50 fantastical cities (or How writers block sunk my campaign world)


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Sfiarc- This underground city contained the richest mines in the world until it was hit by an experamental weapon during the war that splunged the city into darkness. It has remained untouched until recently when a tribe of eyeless mutants moved in. The mines remain unworked though, as they cannot locate ores with blindsight.

Tirac- The religious center of a major religion, this city is the only one everyone can still visit through the portal network. Because of this accesability most secret societies and guilds are based here. Lately martial law has been imposed to crack down on the criminal elements.
 

Tirac- The religious center of a major religion, this city is the only one everyone can still visit through the portal network. Because of this accesability most secret societies and guilds are based here. Lately martial law has been imposed to crack down on the criminal elements.

Nice one but lets make it secular instead of religious. I want a single "neutral" city that the rulers of the other cities come to meet at and bicker. Sort of like that "senate" city in Star Wars. Name anyone?
We'll keep the portals closed for now.

So

City Name: Tirac
Hook- the Grand city of Tirac is the location of the Stewards Council. This Neutral city is maintained and patroled by a beauracracy paid for and supported by the 39 delegate Embassies.
 

Calculus - a city run by the heads of various science-based guilds working to advance their own technology and reclaim technology lost to the Sundering
hook - the astronomer's guild is funding an expedition to reclaim an old observatory. the PCs are required to find an overland route to the site and remove any hostiles in the vicinity

Cumulus - an ancient floating city the rides the weather patterns of the planet, floating over the same locations once a year. (the rest is unknown)
hook - a joint coalition between the physics and meteorological guilds had determined that Cumulus is losing altitude, and after its next pass over (a nearby mountain range), it will crash into Calculus, with devastating effect. the PCs are to be sent on a quest to reclaim a lost flying machine and return it to Calculus for repair. the PCs will then be sent to Cumulus to stop its decent, or destroy it. the PCs have only a limited time to complete their tasks.

the Conservation - a city built in total harmony with the wilderness, its peoples are active in the fight against technology.
hook - the polution billowing from the city of Calculus and skirmishes between Conservation and Calculus forces have led the Conservation to consider more drastic measures to end the threat of technology once and for all

[edit - spelling]
 
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Arcadia - The Bread Basket... A region of vast rolling farmlands, vineyards and orchards. The climate is always temperate. The city itself, is really nothing more than one great year-round Farmer's Market & Bizarre.

Pelagia - The Lords of the Sea... A city ruling a string of small, rocky islands. With few resources of their own, they provide the backbone of sea-going trade, with their master sailors and their far-ranging ships.

Hyperborea - The Frigid Nomads... Again a region with no true city. The frigid climate forces the tribal inhabitants to nomadically follow the regional herd animals for their survival and livelihood. Great dog-breeders (for their sleds), hunters and furriers. One a year, at the summer solstice, the tribes gather to discuss politics, trade goods, and arrange inter-tribal marriages.
 

Pit - city built on the sides of a huge strip mine/quary.

Kel - city of canels, city built on a vast lust plain that is covered in water (the plain :)) six months of the year.

Morg - city of darkness/smoke. City is known for its iron works, but the smoke blocks the sun, waters the eyes, and hangs over the city.

The thing to do is look at real life cities and convert them to your game.
 

Pelagia - The Lords of the Sea... A city ruling a string of small, rocky islands. With few resources of their own, they provide the backbone of sea-going trade, with their master sailors and their far-ranging ships.

I actually have a region likes this called the Bastard states of Tith. It is a large Archipelago that is populated with many small cities often ruled by various pirate and merchant lords.

Their big claim to fame though isn't shipping (thats Argos). Tith is the only place in the world were Dark Steel (or more accurately Dark Ore) is found. Dark steel is a rare metal that is impervious to magic. It cannot be enchanted but it also ignores magic. So if you are attacking some one who is wearing +2 Chainmail the wepon will ignore the +2 part.

Now, the main problem I have explaining how has a loose confederation of thugs been able to hold onto these rare mines? And where are the mines??? I mean it is a collection of tropical islands!!

Arcadia - The Bread Basket... A region of vast rolling farmlands, vineyards and orchards. The climate is always temperate. The city itself, is really nothing more than one great year-round Farmer's Market & Bizarre.

I so like this idea but I would like to give the region one of the Remant cities.

What unique feature would it have without the obvious massive grain bins or loading equipment??

Is it technology?
the governing race?
Some magical aspect?
 

BluWolf said:
I so like this idea but I would like to give the region one of the Remant cities.

What unique feature would it have without the obvious massive grain bins or loading equipment??

Is it technology?
the governing race?
Some magical aspect?

It's the weather... It's always perfect and regular as clockwork. Perhaps the city is home to a Guild of Weathermen. Wizards, Preists or Druids who don't predict the weather, but control it to the benefit of the region... It'd be a great PrC, don't you think?
 

BluWolf said:


This works because I want to keep a few of the cities "unclaimed". While all the cities have various dangerous aspects, I want a few of them to be completley uninhabited by "civilised" people. Sort of a lost remnant cities group.

Can you think of anything that might be worth hiding in Va-Slasol that people might want. I mean other than XP and random treasure?

The Necron Bomb worked like a Neutron Bomb, left people (un)dead and buildings still standing, so there is the practically untouched wealth of a Pre-Sundering city there (although a few of the more sentient and powerful undead may be using some of the lost artifacts). Whether there is still corrupting Necron radiation (sort of like an area of effect wight's touch) that turns people undead is a matter of great debate, most won't risk it, and those that do are too busy running from ravenous undead to think wonder why some turned into undead and some don't (some lingering "hot zones" still exist, though few and far between as the Necron emanation has diminished greatly over the years). Va-Slasol was probably a good aligned and important/powerful city (add to the tragedy, though may they were so bad they needed to be taken out first!), only a nefarious evil city/country would use the ultimate secret weapon on it...which begs the question what did Va-Slasol possess that justified the use of such a horrible weapon? A powerful Holy Artifact? Archmage Academy? A demon army in stasis? The secret of velcro? Only those fearless enough to plum its depths will know for sure!
 

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