Great Fantasy Cities (and what makes them so awesome)

I'm A Banana

Potassium-Rich
So I'm a HUGE fan of Urban Fantasy. With 3e drawing to a close, I'm going through some of my favorite cities from 3rd party and WotC products throughout the history of the 3 editions, and figuring out why they are so great, in an effort to get kind of a master list of awesome fantasy cities that have been used in the game.

I'd like EVERYONE's input on this. And you don't need to limit it to WotC or 3rd party publications, either. Cool fantasy cities aren't limited to game settings, after all. ;)

So give me your cool cities. Tell me why they're awesome. I'll start the list:

Sigil, the City of Doors. From the Planescae setting in 2e. It has a big dose of Age-of-Exploration London in it: you travel down the street and see wonders from all over the world! Add in the philosophical ruling groups, (the Factions) as the major political forces, and the enigmatic Lady of Pain (the unseen master of the city who rules absolutely, but rarely directly). Easy travel to and from the city in the way of portals is a bit of a stroke of genius, and makes the city believable as a center of trade for all the dimensions of reality. It's one of my favorites, if not my #1. :)
The Reason It's Great? Diversity. If there ever was a city that screamed loudly the ability to see and do and be anything, it's Sigil. Walk down any given street and you pass a hundered different portals to a hundred different worlds, all of which has thousands of different inhabitants who may come through this city at some point. Most settings would balk at a priest of Set next to a walking cube of a modron, but Sigil loves it!

Penance, The Bottomless City. From the Oathbound setting by Bastion Press. It's a seedier city than many, whose streets and dark allies are not safe to walk down, and a place where you can get lost and never find your way home again. Immense, but situated in a definite plain, Penance has no ground. The residents use walkways built above the remains of old buildings. You could go straight down for miles and not see one spec of natural dirt. This gives the city it's own "dungeon," right below everything, always ready to collapse at a moment's notice, inhabited by creatures drawn from all across reality.
The Reason It's Great? An endless Challenge. Penance is ruled by violent warlords and presided over by a caged goddess of sorts. Penance reflects the "testing" nature of the Oathbound setting by being more of a challenge than a city -- simply living there and getting food and work and living day-to-day life is frequently a matter of life and death. :)

Give me yours!
 

log in or register to remove this ad

Pavis (Runequest) - The old city was sacked and sealed with remnants of the attackers and defenders still dwelling inside an age ago. Now the new city grew up right next to the old city. It's occupied by a very bureaucratic occupier (yes, yet another power change).

So, we have an occupied city ripe for rebellious activity. Plenty of adventure there.

We have an adventure locale right next to the city. Perfect.

The adventure locale is tightly controlled and taxed by the occupiers of the city. Make sure you fill out the right forms, go in the right entrance and exit. Make sure everything is declared or you may end up paying a tax on what you bring in.

We don't have a metropolis. We have a city oasis in the middle of a wasteland. Different, exciting and ripe for hundreds of adventure types.
 

Tashal, Semethshire, Kaldor, Hârn

The CGI Website says:
Tashal: the largest city in the Kingdom of Kaldor, and second largest on Hârn. Constructed almost entirely of local granite and oak, shingled with weathered gray cedar, the "Gray Lady of the Kald" is appreciated more for her political and commercial significance than beauty. Beneath the city run extensive tunnels and sewers of ancient origin.

A 70 page description of a low fantasy medieval city, Tashal lies at the point where four great trade routes meet. Merchants converge on Tashal from: the Fur Road, the Salt Route, the Silver Way, and Genin’s Trail for the great Summer Fair.

Tashal lies in the centre of the island of Hârn. It is a perfect location for city adventures, trading expeditions, wilderness exploration, or, for brave and fearless individuals, getting involved in the complex politics of the Kaldoric crown and the succession.

Also, this being Hârn there are several free fan-written city expansions available from Lythia.com.
 

Lankhmar. Fritz Leiber's sword and sorcery city, where Fafhrd and The Gray Mouser had to deal with the thieves' guild, wererats prowling the undercity, many weird cults, etc. The AD&D 2e supplement on Lankhmar was rather well done.
 

Sharn, Eberron world

It makes players think vertically as well. Then it has the large port and Undersharn with its dungeons and forges.
 

Sanctuary (well, Sanctuary as it existed pre-enemy invasion in the old Chaosium boxed set). This city had just enough high fantasy without being drowned in it, which made it stand out as different amongst many other RPG cities of its time, many of which seemed to be carbon copies of each other with different names. Sanctuary was both a 'humans only' setting and had some truly dark stuff in it (human slave trade, for example) that was a far cry from the often over-the-top, moustache-twirling, evil of other RPG cities.

Carse should be on the list for similar reasons.
 

I’ll vouch for Sharn too, because it’s a microcosm of the coolest setting: Eberron;

- Cosmopolitan (anything goes)
- D&D magic is a logical part of culture
- Sentient constructs, shifty Changelings
- Towering spires, vertical action!
- Airships, Skycoaches and other Magitech industry
- Proximity to Xen’drik
- Fantasy noir or swashbuckling tone
- Etc. etc.

Me likes it.
 



Citadel, a city in the nation of Bettelyn, part of the magical empire of Alphatia (Mystara). Over a couple of thousand years, the inhabitants of the city continued to build upon the foundations of their earlier settlements, to the point that Citadel is now essentially a mountain, more than 1,000 feet high. The buildings and streets are largely stationed on the outside of the mountain-city, but there are countless warrens, dungeons, catacombs, and interior settlements buried deep within the city. Citadel also experiences periodic "cityquakes" as a result of collapsing/shifting sections. Add to it the magic of a high-fantasy setting like Alphatia, and Citadel is a setting ripe with flavor.
 

Remove ads

Top