly even connected to the cities rulership for safety for the wall from the sea?

A tiefling fence who provides rare and esoteric items from an unknown source - possible connections to the undrdark or has knowledge of a planar gate below the foundations of the wall?

Might be worth looking at some of the wh40k material, expecialy on the hive cities for some ideas
 

Thanks for all the ideas and glad people find the idea neat. If I ever remember the name of the show that spawned this idea, I will make sure to post it. Was very cool, also sorta funny. You had people's washrooms having wonderfully carved masonry from the medieval period on it and such. Quite cool.

Pests: So seems like in general things will kept to pretty normal standards. Bats, rodents, etc. I could definitely see a variety of pets though, to keep up the exotic nature of it, have the shopkeepers with all manner of weird beasts (my mind keeps flicking back to the animal designers part in Blade Runner, narrow alleys with all manner of creatures).

Perhaps with Arcane Power coming out, some Familiars could be used too. I could see more then a few if as is, or reflavoured being able to fit the Arabian visual aesthetic. Perhaps Spirit Companions as well, I dunno what they be reflavoured as, perhaps minor-djinn or not fully formed demons?

Army: Well seems like infantry is the way to go. I am thinking perhaps the main infantry force, the kind that uses swords, spears, etc. Would be more consistent of militia forces. The more professional army I am thinking may have progressed more toward the use of firearms? I always whenever think of Arabian campaigns think of those old movies where you see Bedouin sharpshooters and such. This could tie into the defensive side of defending the Sea Wall.

I like the idea of lizards. They could have some relation to the Dragons being used. I am not sure yet what the origin of Dragons (and thus lizards) will be yet, if they would be natural or perhaps from another plane. Since in AV there is both draft and riding lizards they could be both beasts of burden and perhaps part of a elite cavalry force.

I also like having mercenaries, with them being used to protect the protectaretes and such they be probably mobile. So I can think fit in the classic horse cavalry.

I am thinking, with the major war that will be going on I would want artillery to play a greater role. So figuring out some means of transporting howitzers, mortars and cannons over the sand be important. Perhaps dragons? Or if I have Apparati of Kwalish submarines then use same technology for mobile artillery?

Sea: As I write this the idea of using Apparati of Kwalish gets better and better. Especially a visual image of them crawling up onto the cliffs, perhaps even onto the Sea Wall.

There probably will be a quite large merchant fleet. Since the city has a large guild. They would probably have cannons and serve as the normal navy as well. I am toying with the idea of the merchant fleet also having various types of cosmology-oriented vessels like Spelljammers and Astral Skiffs.

Magic: I am latching onto the Pact idea. I could see Warlocks and other magic users taking numerous Pacts. I am tempted to have this be a part of daily life, merchants each have Warlocks who make Pacts with each other to seal deals, etc.

I am thinking Alchemy will be a big deal, perhaps more so then Rituals. I could see this be the main conjoining point of Magic and Psionics. With both studying the scientific processes of the supernatural. Psionics being quite pseudoscience.

I am wondering how well to mix rifles, and artillery with magic. Should they simply both coexist or have specific tasks. "Keyword" wise; acid, poison, fire, force and psychic I am latching too. With maybe some lightning.

Contacts: *Scribbles down onto paper* I am thinking too more supernatural Contacts, like stuff from the Abyss or Elemental Chaos. I am thinking perhaps a being that is simply "darkness", since the Sea Wall would have many dark areas I could see something like that existing, that sort of stuff.

From RPG.net (I figure I keep a lot of the stuff together, so can bounce off both parts):

How do they deal with sanitation? Lots of people = lots of :):):):). Where do they put it? How does it get there? Not something most people think of I know but it matters a lot. Walls are not exactly built with plumbing or sewers or even gutters to empty the chamber pot into. Poop might even be a resource. Mix it with the right ingredients and it can make killer soil. You still have to get it to the open air where it can decompose safely.

Primitive societies depend on animal labor. What do they use? Donkeys are most likely as they can deal with enclosed spaces, but you could have a fantasy animal.

There is no way they can grow enough food for the kind of population you are talking about on the wall itself. Where does the rest come from? Again primitive societies can't be vegetarian and healthy. Not on a mass scale anyway. There is no single climate that supports all the food you need. There is always the fantasy way out as well here. A super plant? Herbivorous animals need lots of space.

It's fantasy so you are free to dodge practical questions like these. Most people don't want to think about where the :):):):) goes after all. It should make your city more real in the players eyes to actually answer these.
I won't dodge them, since well I asked for questions/ideas and I am looking forward to any I get :) Plus this kind of stuff while maybe not relevant to the campaign can give me idea for further plots.

Sanitation: This is one I have been pondering as well. I am thinking perhaps have various holes where garbage is deposited. Washrooms could also be found in such places. I am thinking perhaps the hole goes deep underground, what happens to it down there no one knows. There are organisms that survive off such things, so could be broken down by insects, etc.

Animals: Well I imagine many animals will be found mainly outside the walls in the various protectaretes. Most of these would be normal animals. Within the city itself, mulls and donkeys could be common. Draft lizards I could see as well, perhaps if they could walk on walls carrying supplies that are tied down to it (I do want to emphasize the vertical nature afterall).

Food: Besides the great overgrown areas within the city that is where they gather plants and some of their water (contain plenty of water). They also have extremely large fishing fleets. Merchants bring in food as well from the protectaretes and also from different planes. The majority is from trade, the city is almost like Sigil in that it requires trade to exist.

Though of course any more ideas on any of those be great. Just my initial thoughts.

More from RPG.net:
"The plants in this world can survive off salt water, screening the salt away from the water they absorb"

Random world-changing just for the sake of "flavor" always grates on my nerves. Why not have the city in a rainy region where storms constantly pour down onto the huge wall and the semi-natural 'rivulets' they form are teeming with life, rather than the change to the foundations of life mentioned above.

(I know, calling a reality check in DnD is kinda like asking for an ice cream cone in hell, but still...)

Plus with rivulets, you could have water-rights wars, ancient underground tunnels that occaisionally flood, secret gardens and pools, and all sorts of water-based adventure. Maybe the entire top of the wall could be a vast lake. Who knows!
Well, mainly since I had the idea spawn from a Templar fortress in the Middle-East, so the two mixed. Plus, I wanted to have some neat visual effects, ie; the big one is that there are "sandfalls", because of how the walls are and dilapidated, the sand that is left behind falls away in sandfalls.

Aesthetics, "Rule of Cool" is much more important to me then any realism/relation to the real world.

As said before, any more ideas you got keep them coming. It is getting my mind a whirling.
 

OH! Another aspect, I definitely want to emphasize "vertical gameplay", any gameplay, mechanics or fluff stuff to emphasize this be oh so wonderful.

While the war will be semi-more conventional, I plan on that being more a breather in the middle of the campaign. The beginning and end being more in the city. So as such it be awesome to see gameplay with instead of conventional horizontal movement, it is instead vertical.
 

Otyughs are great for waste disposal. Then once they get too big adventurers are hired to thin out the population.

Another way I handled waste in a high level game where I had a PC involved was disintegration, then I acquired a Sphere of Annihilation. No one looks for such a thing in a sewage drain.
 

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