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Help me flesh out a city! (Or, A Worldbuilding Diversion for Bored People)
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<blockquote data-quote="Galethorn" data-source="post: 3933626" data-attributes="member: 7888"><p>So, I've had problems in past homebrew campaigns when I run city adventures; I never have enough time to really flesh out my cities, and it ends up feeling like the PCs are running around a town set from an old western; there's nothing behind any of the doors except the ones they're supposed to go through.</p><p></p><p><strong>What I need</strong> are points of interest.</p><p></p><p>So, here's what I've got so far...</p><p></p><p><strong>Setting Background</strong></p><p>This is a lower magic setting, with humans (of various backgrounds) as the only PC race. The campaign is centered on the three kingdoms of the region known as Auriand; Arlaith, Boroth, and Laeriand respectively. These kingdoms are fairly sparse (there was a large plague about thirty years ago, and the climate is steadily getting colder), with lots of fairly recent ruins and bandits.</p><p></p><p>Here's a list of setting-related houserules/flavor changes...</p><p>- Barbarian is a culture rather than a class ('Barbarian' is now 'Berserker')</p><p>- Most priests are Experts or Aristocrats; Favored Soul replaces Cleric for the small minority of spellcasting holy/unholy types.</p><p>- Scout replaces ranger</p><p>- There are two 'main' religions; the Auran Pantheon (no relation to the air-elemental language), which has a variety of gods for Paladins and Favored Souls to choose from, and Druidism, which is the 'old' religion most prevalent in rural areas</p><p>- The standard unit of currency is the Silver Crown, which is numerically equivalent to GP in the RAW.</p><p></p><p><strong>City Information</strong></p><p>DAER AMATH, Population 65,000. Located in the southeast of the kingdom of Arlaith.</p><p></p><p>- The city is home to Prince Loras (younger brother of Queen Sarana), and he inhabits the city's main castle/palace complex; he, however, is not the ruler of the city</p><p></p><p>- The city is ruled by a council consisting of seven representatives</p><p>-- Prince Loras' appointed minister, (Some Guy)</p><p>-- The patriarch of House Amath</p><p>-- The patriarch of House Buras</p><p>-- The Lord Commander of the Order of the Sun (paladin order), Lord Ruran</p><p>-- The elected local Magister of the Arcane Brotherhood (wizard's guild), Lord Orias</p><p>-- The elected Grandmaster of the Daer Amath Trade Guild</p><p>-- The local Master of the Northern Shipping Guild</p><p></p><p>- The city is on the shore of Lake Amath, and is a hub of trade</p><p>-- The main exports are cider, ironwork, wool, and salted pork</p><p>-- The main imports are wine, ale, salted fish, and foreign luxury items (silk, spices, etc.)</p><p></p><p>- The major factions present are...</p><p></p><p>-- The City Council (in charge of the militia, and not closely tied to any illegal activities, but there are some 'bad' militiamen in league with the thieves' guild)</p><p></p><p>-- Prince Loras (concerned mostly with the managing of his outlying manors in the surrounding countryside, and the defense of the border with Laeriand to the south; largely unconnected to city affairs)</p><p></p><p>-- The two major noble houses, Amath and Buras. House Amath is involved mostly with the Arcane Brotherhood, while House Buras has ties to the Northern Shipping Guild.</p><p></p><p>-- The Arcane Brotherhood. A corrupt organization that mostly regulates the sale and use of magic; they tend to charge exorbitant amounts for licenses to non-members, but they admit new members fairly freely, assuming they can pay the large dues. Generally, the Arcane Brotherhood monitors the use of magic in the city with street agents, usually 1st-level wizards.</p><p></p><p>-- The Order of the Sun. A religious order of knights tasked with destroying dangerous monsters in the province, but increasingly involved with city politics, constantly trying to destroy the city's thieves' guild, and root out the various cults that spring up in the worse parts of town. Most members ('Men of Auros') are simply fighters, while the more elite members of the organization, ('Swords of Auros') are paladins, who are given the title of 'Sir.'</p><p></p><p>-- The two merchant guilds. The Daer Amath Trade Guild is the smaller of the two organizations, mostly concerned with local trade, focusing on the export of cider, while the Northern Shipping Guild is a multi-city organization that ruthlessly tries to control the market for transportation, sometimes even resorting to piracy when successful captains refuse to join the guild. The Northern Shipping Guild also has ties to the city's thieves' guild, the Black Hand.</p><p></p><p>-- The Black Hand. A fairly garden-variety thieves' guild. They do everything from mugging to prostitution to assassinations. They are at war with the Order of the Sun, and have friends in every other organization, some more active than others (e.g. most simply give information to the Black Hand).</p><p></p><p><span style="font-size: 15px"><strong>So,</strong></span> I need taverns, inns, temples, market squares, and unusual buildings, as well as notable NPCs, notable relationships between people and organizations, and anything else that I might be able to throw at the PCs to make the city more interesting. As it stands, I'm using the old map of Suzail from FR I found on the web, and I've designated the main castle as the Prince's castle, and the large complex under it as the city's main administrative center (militia HQ, plus council chambers, the city archive, etc.). The noble houses' compounds can safely be assumed to be in the area between the castle and the city wall on the east side.</p><p></p><p>I don't have any specific needs in regards to naming (and if I don't like what something otherwise awesome is called, I can just rename it). All suggestions are welcome, as are any questions.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 3933626, member: 7888"] So, I've had problems in past homebrew campaigns when I run city adventures; I never have enough time to really flesh out my cities, and it ends up feeling like the PCs are running around a town set from an old western; there's nothing behind any of the doors except the ones they're supposed to go through. [b]What I need[/b] are points of interest. So, here's what I've got so far... [b]Setting Background[/b] This is a lower magic setting, with humans (of various backgrounds) as the only PC race. The campaign is centered on the three kingdoms of the region known as Auriand; Arlaith, Boroth, and Laeriand respectively. These kingdoms are fairly sparse (there was a large plague about thirty years ago, and the climate is steadily getting colder), with lots of fairly recent ruins and bandits. Here's a list of setting-related houserules/flavor changes... - Barbarian is a culture rather than a class ('Barbarian' is now 'Berserker') - Most priests are Experts or Aristocrats; Favored Soul replaces Cleric for the small minority of spellcasting holy/unholy types. - Scout replaces ranger - There are two 'main' religions; the Auran Pantheon (no relation to the air-elemental language), which has a variety of gods for Paladins and Favored Souls to choose from, and Druidism, which is the 'old' religion most prevalent in rural areas - The standard unit of currency is the Silver Crown, which is numerically equivalent to GP in the RAW. [b]City Information[/b] DAER AMATH, Population 65,000. Located in the southeast of the kingdom of Arlaith. - The city is home to Prince Loras (younger brother of Queen Sarana), and he inhabits the city's main castle/palace complex; he, however, is not the ruler of the city - The city is ruled by a council consisting of seven representatives -- Prince Loras' appointed minister, (Some Guy) -- The patriarch of House Amath -- The patriarch of House Buras -- The Lord Commander of the Order of the Sun (paladin order), Lord Ruran -- The elected local Magister of the Arcane Brotherhood (wizard's guild), Lord Orias -- The elected Grandmaster of the Daer Amath Trade Guild -- The local Master of the Northern Shipping Guild - The city is on the shore of Lake Amath, and is a hub of trade -- The main exports are cider, ironwork, wool, and salted pork -- The main imports are wine, ale, salted fish, and foreign luxury items (silk, spices, etc.) - The major factions present are... -- The City Council (in charge of the militia, and not closely tied to any illegal activities, but there are some 'bad' militiamen in league with the thieves' guild) -- Prince Loras (concerned mostly with the managing of his outlying manors in the surrounding countryside, and the defense of the border with Laeriand to the south; largely unconnected to city affairs) -- The two major noble houses, Amath and Buras. House Amath is involved mostly with the Arcane Brotherhood, while House Buras has ties to the Northern Shipping Guild. -- The Arcane Brotherhood. A corrupt organization that mostly regulates the sale and use of magic; they tend to charge exorbitant amounts for licenses to non-members, but they admit new members fairly freely, assuming they can pay the large dues. Generally, the Arcane Brotherhood monitors the use of magic in the city with street agents, usually 1st-level wizards. -- The Order of the Sun. A religious order of knights tasked with destroying dangerous monsters in the province, but increasingly involved with city politics, constantly trying to destroy the city's thieves' guild, and root out the various cults that spring up in the worse parts of town. Most members ('Men of Auros') are simply fighters, while the more elite members of the organization, ('Swords of Auros') are paladins, who are given the title of 'Sir.' -- The two merchant guilds. The Daer Amath Trade Guild is the smaller of the two organizations, mostly concerned with local trade, focusing on the export of cider, while the Northern Shipping Guild is a multi-city organization that ruthlessly tries to control the market for transportation, sometimes even resorting to piracy when successful captains refuse to join the guild. The Northern Shipping Guild also has ties to the city's thieves' guild, the Black Hand. -- The Black Hand. A fairly garden-variety thieves' guild. They do everything from mugging to prostitution to assassinations. They are at war with the Order of the Sun, and have friends in every other organization, some more active than others (e.g. most simply give information to the Black Hand). [size=4][b]So,[/b][/size] I need taverns, inns, temples, market squares, and unusual buildings, as well as notable NPCs, notable relationships between people and organizations, and anything else that I might be able to throw at the PCs to make the city more interesting. As it stands, I'm using the old map of Suzail from FR I found on the web, and I've designated the main castle as the Prince's castle, and the large complex under it as the city's main administrative center (militia HQ, plus council chambers, the city archive, etc.). The noble houses' compounds can safely be assumed to be in the area between the castle and the city wall on the east side. I don't have any specific needs in regards to naming (and if I don't like what something otherwise awesome is called, I can just rename it). All suggestions are welcome, as are any questions. [/QUOTE]
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