Seven Cities

Whether youre looking for a convenient refueling station after a hard day of plundering the local dungeon, a circumspect place to pawn hard-fought-for riches, or a quiet little town to call home, Seven Cities provides communities chock full of politics and intrigue, love and hate, life and death. Seven Cities features:

  • An introduction offering rules and insights for generating fantasy cities of your own, delving into the politics, commerce, geography, history, power centers, and population that make a city come to life.
  • Seven discrete chapters each detail a specific size of city; a thorp, hamlet, village, small town, large town, small city, and even a large city are all described not only with maps, but also with unique personalities that guarantee PC interaction.
  • Later chapters refer to earlier ones, so that some of the inhabitants of the thorp show up in each of the larger communities, playing similar roles in every instance. This makes it easy to pick the size of the city you want and make use of as much of Seven Cities as possible.
  • Seven Cities is also designed to help tailor any city to work better in your campaign; add new life to it, and let it throb with the pulse of the people who make it their home.
 

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This review is for Seven Cities by Matt Forbeck. Published by Atlas Games under their Penumbra imprint for the d20 rules, this 144 page supplement retails for $21.95.

Seven Cities gives you seven generic communities that can be used in any campaign. They vary in size starting with a thorp and progressing upward to a large city. Each location is detailed very well complete with NPCs that often show up in a larger community setting as you progress farther into the book. There are new rules and items that can be used in any campaign.

This book is an excellent addition for any GM who crafts his own world or adventures. Since the cities are so generic, they can be used time and time again with little modifications. You can even combine this book with a previous release, Backdrops, for even more possibilities. Seven Cities is a recommended buy.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Beware! This review contains major spoilers.
This is not a playtest review.

Seven Cities joins Seven Strongholds in Atlas Games' 'Seven' series. Seven Cities does not, in fact, describe seven cities, but seven communities ranging from a thorp to a large city.

At $21.95 for 144 pages, this is fairly standard pricing for its size. Although font size is larger than average and there are a few areas of white space in the book, the presentation is very easy on the eye and it is not as wasteful as some of Atlas' early releases. Interior art is sparse, with varied quality, but mostly good. Maps are more heavily featured. Though clear and well labelled, only the main community maps are scaled and have compass direction. In fact, the other maps do not even have a grid. The writing style is engaging and easy to read. Editing is good.

The introduction to the book begins by discussing the seven types of communities exemplified in this book: thorp, hamlet, village, small town, large town, small city, and large city (the book does not cover a metropolis), in terms of its population, and the influence of religion, politics and trade. Further sections discuss the law and those who carry it out (guards and judges), goods and services (such as the availability of spellcasting), and hazards (pestilence, fire, war, weather, natural disasters). Next up is a useful set of lists, giving a typical character class breakdown for a community of median size in each of the community types - this helps to easily generate communities on the fly and also gives an idea of the size of a militia that can be called upon when necessary. Despite its simplicity, this could be a very useful tool. The introduction ends with some advice on changing the information in the book to suit your campaign.

Each of the following seven chapters deals with one of the seven community types, begininning with a thorp and finishing with a large city. Sections covering community stats, a brief history, and a discussion of the power centre (i.e. who's really in power) begin each section whilst the prominent locations and their associated NPCs take up much of each chapter. Each chapter ends with some plot ideas. Some of the NPCs contain information linking them to another community in the book, so they can be found outside their normal community (and also boosts the possible NPCs that can be found in any one community within reason). The communities are also linked to each other geographically - each lies along the path of a river that symbolically runs from before the thorp to the large city near the mouth to the ocean.

The book finishes with an index of the stat blocks for the communities and NPCs, magic items, traps, and miscellaneous information.

Conclusion:
This is a fascinating book with plenty of colour and life. There are also plenty of crunchy bits, including the traps and magic items spread through the book, and the character class breakdown lists at the beginning. The book is brimming with adventure ideas, not only from the plot ideas sections but also the locations and the NPCs. Any of the communities can be taken out to stand alone, or can fit with the remaining communities described. They are all fairly generic - deities are not named, but remain the Earth Goddess or the God of Law.

My only slight disappointment was that many of the maps were not scaled, nor was there an overview map of all seven communities for those who wanted to use them all. However, this was not enough to detract from the overall usefulness, breadth, depth, and creativity of this accessory.
 

Seven Cities
Written by Matt Forbeck
Published by Atlas Games
144 b & w pages
$21.95

Seven Cities is a collection of seven communities for any d20 fantasy campaign. It starts off by an introduction chapter that GMs should read with a careful eye because it’s a set up chapter. Here you’ll learn about the differences between a village and a town and a small city and a metropolis. More important though, it provides some quick rules for generating the number of guards in a city, designing power groups, coming up with ideas on how many temples are in a town, as well as what effect disease and fire can have on a city based campaign. I enjoyed the breakdown of the different sized towns, thorp, hamlet, village, small town, large town, small city, large city and metropolis as it provides me a benchmark to judge the size of not only my own creations but those of other campaigns and build on elements from there.

After the introduction, the book is broken into seven chapters, each one covering a community, going from the smallest, the Thorp, to the Large City. Unfortunately, there is no metropolis covered here as the author feels such a huge place, a city boosting over 25,000 people, surely deserves its own book. Each of these towns is connected in minor ways to the other, mostly by the Rock River where the towns are built alongside. As the communities grow larger, fewer details are provided on the overall city. For example, in the thorp Lorantan, elvish for “rock ford”, all of the buildings are detailed out so GMs get a very good idea of what’s going on here. In the large city however, not half as many locations are detailed out. This isn’t necessarily a bad thing as the locations in the city that are mapped out are huge locations with lots of action and activity going on about them.

Each town starts off with a stat block that covers the important information a GM may need to know at a glance. Who rules the city? What’s the ready cash amount? What type of power center does the town boast? In addition, history, and layout provide the GM ideas on how the place came to be and helps the GM to customize such entries into his own campaign world. The maps are easy to read and use and labeled so that when you see ST6 on the map, you can easily find the entry for it. The only fault here is no overland map showing how all of these locations might be linked together on an overhead map.

The descriptions provide the GM enough material to throw the goods into the game with little preparation before hand and provide maps and NPCs. Bad news is that the maps aren’t scaled and the NPCs don’t come with complete stats. Sometimes only being a name, alignment, race and level. This isn’t necessarily a bad thing either though as the need for stats on commoners isn’t going to hold most GMs back from using the mayor of a small town or the village medic. With the more adventuresome characters, we do get full stats. Each section also ends with a several adventure seeds, which can augment the ideas planted in the villages themselves.

The book uses the standard two column layout. Art is good to excellent. Maps are easily readable and numerous. Smaller maps of individual locations are lacking any sense of scale though. Grids! I demand grids! White space and text to page ratio are good, better than in many earlier Atlas d20 products. The OGC material is easy to determine and use. The Index includes entries for community stats, NPCS stats, magic items, traps and miscellaneous details.

Are there any bad or terrible parts to Seven Cities? Not really bad, some stuff that could be improved like the text to page ratio and the layout. In contrast to Seven Strongholds, there isn’t as much new d20 stuff. I still chuckle occasionally when I reread bits of Seven Strongholds. Some of the feats in that book were great. This isn’t to say that there is no crunch in this product. True, you won’t find any feats or PrCs, but there are several new magic items and lots of NPCs that can be taken out of these locations and put into your own campaign.

Are there any parts I really didn’t like? As I’ve noted in a few other columns, I personally won’t get as much use of this because most of the communities are small, perfect for lower level adventurers to hail from or mid-level ones to stop in and help out. Me though? I’m a little leery of these small communities and hunger for a larger book, hoping perhaps that we’ll see a Metropolis detailed by Atlas. I know I’m looking forward to Splintered Peace to see how that plays out.

Right away I know I’ll be using Battle City, a city originally built upon an island on the rock river. Not only does it have it’s own arcane college, but the whole concept fits easily into the war torn Scarred Lands. I’ll also be stealing the large city of Solamber because the Scarred Lands authors haven’t gotten around to providing another city where players can be comfortable outside of Mithril yet. It has several churches, all using ‘generic’ gods (i.e. Sun God, Night God, etc…) that’ll be easy to translate without losing too much sleep. It also have some ‘bad’ parts of town where the rogues and bards can utilize their skills to gather information and help keep the game moving. Best of all, the ongoing battle between the Sunlord and the Night Lady makes for good background tidbits I can customize.

Heck, if you’re really brave, you may notice that quite a bit of information here isn’t reliant on the d20 system and gasp, may be used with any fantasy system. I know some of the locations will fit right into Warhammer FRPG without any problem. In closing, Seven Cities does a lot of the work of building a fantasy community for you and makes the GMs job just that much easier.
 

Besides being the name of one of my
favorite songs by one of my favorite
artists
,Seven
Cities
is a sourcebook from Atlas Games that details 7 generic cities (sort of - see below). It's softcover, 144 pages,
and reasonably priced at $21.95.

Seven Cities is actually a bit of a misnomer, at least the cities
part. It actually details 7 communities of different sizes, starting with a Thorp and increasing in size up to Large City (as
defined in d20 terms). They really don't have all that much in common, except each is on a river. The same river, actually.

Each community has about the same number of pages devoted to it, around 20 (a bit less on average). You get a history of the
place, then some keyed entries, then lastly some plot hooks.

The book actually starts off with what seems like filler material - an overview of the different size categories, info on common
services and basics of how cities work, and common problems, like plague and fire.

In an interesting move, each larger community uses the keyed entries of the earlier ones in the book. So mos to of the
locations in the smaller communities appear in it as well.

I'm not really sure what to think of this. On the one hand, it lets the larger places be detailed. On the other hand, it means
that the thorpers (? thorpies? thorpistas? thorpeans?) will be in 7 different locations. It tells you to just change the names and use the stats, but that's largely worthless, as the book is very stat light. Most entries for stats are basically just class, level, and hp.

The best part of the book are the descriptions of the
inhabitants. The descriptions and personalities make them almost
come alive. But this often can't be reused, because they wouldn't
make as much sense in larger cities. For instance, in the Thorpe,
this one gnome young lady doesn't want to marry the only gnome
guy in town, and is afraid her parents will pressure her to. Now,
move that from the Thrope into something larger, where there
would be gnomes, and that no longer makes all that much sense.
The books is full of things like this that work in one setting,
but not the larger ones.

This is somewhat aggravated by the fact that as the size of the
communities get larger, the number of keyed entries (and info
about their specific inhabitants) gets fewer and fewer, as more
space is devoted to the history of the place. The largest one in
the book, the Large City, has only 8 entries specific to it. The
smallest communities have about 25-30 entries.

So, the small communities really shine, and are very well done.
But the larger ones are somewhat vague, and would require a lot
of work in drop in your campaign, and in some cases, have
somewhat complex histories that likely won't fit your campaign.
For instance, the Large City was founded by an elf Paladin/Wizard
called the Sun Lord (his proper name is forgotten despite the
fact he's apparently still around and living in the city), and he
constantly battles his nemsis, the Night Lady. It's very
comic-bookish in tone. Didn't fit my game, anyway.

But overall, the communities are all very well done, and while
some might require a bit of work, or altering to fit your game
(for instance, in the large city, the worst offender, it is easy
to drop the Sun Lord and his nemesis, since no one even knows
their names, how popular could they be?), and all of the
communities are pretty generic. Nothing weird like dragon men or
steam gnomes or ninja kobolds or Carribean pirates as found in
some supposedly generic city supplements.

It's something of a spartan looking book. There's not much art,
about 13 pieces in the whole book by my count (mostly good to
excellent, though). And while there are lots of maps, they're
pretty vague in style. While not quite the back of a napkin look
that some games use ( mostly Call of Cthulhu), they're not much
more detailed. It's actually a fairly sturdy book - it survived
an attack by 2 hyperactive labrador pups with only minor damage
to the cover and title page.

The layout is very crisp, and generally well done. The only thing
I had trouble with is that the Open Content designation can be a
bit confusing. Why? Well, it's stuff in a box that has a
'parchment backing'. Unfortunately, this is hard to tell in some
cases, most notably the maps. They're have a parchment backing,
or looks like it, though a different sort of parchment backing
used in the example of what is open content. Are they open
content or not? For most people this doesn't matter, but given
that there are seemingly 100s of d20 companies and writers, it
does matter a bit. Atlas's other d20 books have a much clearer
sort of designation - they should stick with that.

It also has quite possibly the worst pun I've ever seen in a
gaming product (Page 107, the name of the familiar). Just a pun
wouldn't be so bad, except it makes a reference to a
historical
figure on Earth
. Things like that drive me crazy, because
they completely ruin the suspension of disbelief - on the one
hand, here's this very detailed city, but boom, all of a sudden,
there's an in your face reminder that it's not real. Thankfully,
there's only one, not dozens, like a certain other city book that
will go unnamed (and this author also apparently worked on, now
that I look...hmmm), but it's still annoying. It's also a really
bad pun.

So all in all, worth buying. Not a must buy, but something that
is very handy for anyone running a fantasy campaign. While it is
a d20 product, it's fairly light on stats, and should be usuable
in almost any fantasy game, as long as it's not too weird (no
talking giant ducks or something...).

While I might have dwelled too much on the negative on this book,
it's really hard to write about what makes this book special -
the writeups of the NPCs - their personality, background, etc.
It's kind of like trying to say why Pulp Fiction is such a good
movie. It's not really the plot, or the story, but the characters
and dialogue that makes it a great movie. A-
 


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