Let's make a city

Squirrel Master

First Post
I saw that you have a thread called 'Let's make a dungeon,' so I hope I'm not infringing on someone's theme of 'Let's make a _______' signature post, as I am a newbie at Enworld. But one thing I've been thinking about is making a setting from the ground up. So, what I'm going to do is post the ideas I have, and then leave it open for suggestions on how to elaborate and expand. I'll still on a semi-regular basis be updating, so this might just end up being a sad little thread with one poster contributing, or it could be a massive scale effort of all the greatest minds that view this board. My hope is the latter, but if the former, so be it. :)

The City I Speak of: Yet to be named.
Features: Finally you get some information from me. :) First off, I'm going to define the city's personality. What do I mean by that? Well, it's basically the first word or words you instantly think of when you hear the name of it, like Tokyo (technology), Seattle (coffee, music, or rain), or Chicago (labor unions). Well, the city I'm making in Noble Yet Seedy. Known for it's rich high class trading, it's not hard to figure out some of it's money comes from The Old Port (see history). The town of course has respectability, and it is still home to many honest hard workers.
Geography: The 'city' is actually made up of many smaller islands with establishments on them, all surrounding a larger island (unnamed) that holds a large lagoon, known as New Port, and a small lake, known as Old Port (see history for details). The smaller islands are mostly owned or inhabited by wealthy families who make there money by importing goods from far off lands and then trading them about the collection of islands. These families are not race nor alignment specific, only requiring that your wealthy.
Races: All of the standard races are available, as well as Orcs and Kobolds.
Humans, surprisingly, are not the domineering race. They are simply a race known for diversity, having skills that range from A-Z. All manners of skin tones are likely to show up, because the islands are known for having many different countries trade here. They take up 29% of the known population.
Gnomes are the race that controls the island. Gnomes on the island have a long going tradition of keeping history and records ever since arriving, and because of their knowledge, inhabitants have found them to be good leaders. They take up 35% of the population.
Halflings are well known for their sea faring capabilities. Being naturally fit and lucky, they are the ones you'll see pioleting a boat around the islands. They take up 15% of the population
Elves are very rare on the islands. Most of them are not fond of the open sea that surrounds the islands. However, where there are noble houses, there will be noble elves, so they do take up some portion of the islands. They take up 5% of the population.
Dwarves come in two different stock. Those who can't stand water, and those who won't stand water. Though a rare few find there way out to the islands, most just refuse to come to the islands, and hence take up a little less than 1% of the population.
Orcs, though they have evil tendencies, no one has the out right hatred toward them to want to commit mass genocide, and they are perfectly tolerated to go walking through the streets. They take up 10% population of the islands.
The kobolds are much the same as a standard, known for being tricky little punks, but, like the orcs, are not widely persecuted. They take up 5% of the population of the islands.
History: The islands have for many centuries occupied as a trading spot, just sometimes with different levels of legitimacy. Originally, it was a place where pirate ships came into dock, trade stolen goods to merchants, and head there seperate ways. Later, the lagoon was used as a home location of many illegal contraband runners and their ships. Now, no one is sure what happened, the going theory being an earthquake, but at some point, the furthest in part of the lagoon closed off, making it into a lake, and in the process, blocking off the passage of the many ships docked there. Many years later, when the merchant families that now inhabit the islands found the islands, they found all of the boats still bound to the single area. The boats are mostly left alone, due to ghost stories and superstisions, which none of the government seems to put to rest. Since, it has been used to do under the table dealing, something this boats ironically are used to. Any more details are up for grabs.

So, that's my start. Go ahead and feel free to join in when you want. :)
 
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We tried this once before. Didn't work so well, actually EN world started out as the website for the campaign world back when Eric still had D&D 3rd editon news up so it did have a few fringe benifits.

A campaign world is too big a project to get regular contributers to it from a message board and on a message board of this size you'll have a lot of people coming in with some rather odd ideas right out of left field. The general premise behind the world was a place suffering from a massive fiendish invasion where humanity had been pushed to a tiny sliver of land where the war had ground to a stalemate. Dispite this premise we had people handing in 10 and 20 page documents on a wierd draconic culture, a group of reclusive psions and dozens their own little pet homebrew races which they wanted to be intigrated fully into the setting. If you do decide to go through with it I hope you have better luck than us. At least the "lets create a dungon" has a specific start and end and is easally sub devided to allow different people to create different rooms with a cirten degree of autonomy. A campaign world reqires too much back and forth diolouge between dozens of different people in order to get everything to fit.
 

Thank you Imperialus for the forewarning. In such case, do you think it would be managable to build just a city. As they say, there are a million stories in the naked city, so I'm sure one city could do plenty for any adventuring. My agenda, of course, is to have people help make the setting, so I can then go ahead and run it in the gaming section. Again, thank you for the help here for the newbie. :)

And, btw, ideas are always open, but I should go into this warning you that your ideas may not be accepted into the setting. Before going and doing the aforementioned multi-page document, try giving us a sampler or a summarization of the idea before so we don't put down what could very possibly be a very good idea that just doesn't fit.
 


The whole point of this is to make a new and original setting. I'm sticking to my original post; I'll still be slowly making this even if no one helps. I would just like to see the opinions of others, as well as given input, but if that doesn't happen, so be it.
 

How many Guilds?

What is the most common church?

What are the trade items? Sound as if it is a mid-point port, some place between point A and z, which can mean that it it very 'free'. A melting pot of ideas and cultures, which could mean that much like Freeport will have cults and a lot of things going on in the background.
 

die_kluge said:
Just buy Bluffside or Freeport. Save yourself the year or so it really takes to make a fully detailed city.
And where's the fun in that?

Besides, can you really appreciate Bluffside and Freeport until you try to do it yourself?
 

Hand of Evil: Those are exactly the issues that this thread is supposed to deal with. I gave the base, and I want help on expanding the city. I'll think through the questions though.
 

Well, every good city needs a thieves guild, or at least... a bunch of thieves. I can field that. I'm working on one anyway for my own city which is... surprisingly like this one.

Anyway, I think the best way to define a city is to define its districts. Every city is a collection of districts, and every district is a collection of neighborhoods, and neighborhods are where the flavor comes from. So the question arrises: what is the flavor of this city? Is it an over the top party city like paris, is it a somber Moscow (on a cold night), is it a lively but ancient London or Rome?

Personally, I think the best way to define the city's flavor is to give it one or two unique quarters. Perhaps it is a corrupt, dying city. One quarter is a walled off slum called "The Stink" (i'm blatently stealing from dungeon, as some can tell), where the sewage got so bad that they had to evacuate, and now its the elephant in the parlor that the corrupt buearaucracy just doesn't want to deal with.

Maybe its an antisocial city, and forigners are only allowed into the Quarter of Strangers. If they try to cross into the real city, they get killed quickly.

Maybe the city is dominated by noble families to which the whole city is attatched. All of them are quite old and have tendrals through the whole city, especially the underbelly. And they are at war with each other, so the Noble's Quarter is a hotbed of covert magical conflict...

Its all about the neighborhoods...
 

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