The Urban Gamer

Sidran

First Post
As DM's what plots, adventures, etc have you seen, used, played in within the confines of city. ( Yes this is a follow up to a previous post of mine)

For the more scholorly of us, Realistic markets what should we see (besides the typical swords, books, and exotic foods booths)
One campaign I played in the DM actually mapped every booth and inventoried the entire market ( for a Fair) I remember seeing things like used clothes with obvious stains, or with the ribbon, and lace removed, Fiddle, Harp, and Mandolin/ Guitar strings, copperware, and a barbarian clans booth selling bone carvings, and tanned furs.

So how do you make a "Market" come to life.

Please everyone post something related to cities.

From Sewer to Steeple to rooftops there is a multitude of uniquely wonderful ecologies in a city perfect for running awesome adventures.


My topic making a Fantasy City "Fantasy" while maintaining a since of reality that grounds a player into the reality of the game world.

Somewhere (where I forget) I read that to make a successful city ( by successfull I mean one that the players talk, and retalk about over and over again) one most create a since of awe.

For instance when we read of PKitties city of Mrid we say ooh, and aah at his description of the stairways, and the waterfall, of the myriad of little things mentioned that make for us ( or just maybe me) a mental image of a wonderful place.

Examples in literature, Rivendel, the city of the elves, and Minas Tirith . Or the Seven Bascilica's of Elizabeth Haydons Rhapsody series each described to make one be taken aback by the beauty.

In my world I have examples of this with the most obvious being the Massive stone dwarven City of Drakesbridge built atop a long thick bridge that crosses over a chasm twice the size of the Grand Canyon, Or Rhys

Built long ago on the plateau that juts up out of the Rhydaraen Falls. Rhys is often called the Green Kings city, or the Misty City due to its natural setting. All of the cities many buildings, walls, and mansions are built under a roof top forest complete with trees, and pools, and long park like paths. Tree roots intertwine with door jambs, or walls. Ivy, ferns, and moss abound in the moist shade of the Cities atmosphere. At the cities center the Palace of Whistyra-Lu-Nabha, an ancient elven palace once renowned for its wondrous magics, rises glitteringly up from the surrounding greenery. Ruled by the Druid King Tellurian ap Gwyrrion the city has thrived in the last eighty years. With the help of the Great Grove he has wisely chosen to take no sides in the War between the Nox Arcanum, and the Inquisition. only recently has the Inquisition took control of the Cathedral of the Maiden, and began hunting mages within the city without the provincial authority of the King.

While the above excerpt from my world has many of the quirks of my world written in this is what I mean. Cities with interesting, or highly descriptive quirks.

Ideas for making uniquely wonderous cities

* A City with massive Asgardian walls rumoured to have been built by the Giants long ago in the First age of the world.

It is said that the Walls of Troy were built by gods

* A City in the face of a Cliff ( Such as those found in Arizona) No need for walls and only a tiny foot path which reachs downward into the land below.

This would be a neat description for an exotic city. Imagine a Temple in the cliffs with gargantuan statues of ancient gods, and a city built at the statues feet walled and raidiating in its magnificence. Also a Dwarven city whose from gate is the cliff carved to appear as a great temple within the chasm, leading down into the world below.

* A city on a jutting sea stack rising off the ocean waves

A city on a sea stack whose front, and only gate can be reached by traversing over a massive rope bridge or by boat, places like this would have a massive interior city built within the sea stack, and probably would have a man made harbor at sea level though with Fantasy one could picture a City going as far as below the sea level as well and maybe even into an Underdark passage or something similar

Of course in the real world cities are usually found by near or on the water or other major trade arteries so Cities such as these should be either near a trade artery, or have some use such as Candle Keep or High Hallick both cities of the Scholorly Wizard.

Also cities such as the City of Ys, Built by the King of Cornwall for his daughter, the princess Dahud. Such was the Debauchery and Sins of the people in that fair place that the sea waters came and overwhelmed it , and It became the City of the Depths...
...When the sea is becalmed in that place, the entire Castle, and City of Ys can be seen- walls, churches, houses, and towers all unblemished and unchanged by the vast flood...

It is claimed that the bells in the Princess Chapel still sadly ring each day, and there is a prophecy that surrounds the bells telling that the first youth to here the sound of the submerged bells will save the Realm.

And In that moment the city will be restored and emerge from its watery no worse than a new babe after babtism, the long vanished citizens of Ys will be revived and the Princess Dahud will marry the Hero who hears the bells and He will become the new King of Ys.


There are many Ideas related to adventure in sunken cities, like the above and two others listed in the book from which the above excerpt was taken. So of course even a sunken city ( with perhaps no ability to breath underwater) could be exploited in a setting. In one story a character can gain the power of the Mages hazel wand of absolute power by being swift, and brave enough to seize it. One has the Twelve strokes of midnight on the eve of penticost to retrieve the item before the sea again retakes the city. However a hero who tries to get to the wand must succed against unnumbered temptations to retrieve it including rooms of gold and jewels to a room filled with a hundred maidens.

So anyone, and everyone post City setting ideas, or places, post your cities, or well tell tales of adventures in the mire of the cobbled streets.

One Request. Anyone with a useful city stat block will you please post it for my use thanks I have them they just aren't all that good, again thank you.



The Tale of Ys excerpt from CASTLES by Alan Lee pg 66
 

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I'm in the process of converting a city and I plan to not just center a campaign in it, but it's doubtful the party will ever leave the city. THe most important thing is the NPCs thousands of people live in a city, all of them alive and interesting in some way. I think having many NPCs names and personalities are great for giving a city life. One needs to have different sections and have them stay costant. The doers and the shgakers that every one knows, even if people never actually meet them are important.
 

I think the most important thing to remember is that, once in a city, the characters are usually very low on the prestige totem pole. Even if they are 15th level, they better act nice to the watch. :)

joe b.
 

I think the most important thing to remember is that, once in a city, the characters are usually very low on the prestige totem pole. Even if they are 15th level, they better act nice to the watch.

Its possible that this is true though I think there is a time where a character say a 15th level bard, or 15 th level Wizard were to enter the city most guardsmen would tremble in awe, or fear of the guardsmen.

Also I can remember in Literature ( Good example is Sky Pirates of Calisteo by Lin Carter) When a character was purposely rude to the guardsmen for hidden reasons. ( In the Case of Jandar it was to get excepted into the Black Legions ranks)

Which reminds me of Cities in Literature, another great example of where to place cities so that they will be the talk of the gaming group for an eternity. Is the City of the Sky Pirates set atop the worlds largest mountain unscalable by land and only reached by the Pirates through use of their Sky Ships, and their Gliders. It is a city built into the top of the mountian with thick glass protecting its people from the chill air, and the powerful winds. It is an awesome setting for a Urban Intrigue adventure, and a little pirate swashbuckling as well.

Of course we have note even mentioned the City of Adventure Lankhmar..

Some ENworld related links for those of use who are interested

Urban uses for Rangers City adventure thread City Campaign Advice City Guide City Questions City-States and their towns/villages Large City questions The Urban PC questions urban adventures
 
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THEMED QUESTIONS

As a creative brain warmer trying inventing a city that fulfills one of the following Questions. For the Racial Questions describe your thoughts on that races Ideal City as you see it make it a World Wonder, what have you.


1. What would a city made by Yuan Ti look like ( Assume that it is built on the material plane please)

2. Dwarven Cities the Cities of the Stone Kings

3. Elven Cities Spires or Branches

4. Orcish Cities the Hive of Scum, and well more Scum

5 Halflings in Urban Settings the Halfling Harlem

6. Gnomes as Architects.

7. A City that encompasses the Four elements, and their off shoots ( Earth, fire, water, air), and ( Ice, Canyons, Caverns, and Lava tubes)
 

Well, my homebrew setting Urbis is all about cities, so naturally I am highly interested in this topic... :D

I try to put many cities into my setting - but each and every one of them should be unique. Thus, I focus on what makes the city different from any other in my description, rather what they have all in common.

Here's a small excerpt from just one of the regions I am covering:

"Bodenwald (Metropolis, 1,837,284): In Bodenwald, the Astromantic Society was founded, and the city still serves as its headquarters. Thus, Bodenwald serves as the center of most activities involving the exploration and colonisation of other planets, and many people who hope to start over on a new world come here. The city has become rich by trading exotic goods and minerals from the colonies, and its zoological gardens, which feature many creatures from other worlds, attract many scholars.
Dartmouth (Metropolis, 1,652,923): A major center of trade, Dartmouth is dominated by a ruthless merchant council whose members constantly plot and scheme against each other. It has a large protectorate in the fertile Dart Valley, and its large plantations in it make Dartmouth a net exporter of food.
Approximately four centuries ago, all wizards were driven from the city after a string of scandals involving necromancy. Most of these wizards fled to the Lands of the Dead, where they founded the city of Thornstone. Today, there is still a certain distrust of wizards in many parts of the citizenry, but for the most part, wizards are accepted again as a vital part of society.
Grüngarten (Small Metropolis, 614,327): This city is renowned for its many gardens and greenhouses, which provide the city with most of its food. The agricultural specialists of Grüngarten are highly regarded even in far-off regions, and can command high salaries. Eating any kind of meat is strictly illegal in this city.
Gorok-kar (Small Metropolis, 519,849): This dwarfhold has the distinction of having the only major seaport of the dwarven people. It is located within a long and mountainous fjord, which allows them to both engage in mining and selling the ore and finished products to human merchant ships. Some of the younger dwarves have even started to build their own ships, an activity which is frowned upon by their more conservative elders.
Hogenrood (Metropolis, 1,863,715): This city is famous for its Museum of Art, a gigantic structure several miles in diameter and more than two hundred yards tall at its highest point. Strange objects, pieces of art, and artifacts from all over the world (and even from other worlds) are on display here and under heavy guard. The construction of the museum actually isn't complete yet, but many mages have noticed that it seems to be designed to harness magical energies similar to a nexus tower. However, there are noticeable differences as well, whose true purpose remains unknown. This mystifies many scholars to no end, but some have remarked in private that they plan to stay far away from Hogenrood on the day the museum is completed...
Hollowhill (Large City, 213,416): By day, this fog-shrouded community seems to be a typical Flannish city, if perhaps even more ordered and disciplined than most. By night, this impression changes radically, as the city's true ruler make their presence known: The Court of Shadows, a powerful group of fey creatures. Anyone caught in the outside becomes their plaything, and no matter how desperate the plea, no citizen of Hollowhill will unlock a door or open a window after nightfall.
Nimdenthal (Small Metropolis, 723,510): This city is infamous for surrendering to the invading armies of Negroth the Doombringer without a fight, and is still hated by the citizens of the other Flannish cities as a result, who suffered far more under his brief reign than Nimdenthal did. That the army of Nimdenthal was hardly able to withstand the might of Negroth's forces on their own is conveniently forgotten. Many other cities still levy large tolls against the goods from Nimdenthal, or boycott them outright. As a result, Nimdenthal take an almost perverse pride in being self-sufficient.
Oldenheim (Large City, 348,232): Ever since this city's merchant council slighted a powerful wizard more than three centuries ago, its inhabitants have suffered under a terrible curse: If they don't talk for at least one hour every day, their innermost thoughts and secrets will be broadcasted to everyone in the vincity. As a result, the citizens of Oldenheim are renowned for their talkativeness, and even those away from Oldenheim will tend to talk about any possible subject at great length. Visitors to Oldenheim should be aware that the curse affects all who are within the boundaries of the city.
Praxus (Large Metropolis, 3,245,844): Ever since a major city program ended approximately a hundred years ago, Praxus is generally considered the best-planned city in the world. Its streets are clean, its avenues straight, its parks well maintained, and its public buildings majestic. For the upper classes, their city is a huge source of civic pride, but its detractors ofen consider Praxus to be "soulless".
Rondhaven (Large Metropolis, 2,538,757): Much of this wealthy coastal city lies at or below the sea level. Its neighborhoods are protected by several dikes of titanic proportion. Rondhaven is considered to be relatively "liberal", as far as Flannish cities are concerned, and many artists and free thinkers flock here.
Svardholm (Large City, 430,383): This northern city-state is built on multiple small islands scattered along the coast. Svardholm is generally considered to be the last outpost of civilisation before heading into the northern wastelands.
Torburg (Large Metropolis 2,167,529): This city seems to be determined to beat Rondhaven as the premier naval power among the Flannish cities. Its city council council has commissioned the creation of a fleet of merchantmen and warships that exceed any other ships ever built in sheer size. Whether these monstrosities will actually help Torburg achieve its goals is some matter of dispute, but all observers agree that the first finished ships are very impressive to behold.
Zuidenstadt (Metropolis, 1,852,798): This city was in a severe economic depression until recently, but a newly installed merchant council has changed that with its agressive policies. Its forces have started to "protect strategic resources" in the vincity and frequently engage in skirmishes with patrols from nearby cities. That the government of Zuidenstadt is said to be in negotiations with the League of Armach is the cause of no few concerns among the other Flannish cities."



As for city-based adventures, I think it is important to maintain a sense of alienation. You are surrounded by thousands, or even millions of strangers, all with their own dreams, motivations, and agendas.

You may be larger than life, but the City is larger than you.
 

If you want to know what sort of shops & workers, and how many of each sort you should have in your city, check out Medieval Demographics Made Easy. I also like the Medieval English Urban History website.

I'd second the poster above who pointed out that the players are not the center of attention. In any city, there are many stories, most of which will play out without interference from the players. People will fall in love, get angry, sue each other, mug each other, con each other, and generally go about their business. Make sure that the players don't feel like every person they encounter has been waiting for them to show up.
 

I first learned how to run a city game by dissecting the 2e Waterdeep boxed set. Very useful to me.

For Eversink, I took pieces of medieval Venice and Florence, then added my own Great Houses who ruled the city and thrived on political infighting. It worked very effectively.

Sidran, I think jgbrowning is right. Villages may tremble at the arrival of 15th lvl PCs, but cities? They'll seek ways to use and manipulate the person, viewing him as a valuable cog or lever in the political machinery.
 

Piratecat said:
Sidran, I think jgbrowning is right. Villages may tremble at the arrival of 15th lvl PCs, but cities? They'll seek ways to use and manipulate the person, viewing him as a valuable cog or lever in the political machinery.

The best trick is to appear as a friend to the PCs, and point them at your enemies. It helps if your enemies are actually doing something suspicious - but then, which politicial faction doesn't do something suspicious?

In a recent adventure, the PCs of my group killed two (fairly) innocent people until they figured out that the "cult" that kidnapped people and drilled holes into their heads were actually the good guys... :D
 

I think that each city should have its own unique personality. Some way that everybody acts that is different from every other place. I can't think of any right now, though...
 

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