Best Homebrewed Towns

Evilhalfling

Adventurer
What have been the best cities/towns/Villages you have created?
or
Which towns/cities have your players most enjoyed? (including published?)

One that was standout for me were a town based on the small Irish town of Dingle (I visited it 3 months earlier) at one point the real place boasted 52 bars, and a legend that a man had been banished from each one for a year. He would drink for a week, then start something and get thrown out, rotating to the next place where it had been a year since the last visit.
Bars included a hardware store, a tailor, and the backyard of somebodies house that had 2 picnic tables. They would stop regular business at dusk and start selling alcohol. It also had a dozen that were larger and had regular live music.

The PCs had to locate the legendary drunk, and collect info from various musicians. They also had to deal with a crush by the mayor's underage daughter. For an added twist the town was in a vast antimagic field - set up 30 yrs earlier. The PCs left after 2 sessions, having forced he drunk to confront his past, recovered an artifact, ended the anti-magic, and promised to return for the mayors daughter. Those 2 sessions were a blast.
 

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I LOVE my urban campaigns so got a couple cities:

The Wall: This city was forged from the giant Sea Wall of a long abandoned city, during the cataclysms that caused the fall of the city and consumed many others. Refugees from all corners of the world seek refuge in the Sea Wall.

The inner most section of the Wall has collapsed causing a natural "downtown", this tight corridor is where shops, business and the trade of in this city takes places, they are multi layered with shops upon shops nailed to the Wall. Within the Wall itself is where most people live.

The city is one of high magic but with a grim feel. There is dragon brigades, ever burning torches, warlocks speaking with The Stars and Beasts of The Deep, and elemental empowered craft wander the seas, sky and desert. At the same time the poor are shoved deeper and deeper into the dark ruins under the city, slavery is common and drugs rampant.

Monolith: Cities created on the ruins of a once magnificent floating city, its remains scattered across the world in the form of giant black slabs of rock. Multiple Monoliths exist each built upon these rocks. They are built here because besides being a natural protective barrier the Royals who rule the city and their Aberration rulers have found that one can siphon off energy from these stones.

As such the city is a mass of tall skyscrapers piercing above a jumble of wires and tubes covering the entirety of the rock. Most people live within the spaces between these tubes and wires, hacking into these tubes and stealing energy. This energy has allowed for much advancements in technology, magical hologram and computers.

The Tower: The Tower was a ancient tower of unknown origin. The Tower slowly grew into a town with residences building upon the outside of the Tower, slowly increasing its mass with a encircling number of houses, stairways and other buildings.

As the town grew into a city this began to grow outward. This was thanks to a combination of waste forming a natural hill around the city as well as the Tower no longer being able to support more weight. This has caused much development of buildings to be based around the city. This idea of vertical growth remained and many buildings are built upon each other.

Communication in the city has come to rely on intelligent ravens thanks to the vertical nature of the city. This has given it a legacy of being master scouts relying on their ravens to send back communications. The Tower being placed on a empty landscape has also meant that long-eyesight is important to see far away threats.
 
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A friend and I were collaborating on a city that was built inside a giant whale. It would be a concoction of debris that the whale had swallowed kept together by the Guild of Carpentry. A power triangle exists between the carpenters who keep things together (literally), the watch, who keeps the monsters who live inside the whale at bay, and the lone cleric who can conjure food and water to feed people.
 




I used this as a write up for a 3.5E campaign I started, I needed to find a creative way of having no high-level NPCs (max 9th level). I started the players at fifth level, and their first act was to accidentally release Romish.

Velmora is both a new city and an ancient one. Ten years ago sections of various cities from other planes along with their populations instantly appeared where Velmora now stands. By the most thorough accounts, populations and structures were taken from almost a hundred different locations and merged together to form one city. To this day new people continue to arrive, but at a much slower rate. About 90 percent of the original arrivals were of Human stock, and there was a scattering of Dwarves, Elves, Gnomes, Halflings, Reptilians, Goblinoids and Sylvans, as they were mixed in with human society.


Initially what was to become a united city was thrown into utter chaos. Tens of thousands of people suddenly found their entire communities moved to a new location, interwoven with various other communities they had never seen before. However what was missing from each community was any leadership structure, as all leaders were left behind in the relocation. Left without leadership and in a strange location amongst strangers, each community formed its own militia, followed by religions and deities to pay homage to, and then mercantile guilds.

With no central government to arbitrate conflicts, the city was thrown into tribal warfare. Over time some of the communities started banding together, usually out of reverence for a common deity. In the third year a meeting was held with the leaders of nine of the most powerful groups, and they formed what became known as the Council of Nine. Over the next three years the militias of the Council of Nine united to pick off every other rival group, one or two at a time, and absorb them into their fold. After most all opposition was eliminated, the Council of Nine became the defacto rulership body for the city.

Unfortunately all was not calm and everyone was not happy. Each of the nine officially sanctioned religions created their own guard units to form out of the various militias and vigilante groups that supported it. To complicate matters none of the nine groups were concentrated in any one area, but widely distributed throughout the entire city. Anyone who was not a member of one of the nine groups was not protected by the law, and was subject to harassment by the nine militias. Those that chose to remain loyal to their old ways were either killed, went underground, or fled the city. Because of this very few non-Humans are part of Velmoran society.

With order brought to the city for the first time, several mercantile organizations emerged. Unlike the religious groups that were scattered throughout the city, these groups were localized. In the sixth year the Council of Nine declared any mercantile group not directly affiliated with one of the nine temples to be illegal, and a new round of violence broke out between the local guilds and the militias who supported the temple based guilds. The militias eventually won out, with most legitimate enterprises (farms, shops, artisans, etc) choosing to go along with the winning side. Those that refused to join the new guilds again went underground, and along with those that refused to join the nine temples formed rogue gangs of thieves, thugs and assassins.

A charismatic leader by the name of Romish was able to unite the most powerful underground gangs, and along with one of the nine temples tried to seize power for herself. Romish declared herself to be the Empress of Emerald City, and disbanded the Council of Nine. After four years of civil war Romish was finally captured by a Tiefling priestess who betrayed her. The various gangs were defeated, and went underground again. The Council of Nine was restored, and the city has returned to relative calm. Emerald City was renamed Velmora in her honor.

Velmora is located on a great plain and is build between two great rivers at their closest point. The city's original name, Emerald City, got its name from the Emerald River, whose deep green waters run through the city. Velmora proper forms a ten mile by ten mile square, with the Emerald River running through its eastern half and the Sathu River running through its western half. The city's defenses are very formidable, with walls rising 100 feet high with several defensive castle-like structures built into them.

The architecture is varied from locale to locale, as the city is a blend of many different cultures thrown together. There are not many new buildings, however most temples have been either modified for a new religion or enlarged to include a militia base. Several main avenues run north/south and east/west, and they are dominated by either temples, businesses, or coliseums. Off the main avenues are the residential areas, most of which are mixed by race and religion. The city is relatively safe during daylight hours, as the various militias patrol the entire city. At night is a different story. While local militia irregulars are not likely to attack a resident of their community who belongs to a different temple, they will in all likelihood attack a stranger. At night only the main avenues are patrolled.

The center quarter of the city is the land between the two rivers, and that makes up three quarters of the walled area. The Eastern Quarter and Western Quarter are both narrow strips, and they are both off-limits to common folk unless they have the proper papers to be there. Both strips are dominated by the estates of the wealthier residents of Velmora. At one time these two exclusive quarters were populated similarly to the center, but the poor were driven out soon after the Council of Nine came to power. Even during the civil war started by Romish, these quarters were not effected by the conflict. Common class folk who can not live in either of the exclusive strips have gravitated toward the river's edge, and many have businesses involving shipping, warehousing or construction.

Beneath the city is a complex network of sewers, aqueducts and tunnels. The sewer system in the central quarter is not one system, but network of about 50 to 100 individual systems each about a square mile. Inside each sewer system reside several oozes, slimes, puddings, fungal growths and other disgusting creatures that consume the waste and other trash. Unfortunately at times some have escaped and caused havoc on the surface. Occasionally those brave enough to risk attack by the denizens of the sewers can move around beneath the city unseen. Each estate in the east and west has their own sewer system. Below the sewers is a network of fresh water aqueducts that deliver drinking water to the city's residents via strategically placed common wells. Travel via the aqueducts is very difficult for humanoids since they are filled with water.

Along side and beneath the sewers and aqueducts are a series of tunnels designed with no purpose in mind other than to create a city beneath a city. This is where many of those who chose not to join the nine temples fled to. After Romish's civil war some of the survivors on the losing side were suspected to have escaped back to. Because of the dangers below, there is nothing resembling a map. However several entrances have been located and sealed off by the militias. Entering the undercity is a crime punishable by death, as is associating with any of the groups who lost the civil war. The three most wanted villains known to reside in the undercity are the Goblin Assassin known as Fujan the Rat, the Elf Sorceress known as Calomena, and the Githzerai Monk Taigrel, who had been Romish's concubine.


Despite its short but violent history, the population of Velmora has grown to almost 100,000 people. During the initial bloodbath and subsequent civil war, it is estimated that more than half of its population was either killed, exiled, or driven underground. Humans made up about 90% of the initial population, and despite that more humans were killed than any other race during the initial bloodbath and the civil war that followed, they now make up more than 99% of the surface population. The Council of Nine governs the city, maintains the peace, and preserves the status quo. But not all people are as happy with the council as appears on the surface.

 
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This thread is incredibly cool.

Eversink: This is a city is a city that smells like sun and mud and spice and sea, and sounds like foreign dock-song and the splash of feet over flooded cobblestone.

Eversink squats on the edge on an inland sea, blocking and controlling access to the major river connecting the sea to the distant ocean. It is built on a variety of swampy slands and is riddled with canals. The city is slowly sinking despite the best efforts of the water witches; instead of abandoning it, buildings are simply built upwards. The city has a vast underworld that is nothing more than the sealed off and abandoned homes of past generations.

Intensely political, Eversink is controlled by seven powerful merchant houses (and scores of lesser houses.) They scrabble for power and status by playing intense political games that often mystify outsiders.

I originally sent my party of adventurers there as diplomats. Poor bastards.
 

This thread is incredibly cool.

Eversink: This is a city is a city that smells like sun and mud and spice and sea, and sounds like foreign dock-song and the splash of feet over flooded cobblestone.

Eversink squats on the edge on an inland sea, blocking and controlling access to the major river connecting the sea to the distant ocean. It is built on a variety of swampy slands and is riddled with canals. The city is slowly sinking despite the best efforts of the water witches; instead of abandoning it, buildings are simply built upwards. The city has a vast underworld that is nothing more than the sealed off and abandoned homes of past generations.

Intensely political, Eversink is controlled by seven powerful merchant houses (and scores of lesser houses.) They scrabble for power and status by playing intense political games that often mystify outsiders.

I originally sent my party of adventurers there as diplomats. Poor bastards.
Ah, Eversink... a great city... of course, I'm biased. :p

PCat, do you have any more details on the water witches?
 

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