Cool ideas for cities required

Phlebas

First Post
My campaigns set in the ruins of a magical empire (think fall of rome here)

One of the flavours of the settings is that most of the city-states have one (or more) great magical artifacts left over from the imperial times that now no-one can maintain or build - The plan is that every town has some kind of magical signature and that its fallen / falling into disuse

I've got some ideas for examples, but I'd be grateful for some inspiration / help

1. High Court: a literal high court, this grand building, used as the city’s law courts and seat of the council. It is reached by a floating staircase of white stones, but some of these have fallen, and in places there are wooden bridges lashed into place. (Still, the Griffin Guard find the tower tops useful.)
2. A permanent rain cloud that circles the city giving each quarter a standard two hours of rain per day
3. An ice walled town by the desert edge
4. A permanent rainbow over the city
5. A crystal vault that enables a city to be built under a river
6. A ruined town that makes all clothing vanish within its precincts (a curse that one)
7. A small city run by a family of vampires, geased to serve the town
8. A floating castle tethered above a shadowed slum
9. A city built within a huge structure that spans a valley, the reason behind it is lost
10. A city built in a huge barrow – surrounded by smaller barrows and lit by magic
 

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Old Ones storyhour perhaps? ;)

Read some Conan stories.
- A town with an old god who crawls out at night and feeds upon someone.
- A city that lives in it's own time flow.
- A village of endless night where the sun never shines.
- Another village where everyone disappears at night. A sunlight spell makes the inhabitants visible and allows you to interact with them.
- A sunk town underwater.
- An inhabitated island that changes it's place now and then.

What kind of help/inspiration do you want?
 

A city where the culture, religion and society revolve around gaming and gambling of all sorts, with racecourses and casinos of all types to be found everywhere.

Maze City, in which the entire surface - and much of the area beneath it - is a massive maze cut into solid rock. Wrong turns could lead into hostile temples, gravesite areas, disease-filled garbage dump areas, etc. A magic item here could include something that cuts new maze passageways, allowing for expansion. This could be located on a mesa or mountain, perhaps along a major trading road.

A city whose culture is devoted to raising and smoking marijuana. These peaceful and generous stoners do not have many physical resources or items to trade besides their huge surplus marijuana crops grown in outlying fields, perhaps by magical means. Perhaps their magic item is a huge greenhouse area, or magic items that help with farming and plant growth. There may be a very profitable, though illegal, demand for their crop in some other nearby cities or states. If players spend enough time there they will learn that these people have much in the way of strange druidic tradition and spellcasting and a great deal of magical knowledge, largely taken for granted. Weird, minor magical items are common, as are strange and esoteric spells. While these people are very pleasant, they are not very interested in trading; they would rather just smoke marijuana. They can easily be interested, though, with such items as unusual foodstuffs or kaleidoscopes, or unusual artwork or even storytellers whose art they find interesting and engaging.

A city where the people worship their bodily functions and seek to have diarrhea and other conditions as often and as strongly as possible. In this society it is considered to be very rude to eat in front of people or in social settings, but reliving one's colon or bladder is a social event - the reverse of how eating and going to the bathroom are in most cultures. People eat in small, secluded rooms; instead of shared dining areas they have large multi-person toilet areas where social events are held. Food and water supplies there will leave PCs dangerously ill for days. It would be an amusing but unpleasant place for PCs, but they might obtain spells or items that discomfort or disable enemies with sudden bursts of diarrhea at bad moments. They also might find that mundane commodities such as clay (for making toilets or tile) are rare and desired there, while items coveted elsewhere like gold and silver are discarded (because they make for cold, uncomfortable toilet seats). In fact, gold and silver and jewels might be commonly discarded into the sewers, by children in particular, and one adventure might involve PCs trying to figure out how to retreive gold and jewels from the disgusting, disease and creature ridden sewers - a place that locals hold taboo and that cannot be entered without severe punishment if one is caught.

A very ancient city in which concentric circles alternate between city areas and graveyard areas. The older graveyard areas could be taboo; local officials discourage or outlaw entry into them, but the grave complexes hold many treasures and monsters such as undead and rakshasta. Magic item could be something that keeps those monsters in the graveyard areas.

A city in the desert whose magic item creates many wells of cold water, the export of which allows for many other desert communities to exist - and those communities would die if the supply were disrupted.

A city built in the ruins of a simple home of a member of an immense, extinct ultragiant race. This fact might be unknown to the inhabitants, but figuring it out would be necessary for the PCs to solve part of their campaign. The magic item, unknown to these people, could be something small to the ultragiant but huge to the party such as a hairpin or needle or ring, something that could only be recognized as such if mapped or viewed at a particular angle from high in the air. Perhaps it could be the ultragiant's wristwatch, stiill mysteriously (to the locals) functioning.

A city where everything is made of fragile but beautiful shiny white china. Horses and metal items would not be allowed within its walls. Magic there might include local priests who can repair just about anything including the fragile china homes, or something that makes the china city walls impenetrable.

A city of disgustingly obese and voracious fat people who eat and eat and eat. Perhaps a nearby agrarian community profits handsomely from this place and players could eventually discover that a magical item (or group of them) brought into the city by those agrarians causes the voracious appetites and resulting obesity.

A city of bridges - perhaps a huge lake covered and criss-crossed with bridges, some narrow, some with shops and buildings on them like the old London Bridge. Perhaps it once was like Venice but everything sank except the bridges, or the water rose. Flying carpets would be at a premium here.

A city protected by a perpetual tornado or cyclone, created by a magic item and controlled by the city's wizard overseers.

A city where money and coinage are forbidden under penalty of death. Perhaps trade is only allowed in the form of barter or magic or favors to be repaid later.

A crime-ridden city filled with thievery, prostitution, robbery, murder, kidnapping, rape and assaults. Survival of the fittest would be the order of the day; the strong would rule and the weak would suffer. Criminals and psychopaths from all over the continent would be drawn to this place. It would be very dangerous but potentially very lucrative. A party in which no one spoke Thieves' Cant would be in trouble. Perhaps the players go here to rescue someone or to retrieve a specific item. Perhaps a magic item there causes psychopathy or anger or disregard for the law.

A huge, sprawling city in which chutes and updrafts of curved air provide quick and safe transport over long distances between buildings and districts. This of course could be the product of some magical artifact or presence.
 



A city which exists only in time. In order to find the city, you must know 3 things: 1) it's physical location at a specific timeframe, what time you are now at, and how fast time flows.

A city in which the inhabitants look like normal humans by day, but appear to be undead ghouls by night.
 

A city where fish can swim through the air as though it was water. Octopi lurk in chimineys and sharks chase pidgeons through the town square.

A city where everyones shadow moves of it's own accord, reflecting the persons inner feelings.

A city where colors blur and swirl. The whole place looks tie-dyed and your clothes stay that way when you leave.

A village where all animals can speak as though they were humans. Vegitarianism prevails.

A town that contains a spiral staircase that is rumoured to stretch all the way to the moon, but no one is really sure how high it is. The longest recorded climb was 6 days up, no expedition has returned from a longer trip.

A city where life is in stasis. No one ages or dies, but no children are born, the older inhabiants tend to be slightly mad. A legend tells that the young wife of a legendary king fled to this town when the castle fell, and hides there still, bearing the ancient scion of that lost bloodline in her belly.

The Town of slowglass. Any image in glass here, be it mirror or window, shows what happened there the previous day. It speeds up in the outskirts, so the windows there lag only by 12 or 6 hours. Great place for a murder mystery.
 

A city which exists spread across the world, with every building attached to every other building by means of shared magical portals (think the front door of Howl's Moving Castle but with more options.) Anyone who knows the correct settings can walk from one building directly to another. If the system goes awry, people could be stranded in whatever building they're in, or they could be stuck trying to navigate through ever-shifting doorways (think Cube.)

An underground city designed like a miniature Dyson sphere -- people live on the inside of the sphere, with a 'sun' at its centre.

A city covering a small area of land but filled with towers that reach dozens of storeys into the sky. To us, they're apartment buildings, but to the citizens they have no idea how these things were built.

A concave city that hangs upside-down in the sky, its gravity inverted.

A city that is mounted on rails, either travelling across the land under the power of a system the citizens don't understand or powered by slaves who work "belowdecks."

A city built entirely from permanent force effects. Magic would be a touchy issue here.

A city built from the remains of a dead being of tremendous size, perhaps even a god.

A Moebius city. Everything is built along the "strip", and if you walk long enough you'll eventually wind up where you started -- but not before you spend half your trip on the underside of the city.

A city where certain members of the elite can rearrange its layout as they see fit -- like the Strangers in Dark City.

A city made from a crashed airship, the remnants of a suspension bridge, or an elevated highway -- any large artefact out of the reach of the current magic/technology of the world.

A city on the back of an immense construct that is still seeking to fulfill the last orders its creator gave it.
 

Kafkonia said:
A city which exists spread across the world, with every building attached to every other building by means of shared magical portals (think the front door of Howl's Moving Castle but with more options.) Anyone who knows the correct settings can walk from one building directly to another. If the system goes awry, people could be stranded in whatever building they're in, or they could be stuck trying to navigate through ever-shifting doorways (think Cube.)

Sigil, in theory. Ever heard of one of the Lady's mazes?...

Kafkonia said:
An underground city designed like a miniature Dyson sphere -- people live on the inside of the sphere, with a 'sun' at its centre.

Also basically Sigil, except Sigil's a ringworld, which a ring made out of a section of a Dyson sphere.

Kafkonia said:
A city covering a small area of land but filled with towers that reach dozens of storeys into the sky. To us, they're apartment buildings, but to the citizens they have no idea how these things were built.

Sharn, I believe.

Kafkonia said:
A city built from the remains of a dead being of tremendous size, perhaps even a god.

Read Dead Gods by Monte Cook. It has such a city built on a dead god.

A city where certain members of the elite can rearrange its layout as they see fit -- like the Strangers in Dark City.

Sigil.. yet again. The only person known to have this power in Sigil is the Lady.

Seriously, all of these are notable setting elements of PSCS or Eberron, to the point that most Eberron games will have a point where they are in Sharn, and Planescape games will have a point where they go to Sigil.
 

I'm not proud, i'll steal from anywhere :-)

one of the major elements of the setting is the collapse of the empire, so if the cities magic is gently (or not so gently) failing then all the better .....

someone came up with the idea of a walled city buit on a ten mile 'trackway' - the city though hasn't moved for centuries and the secret is lost (or so everyone believes....)
 

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