D&D 5E (2014) Describe for me a City of Illusion

Remember that the ordinary inhabitants - including animals - need to live and work there without the illusions getting in their way or leading them astray, so illusions within the city itself will normally be minimal and only in certain well-defined places. Cats need to be able to see rats to catch them. A cow will want to eat real grass, and will baulk if it thinks it's in a forest. Of course, if the city were threatened... And it won't be just the city that's protected - people seeing carts etc going into somewhere that doesn't look like a city are going to smell a rat. If illusions are ordinarily deployed, they will be at the very periphery, not just at the city walls, perhaps disguising the whole archipelago as treacherous reefs and patrol and fishing boats as whales. Coupled with magic that persuades passers-by to go around, they're all set.

Alternatively, the city might be called the City of Illusion just for its school of illusionists. Or for the spectacular it puts on once a decade (think Oberammergau's Passion Play), or the title might be ironic. E.g. the place is known for Iron Pyrite, fool's gold.
 

log in or register to remove this ad

For me, illusion implies sensation, chicanery, wonder.

I don't know how high-magic your campaign is, but in my campaign it would be hard for illusions to be so commonplace that everyone wears sumptuous dream-of-gold robes and eats gruel-a-la-rêverie; there aren't enough wizards and there aren't enough spell slots. Still, it's an available commodity and you'll see 'em, just... not below a wealthy lifestyle.
Too, I don't see it being a brightly-lit floating-globe kind of place; that's Evocation :)

I'd invent a relatively small number of "common magic item" magic illusion materials and items, and have those form the basis of the illusions in the city. I'd propose:
Dream-of-Gold: A cloth which reflects light in a constantly shifting color, cut and pattern. A skilled onlooker can cause specific patterns with some concentration; otherwise, they're basically combination lava-lamps and mood-rings, though they can appear sumptuous one moment and drab the next ("glamer" magic, in 3e parlance).
Reverie Spice: A powder which causes any food or drink made with it to taste exactly like the cooking of each consumer's grandparent. It's uncanny. If no grandparent of the consumer was a good chef, or if the consumer never tasted their cooking, it has no effect: it's driven by memory, not by false sensation ("phantasm").
Utile Taper: A swift-burning candle which a skilled user may use to create a mundane object costing up to 50gp, weighing up to 100lbs, fitting within a 5x5x5 foot cube. They do this by lighting the taper, creating a shadow puppet, and then peeling the object from its own shadow. This requires a bit of skill (use the Stone Shape spell for guidance), but is otherwise relatively straightforward. The created object lasts until sunrise. ("shadow" spell)
Usher's Badge: A strictly controlled object, created-for and used-by city representatives only. I guess this one is probably rare or rarer. This small badge looks like a completely convincing medal, badge, or other hand-sized object to any onlooker. It will look like the appropriate sort of identifying object to each individual onlooker. The more suspicious they are, the more authentic it appears. It might be slightly psychic. ("pattern")

So for me: it isn't that everything is illusory, but instead that everything relies on intense sensations that evoke memories; that the style of communication is intensely emotive, allusive and evasive rather than intellectual, plain or blunt; that public celebrations are marked by brief, intense, and spectacular displays; and that the plan of the city as a whole is confusing and labyrinthine architecture.

There _are_ ordinary illusions, of course: most citizens will find it difficult to enter the sprawling civic quarter named Backstage, because it requires walking through unmarked walls at the end of blind alleys, or down tunnels stinking of refuse. This is by design; the Ushers use these unobtrusive entrances to ensure the correct functioning of the city.

Spicemarket is the most openly opulent portion of the city, selling spices, drugs, perfumes, and magical substances. Due to the intensely valuable and fragile nature of its wealth, it's filled with small stalls rather than wide open spaces. These stalls form an open-plan maze in 3-dimensions, the smell of a lower-level's kebab stand mingling with the purveyor of obscure mushrooms on this level, with a nearby ladder permitting access to an upper story's seller of dream-of-gold or perfumes.
The market guards walk around on the top of stalls, and can swiftly rattle out grates, draw out curtains concealing needles, close trapdoors, lift planking creating a drawbridge, and generally convert the market into a deathtrap. This happens due to false alarm every so often and adds to the chaotic swirl of the place.

The Figment Garden is another quarter of the city. The city is hidden by illusory forests, beneath hills that aren't real, on paths blocked by boulders which aren't, over bridges under which a troll is suspected but never seen. These illusions are placed by the finest wizards, renewed at regular intervals, and there is fierce competition to be given the honor of crafting them. Those who are still in training or who stockpile illusions to be installed at a later date or who are working on new kinds of illusion craft them here. In order to ensure that gnomish armies won't become confused by the illusions at a later date, the Garden is also a military barracks, and the sale of weapons and armor happens here.

Inns and taverns are uncommon-to-nonexistent: the city is secluded and hidden, so why would they cater to travelers?
But a traveler will often find themselves welcomed to a Salon for their stay. These are dimly-lit (gnomes have darkvision! Illusion is about hiding things!) but clean entertaining spaces owned by a wealthy family and open to their neighbors for discussion, eating, drinking, and socialization. Bringing a gift is expected, and the circulating conversation, smells and song will quickly make this unusual form of cohabitation a favorite of their visitors. Getting anything of importance done likely requires visiting "up", using a salon to become invited to the next salon, and so on until one is tête-à-tête with an important person for discussion and requests.
Being well-lit and thus easily observed in such a place is a mark of prestige.
 

I don't know how high-magic your campaign is, but in my campaign it would be hard for illusions to be so commonplace that everyone wears sumptuous dream-of-gold robes and eats gruel-a-la-rêverie; there aren't enough wizards and there aren't enough spell slots. Still, it's an available commodity and you'll see 'em, just... not below a wealthy lifestyle.
Too, I don't see it being a brightly-lit floating-globe kind of place; that's Evocation :)

For me, what allows for a higher-magic scenario is the gnomes. Gnomes are made of magic! Going to the Gnomish City of Illusion should probably involve a lot of magic, just like, I dunno, going to the Elven City of Enchantment. A 5e forest gnome can spam minor illusion as much as they want, so at least the visual illusions would be pretty ubiquitous. Though on the other tentacle, 5e rock gnomes don't have that, and even a spell like that has some limitations one when it can be up, so perhaps it makes some sense to dial down the magic level a few notches...hm....

Lovin' this stuff, people, keep it coming!
 

Well, there's a deep choice to make: do you want NPCs to have plausible motivations? If so: who chooses to live in this city, and what's their motivation? Or do you not care, as long as there's spectacle for players? Was the city founded by illusionists, or did it start as a normal city, and then get taken over?

Do farms surround the city, and do farmers bring food into it, and what do they get by doing so?

Widespread use of illusion magic might end up resembling Augmented Reality in Shadowrun. AR is optional: if you don't have AR/VR goggles, linked to a radio receiver which picks up the signals, then you don't get the images in your field of view. (Or you can skip goggles if you have a neural link, same thing but direct to your cortex). If you disconnect your receiver, then you don't get all the directions, traffic signals etc. which everyone else uses.

In "Wizard of Oz", everyone who visits the capital gets green glasses. Could the City of Illusion also ask visitors - or trick visitors - into equipping something which facilitates their perception of illusions?

See also:
http://en.wikipedia.org/wiki/City_of_Illusions
 

Another thought which might conflict: it might be a nomadic tribe, not a location. The city of illusions is a ruin; the caravan folk spend their winters there, then travel back to the mountain wastes for the spring through fall, to forage their goats (milk, meat, wool and labor!).

Travelers who swear there are lights and riches and an entire city in the Rimer's Peaks when saved during the winter have returned in summer to find only indefensible, abandoned ruins.

Now you see them...
 

In "Wizard of Oz", everyone who visits the capital gets green glasses. Could the City of Illusion also ask visitors - or trick visitors - into equipping something which facilitates their perception of illusions?
Oh yeah, good point. LSD (okay, fantasy LSD: psychotropics and hallucinogens) in the wine; all the wine. Eventually one adapts and can function, but most first time visitors to the Great Shoe Tree find its inhabitants of child-sized rodents and insects and great walking mirrors quite confounding.
 

Well, there's a deep choice to make: do you want NPCs to have plausible motivations? If so: who chooses to live in this city, and what's their motivation? Or do you not care, as long as there's spectacle for players? Was the city founded by illusionists, or did it start as a normal city, and then get taken over?

I'd prefer it to be plausible. Spectacle is par for the course with everyone hurling around visual images anyway, I want it to be somewhat sensible (which is why I need to think about things like trade and class systems).. It's easy to go 'round the recursive matroishka doll that is a city of lies-upon-lies, but I'd like it to be vaguely functional, which means they've gotta stop at some point. :)

Do farms surround the city, and do farmers bring food into it, and what do they get by doing so?

My current conception has the city importing most of its base resources (such as food). If they're advertisers and entertainers, maybe it's a little like Vegas or Orlando: it makes money by attracting people to it to spend all their money and go home. They use that coin to buy the basic food and water and supplies that a functioning city needs. So farmers sell their food to merchants who go to the city to sell their food for coin which, in an ideal scenario for the City of Illusions, they spend on a night of hedonic pleasures and then have to go get some more food to sell back to the city.

Widespread use of illusion magic might end up resembling Augmented Reality in Shadowrun. AR is optional: if you don't have AR/VR goggles, linked to a radio receiver which picks up the signals, then you don't get the images in your field of view. (Or you can skip goggles if you have a neural link, same thing but direct to your cortex). If you disconnect your receiver, then you don't get all the directions, traffic signals etc. which everyone else uses.

This kind of overlaps with the "advertisement" idea...though how would an illusion know what the user wanted? Perhaps "phantasms" do that work? ("Thank you for signing up for GnomeGnet! To find your way to the nearest elven restaurant, please follow the childhood friend that you had an unrequieted crush on. *ding*")

In "Wizard of Oz", everyone who visits the capital gets green glasses. Could the City of Illusion also ask visitors - or trick visitors - into equipping something which facilitates their perception of illusions?

...or maybe something that filters them out? I'm getting a Neo's Choice vibe -- take the red pill or the blue bill, one will let you embrace the illusion, the other will let you see through it.


Yeah, from my knowledge, the novel's about lying aliens and a person who needs to see through those lies. I don't know that choosing the Truth would be seen as a virtue in the City of Illusions. I mean, if you wanted the Truth...why would you come there? :)
 

City of Illusions
Spectracularium
a.k.a. Spectrum, Chrospecta, Chromantolis, Kaleidoscope, Mist Run, Droopyrock, et al. depending on the gnome you ask, and sometimes even changing then.

The site of the fabled gnomish trade city of Spectracularium is as much mystery as the secretive people themselves. Tales of its wonders and beauty to rival the greatest elvish houses have been whispered among sylvan folk for centuries. What few non-sylvan types who have been welcomed within the city’s elusive gates have greatly enjoyed the beautifully crafted wares and magical wonders of the place...but have never been privileged to view them again.

The Surroundings
As with almost all gnome settlements, there is no road to the City of Illusions...or rather, there is never the same road twice. The wooded pathways, appearing as little more than trails used by local woodland creatures, seem to move from place to place with every new moon.

Only a gnome can find and recognize the proper trail for what it is. Non-gnomes attempting to following these trails will invariably be led around throughout the woods, to beautiful flower-filled glades and grottos of bubbling streams or into treacherous mires, impassable thickets, and for one unfortunate group of would-be thieves to a brown bear’s den, and eventually expelled from the forest entirely near the human road leading to the nearby town of Copse, some 3 leagues distant. It all depends on the intentions of the seeker and the whims of the wood-bending and illusion-casting “outer guard.”

The outer guard do not actually live in the city nor do they know where it is/how to get there (though many have an idea). Each submits to a “Forget" spell (or other mind-tampering) when accepting their place in the Outer Guard. Emissaries from the city guard come to the outer guard barracks, bringing provisions, taking orders for weapons and/or magical supplies, and swapping out/introducing personnel as necessary. They are an elite force composed of gnomish rangers, fighters, fighter/illusionists, and druids sworn to protect the city’s whereabouts. They operate from a central “barracks” warren with multiple fox-holes and various outposts scattered around the wood’s.

If one is fortunate enough to find (or is led by a gnomish companion) the great oak that spans the stream, climbing its massive roots and branches over a raging river (geographers are still unsure what river this is or connects to) and through the woods, one must climb a steep rocky and wooded hillock to the crest where thumb of stone dotted with sparkling quartzes protrudes from the ground. Following the direction opposite of that shard points for 27 paces will bring one to a three foot wide break in the trees on one’s left, looking like nothing more than an additional deer trail, stepping through that break, the forest will seem to fade away and bring one to the gates of Spectracularium.

The Gates
The city’s gates are a thing of beauty and excellent example of gnomish woodcraft. They stand a full 6 feet tall and 2' thick, framed within a palisade of what appears to be living interwoven trees and thicket. Aged Polished cherry wood covered on every inch with scenes of woodland creatures and forest scenes, all manner of flower, fern and tree. It is said every plant and animal that lives within the surrounding territories can be found somewhere in the gates’ carvings.

Upon reaching the gates, a slot in the door or a breach in the high branches of the palisade will reveal a gnomish face (or eyes) and voice demanding a password. “Garl’s Glittering Gold, we don’t have a password!” is the password.

The City
When the gates open, the visitor is treated to a broad “street” lined to either side with gnome sized shops and buildings of enchanting design. Every stone and wooden beam is carved and rounded, painted with bright color, inlaid with silver and golden tracery and, in places, inset with smooth polished semi-precious gemstones of rainbow colors. The broadway is interspersed with small medians of well manicured lawns, living topiaries of woodland animals, and the occasional stone or crystal fountain or statue of uncanny skill and detail. Flowering plants and vines fill flowerboxes hanging from windows or climbing the sides of the buildings and a cheerful whimsy fills the air. Perfumes from the flowers, unusual spices and fresh baking goods waft through the streets.

While bending and winding throughout the city, in some places rosy cobblestone, sodded, or inlaid with mosaics of river rocks, and forking from place to place, the observant visitor will note that this broad ‘market street" is really a single walkway throughout the place. Eventually, the street winds its its way to a deep chasm or crevace drops some 50‘, extending as far as the eye can see in either direction, with but a single wide stone bridge spanning it, also heavily carved and gem encrusted.

On the far side of the bridge, a rocky cliff face juts up to an immeasurable height of mountain heretofore unnoticed. Within the rocky face, a large natural-appearing cave is lined with carvings of animals and gnomes form line the cave mouth. This is the entrance to the temple of the gnomish god which gives way to a huge crystalline cavern with an alter and various alcoves marked with statues of great gnomish heroes and demi-gods. A great circular door of seeming natural stone rolls into place in times of defense, blending perfectly with the rest of the rockface. Similarly, when needed, spells are cast to hide the actual bridge and illusions created of 3-5 other bridges of various types meant to lead invaders into the deep crevace.

Nearly every other shop seems to be for shoes or hats but other wares, pottery, jewelry, magical trinkets of all sorts can also be found. There is a single inn & tavern built to “bigfolk” measurements, but there are several other “small folk” sized establishments. Drinking halls offering games of chance can be found in many locations.

At night, visitors will be treated to ethereal music and great public displays of moving images narrated by gnomish bards and colorful light shows. The streets are lined with “high" (8‘) wooden herons, with silver tracery, who hold puffballs of muted pastel colored lights. These lights flow through the evening from rosy reds & pinks to warm golds & orange and on to a bluish lavendar in the predawn hours.

As the shops close up for the night, the whole of the city takes on a peaceful twilight and sleepy quality. Those caught out on the streets after midnight will be subject to continuous saves against falling into magical slumber...undoubtedly awaking in the morning within a holding “pen” (iron-barred jail), surrounded by inquisitive gnomish guards who will want to know what you were up to or, in the case of disruptive individuals, somewhere in the forest/outside the city or near the human road.

Those that somehow make their way to the backs of the shops will note plain structures of workshops or store rooms, but no residences. These are connected to each other in several places, but almost all bring one back out onto the main thoroughfare.

The inhabitants of the city actually live within a warren that is only entered from the bottom of the crevace, a secret route through the temple (known only to the priests) and/or secret bunkers/entrances known only to the city milita: a secret door behind a statue, under a topiary, within certain shops (including the big-folk’s inn. They’re always makin’ trouble). All tunnels leading to the actual warren are trapped, have gates and triggered cave-ins to seal them off at a moment’s notice.

On holidays, the city of lavishly decorated with both illusory and real materials in bright colors, greens, plants and animals of the appropriate season with festivals and feasts of great revelry and displays of illusionary grandure.

Those who stay in the city for more than a week will notice things change. Buildings will be different colors. Carvings will depict different creatures or scenes. Shops and individuals will not be found where they previously were. Topiaries and statuary is different or moved. When one exits the city, the main gates being the only public entrance or egress, will notice when they turn back that the palisade and gates are gone, showing only normal forest and/or open, empty flowering field.
 

For me, what allows for a higher-magic scenario is the gnomes. Gnomes are made of magic! Going to the Gnomish City of Illusion should probably involve a lot of magic, just like, I dunno, going to the Elven City of Enchantment. A 5e forest gnome can spam minor illusion as much as they want, so at least the visual illusions would be pretty ubiquitous. Though on the other tentacle, 5e rock gnomes don't have that, and even a spell like that has some limitations one when it can be up, so perhaps it makes some sense to dial down the magic level a few notches...hm....

Lovin' this stuff, people, keep it coming!

The D&D Gnomes are illusionists, but lack particularly powerful or lasting illusions for the most part. (Save those who go into being illusionists.)

Lets look at what we can do within the rules:

Permanent
Guards and Wards: 365 castings to make it permanent. Technically an Abjuration, but includes an illusory component of making doors look like walls.
Major Image in a 6th level slot or higher (until dispelled)
Nystul's Magic Aura (30 castings = until dispelled)
Programmed Illusion (Until Dispelled)
Simulacrum - limit 1 per caster (Until Dispelled)

Daily or longer
Halucinatory Terrain - daily
Illusory Script - 10-day
Mirage Arcane - 10 day
Nystul's Magic Aura
Project Image - C up to a day - Meetings need not actually be in person

Note that Permanent does not have a different result from "until dispelled" in the 5E rules...

So... the implications.
The Guards and wards can be used to hide the entrance.
Major Image is limited to a 20' cube per casting. a wizard of 11th level or higher can, once per day per level above 10th, make one permanent illusory image of 20'x20'x20'... not many can pull that off. But one such caster and a year...

The standard for buildings is likely to be about 19x19x19... brightly colored, but paid for, not inherent.

Programmed illusion: 30' cube, triggered. Performance lasts 5 minutes, then down 10 minutes. Carefully worked, a series of these 6th levels can present a full stage play, triggering, perhaps, when the curtain opens, with time delay for each one after the first. 5-minute blurbs on various subjects recorded on an object with sides, or on the walls. Say, a wall of heroes, which, when you touch the name, the hero appears, states what he did, and then disappears. Not unlike a virtual disneyland production.

Simulacrum - Each high level caster in town is likely to have a particularly buff simulacrum bodyguard.

Nystul's Magic Aura - you're not getting a good divinitory read on much of the town; we see lots of level 5 NPC's in the NPC section of the PBR & MM...

The terrain inside the town shifts based upon the daily whims of the casters of the hallucinatory terrain. They're all level 7+... so not many. If you have a level 13+ caster, he uses Mirage arcane instead, and actually protects the town with it. Neither of these is permanent, so... they're not going to be relied upon. The closest you get is an item that keeps casting it daily.

Project image means that some of the people on the street aren't actually on the street. If you're not actually having to carry something, move something, nor affect something, you can be elsewhere. it's 7th level, but a ring or wand of it is definitely going to be popular. Family heirlooms...

The typical Gnomish burrow won't of need look like it's underground from inside. each room is cast with a 6th level Major Image. The walls look to be something else, and the windows open into hollows, but look like they open to outside. Add a programmed illusion to create special effects... like an audio clock, One casting per sounding. So, Rooster at 7AM, and doves at 7PM. Dinner chimes when a hand hits the bell on the kitchen wall. (a casting in each room, but all reference the same hand-mark.)
 

This post raises some interesting possibilities in my mind.

First, that to truesight or to those seeing through the illusions this city is a plain, bland, slum full of naked people. If no one smells the waste, if eveyone can clothe themselves in richness, if every 10' by 10' room can be an expansive and infinite castle, the actual physical structure of the city would simply be blandly and barely functional. A hearty gruel would be the best-selling food item because it's functionally healthy and it can literally be anything you want it to be. There's really no difference between a plain sackcloth and rich robes of velvet. This implies to me an "underclass" who need to disbelieve the illusions in order to keep the town functional. SOMEONE has got to be able to smell the waste, if only so that the townsfolk don't accidentally eat a fine feast of never-before-existing rarities only to find out later that they glamoured the wrong pile of slop. Those people who cannot be deceived, who investigate the illusion, who "look too closely" are nay-sayers and untouchables who can't participate as fully in the grand illusion, if only because the entire town can't afford to.

The second is that the city could be weirdly egalitarian. If any random bum with a passing aptitude for figments can look like the King of Town, our usual signs of social distinction get tossed out on their ear. You can't actually tell how much gold someone is worth or what their lineage is by looking at them. Those with a greater illusion talent or some natural creativity would probably be able to stand out....but in a place of colors and rainbows and sensory overload, what stands out the most is probably the quiet, calm, and muted -- meaning the most creative members of society are those who are the least glamoured....

....which, come to think, might invert the social structure I presented in the paragraph before. Maybe those who "see reality" are actually the valued nobles, and everyone really wants to be a slop-slosher and a sack-cutter, and the town janitor is the highest office?

...is authenticity a valued resource in a town built upon a foundation of lies, and if so...could one lie about it?

UmpOi.gif

Some thing to keep in mind: illusions can mask a city's walls, dirt and stench, but illusions don't protect you from cold, disease or malnutrution. So I think an illusion-based city will probably have sturdy, warm, possibly pre-fabricated buildings (masked to looks like something else); clean streets (when filth can look and smell like carptes of flowers, it's much easier to find those willing to sweep it); communal kitches that put out bland, albeit nutritious food, which "cooks" would mask into delicious banquets (you could have a banquet every day and not worry about health issues).

In such a community, I think the most valued commodity would be the truth. Or rather the Hidden Truths (aka secrets). Letting someone see what you look like behind the illusion would be the utmost mark of confidence. This actually reminds me a lot of Zilargo (the gnome nation in Eberron).
 

Remove ads

Top