To
me, nothing says early modern more than the city. In reality cities
didn't grow in population compared to rural settlements until the
industrial revolution, but where medieval fantasy takes place on the
borders of civilization, early modern takes place in its heart. The
city is where wealth and power concentrates, and it is that wealth
and power that can afford all the trademark advances players will be
interested in seeing. Even when travelling to distant lands, early
modern exploration is more about visiting new nations rather than the
wilderness, and PCs will gravitate towards the cities of these lands
as a result.
But
to make a city a city, it needs to be unique. The character and
history of cities define what sets them apart from each other, and in
fantasy this is all the more important, since there's no excuse for a
boring place. It doesn't need to be outlandish, or have incredible
detail, or never have an element taken from somewhere else – but it
does need to feel like a character in and of itself, and not a
nameless place to sell treasure and buy supplies.
Island City by Tyler Edlin |
The
tables below can be rolled on with a handful of dice, a full set of
those seven dice you can buy in most game stores. With them you'll
find out why the city is a city, what's considered its heart, who
protects it, its geographical features, and a couple notable
locations ripe for adventuring. For simplicity I've used Angus
Warman's amazing list-to-HTML generator generator. Just click the
button below and you'll have a city rolled up.
Upon whose cobbled streets do we tread?
As with all tables, you are encouraged to change the results as you see fit. You can mine the generator for ideas without ever rolling a die, although it's not particularly unique, and if you roll a result you dislike or don't feel fits the city, you can always reroll it. I would encourage you to change rather than reroll - if something stands out to you as bad, that's the perfect moment to come up with what you'd rather see instead.
D4 - Why
is this city so prosperous?
Cities
don't just come out of nowhere. There's a reason this settlement grew
to such heights where those only a few hours away are still rural and
sparsely populated.
1 Crossroads:
The city is built in a location that is frequently visited, such as
the meeting place of two major roads or at a natural chokepoint like
a river ford or mountain pass. Wealth comes from the trade that flows
through the region.
2 Resources:
The city is built close to a rare valuable resource such as a silver,
gold, or even adamantium mine, luxury crop plantations, or even
around a mineral spa. Wealth comes from exploitation of resources
hard to find elsewhere.
3 Administration:
The city is the site of administration and trade in the region, but
is not necessarily a crossroads-type location. A healthy local
village economy, such as farming or logging, funnels wealth into the
city as a centre of trade, in turn drawing leaders.
4 Uniqueness:
The city is the site a rare or unique location that could have been
built anywhere, but was built here, possibly by chance. A royal
palace, a famous college, or a grand temple are all good examples.
The site attracts workers and, in turn, wealth.
D6 - What
site is widely considered the city's heart?
Think
of this as the centre of the city. It's the place that, a few
hundreds years from now, will be called downtown. The blood of cities
– wealth and people – flows into the heart and back out again,
and so a city's centre colours the rest of the city. A castle implies
nobility, a college magic and technology, and shadows crime and
conspiracy.
1 The
Castle: A grand castle,
possibly built for form over function. The seat of local power, both
figuratively (it's where the nobles live) and literally (it's where
the army is based). Nobles and soldiers have coin to spare, so many
shops are built in its shadow.
2 The
Shadows: Despite what any
right-minded folk would like, this district of crime and destitution
is expansive. Nobles go to opium dens and windowless brothels while
peasants drink in dingy bars and get into fights on the darkened,
namesake streets.
3 The
Tower: Built to keep people
both in and out. Here prisoners are kept for long sentences or before
trial and punishment, the tower doubling as a watchtower and secure
position in times of strife. Crowds gather for executions, almost
daily in the largest cities.
4 The
College: A place of learning,
for scholars, artisans, or even magicians. The grounds are where the
students and teachers work and live, the teachers' wealth and the
students's alcoholism driving the local economy even before they're
working in the city.
5 The
Temple: A grand temple in
monotheistic faiths, or major temples to all the gods in polytheistic
ones. The city's faithful come here often, and on holidays they come
from the surrounding villages and towns, sometimes travelling for
days to arrive.
6 The
Market: Wide, open streets and
immense stone plazas, abandoned at night but bustling with merchant
stalls in the day. It sucked other markets into itself like a black
hole, until an overwhelming majority of transactions came to be done
here and here alone.
D8 - Who
or what protects the city?
If
a city were truly lawless, it would fall into ruin within weeks.
Someone has to keep the peace, even if they are corrupt or cruel, as
well as to protect the city from the raids and riots that would see
it burn.
1 The
Army: Standing armies are all
the rage, but all those career soldiers need somewhere to live and
learn. A vast training camp is established just beyond the city's
borders, but the soldiers patrol the city's streets and
fortifications to keep the peace.
2 The
Thieves: The local powers are
weak, corrupt, or inept, possibly all three. The Thieves' Guild that
has risen from the power vacuum (or created it in the first place) is
selfish but not cruel, and informally punishes the most heinous and
unprofitable crimes.
3 The
Wizard(s): A group of wizards,
or a single powerful one, live and work in the city and have a vested
interest in keeping it safe. Even if only because they like the
luxuries it produces, they will gladly intervene and stop threats to
city-wide stability.
4 The
Church: Religious factions
employ paladins and inquisitors, ostensibly to protect their
worshippers, often to protect their power. Regardless of their nature
the local church's warriors have a base of power here, and as a
result hold power over the city.
5 The
Guilds: The city guilds fund a
defense force as well as the upkeep of towers and walls. Though
well-equipped and large, such forces are often corrupt and, even when
not, answer to the guilds who pay them and not the people or leaders
of the city.
6 The
Duellists: A school of combat
is located in the city, training nobles, artisan's children, and
promising but destitute peasants. They hold lofty notions of honour
and justice, hunting down and fighting ne'er-do-wells whether or not
the city wants them to.
7 The
Watch: Every city has a watch
but most are ramshackle, corrupt, and underfunded. Here the watch is
efficient and funded, dispensing justice with surprising strength and
skill, while both intimidating and ingratiating the locals into
supporting them.
8 The
Gunners: The city has a place
of gunnery training, manufacture, and repair (of cannons but also
custom-made noble guns). With so many guns of so many sizes, its no
wonder the musketeers and cannoneers are often asked to suppress
unrest and crime.
D10 - What
two notable locations are within the city?
These
are places that many cities have, but not always and not as notably
as here. A city may have dozens of shrines, but to have a notable one
means it's a truly exceptional example. Since you roll two D10s, it's
not uncommon to roll the same result – which is totally fine! If a
city has two arenas, it says a lot about what the citizens value.
1 Monument:
A grand statue dedicated to a hero or heroic event, or both, built
near a major street or at the site of the event. Common dedications
include saviours of the city, beloved rulers, saints and their
miracles, and even important guilds.
2 Spa:
Public or open only to paying customers – possibly from a single
class – these heated baths offer warm water, sauna rooms, and
relaxation therapies like massages. A great number will be split
between cheap but large public baths and luxurious private ones.
3 Theatre:
A grand theatre where operas, plays, concerts, and other, more
eclectic performances are held. While the operas may be for higher
society only, the real money comes from comedies and musicals
performed for the lower classes.
4 Arena:
An arena where duels, contests, and other games are held for a large
crowd. Due to the relative simplicity (if difficulty) of building an
arena, they are often among the oldest standing buildings in a city,
built in long lost days for bloodier forms of sport.
5 Hospital:
Here is where the ill of the city, and the very ill of surrounding
settlements, are brought to be treated and isolated in equal measure.
A grand one such as this treats nobles and teaches new doctors by
giving them hands-on experience.
6 Library:
Rows upon rows of thousands of books. Scholars pore over ancient
texts, while printing machines create copies of important and/or
popular books. New copies are allowed to be read by anyone, but the
most treasured relics are kept locked away.
7 Pleasure-House:
A den of sin that is nonetheless patronized by princes and paupers
and priests alike. A brothel, but also a tavern, opium den, teahouse,
coffeehouse, and meeting place for anyone who needs to gather in
secrecy.
8 Shrine:
Dedicated to a god if polytheistic, or a saint if monotheistic.
Either way the shrine celebrates a direct manifestation of the
deity's will – the site of a miracle, a saint's tomb, a holy relic.
It draws pilgrims and is often visited by nobles wish to show piety.
9 Garden:
A vast park within the heart of the city, well kept and open to the
public. Rare and beautiful plants are located in a secure terrarium,
while more conventional plants populate the garden at large. Vagrants
flock to the garden and are often violently removed.
10 Factory:
A place of work, often with the assistance of newfangled machines.
Lava forges, printing presses, and bleaching fields are good
examples. Workers make meagre wages while the guild artisans and
merchants grow richer every year.
D12 - What
geographical feature dominates the city?
Most
of these larger tables are for less crucial elements of a city, but
the geography is one of the first things you should consider when
interpreting the results. On its own it is often little more than
colour, but a city on an island will look completely different from
bisected by a cliff. A city's geography sets a frame for the rest of
the details.
1 Island:
The city is built on an island, at least in part. The island could be
isolated but important (where all the leaders live), simply a part of
the city connected by bridges, or the site of the entire city. It
might even be man-made or have expanded into shallow water.
2 Undercity:
There is a vast network of tunnels beneath the city, a hodgepodge of
sewers, catacombs, mines, and sunken buildings. Travel is slow and
confusing but hidden. Secret meetings of all sorts take place next to
abandoned treasures and sleeping horrors.
3 Rivers:
Rivers or canals dot the city. Many cities will be built around a
single river, but this one has several minor ones flowing through.
It's hard to walk for more than a few minutes without crossing one,
and it's possible for the city to have more rivers than roads.
4 Forest:
Most cities, even those in forests, have cut down all the local
trees, but not here. It could be a planted forest in non-forested
areas (like a royal wood), or a patch of trees hard to remove in
forested areas (tangled woods, protected by druids or elves, etc).
5 Cliff:
A single cliff runs close to or possibly through the city. The city
is either built up against its edge, or is bisected by the cliff as
it passes through it, separating the settlement into two halves. It
might be dangerously tall, or so short two-story houses can see over
it.
6 Mountain:
The city is built on the slopes of a tall hill or mountainside. In
most cases the higher parts of society live higher up the mountain,
and some buildings like temples or colleges will be be built at the
top of the peak. You can see the whole city from the top.
7 Crater:
A deep recess into the ground is located in the city – or perhaps
the city is located in it. A meteoric crater is the most obvious
type, but dry lake beds and tundra alases are other examples. The
crater may be abandoned, or the site of a district.
8 Ravine:
A ravine cuts through the city or is built next to it. Exceptionally
large ravines, closer to canyons, could have the city built inside
them. Collapses are rare but not unheard of, leading to only the poor
living directly adjacent to the ravine itself.
9 Swamp:
While the city is built on solid ground, it is surrounded by a swamp
or other wetland, theoretically but prohibitively difficult to build
on. Things like gravel flats and desert dunes also fit. The city is
built as densely as possible as a result of limited space.
10 Ruins:
The city has fallen a far distance from what it once was. A
considerable portion of the outlying regions, and more than a few
inner-city buildings, lie abandoned and may have laid abandoned for
centuries or even longer in some settings.
11 Plains:
The city is built on an incredibly flat piece of land. Easy
construction has let it sprawl in all directions, but has also fueled
a desire to build the central buildings as tall as possible so the
rich can see easily. The towering centre slowly rises from the
sprawl.
12 Fog:
Fog, or smoke, or blown sand, etc, obscures vision the city over.
Whatever the source it makes it hard to see more than a few blocks on
good days, and on bad days and at night it becomes impossible to see
more than a few metres ahead of you.
D20 - Every
city's got a weird, fantastical place. Where is it here?
Lastly,
a city needs flavour. You can put all sorts of odd locations for the
players to stumble upon, but the ones here are both visitable places
and say something about the city at large. Dwarven Outposts = dwarf
populations, Observatories = fortune-tellers, etc.
1 Observatory:
A large building, raised above the rest of the city, designed to
study the movements and nature of celestial objects. The observators
consist of magicians, fortune-tellers, and the rare conventional
scholar interested in the stars.
2 Wizard's
Tower: A tower designed for the
magical arts. It may be split between many lesser magicians or a
single, exceptionally powerful and/or wealthy one. Most such towers
will have many connected buildings for non-magical purposes the tower
requires.
3 Curio
Shop: The curio shop fades in
and out of reality, but it always appears here, whenever you wish to
visit. It buys and sells magical items and worthless trinkets,
restocking them weekly but never having more than eight actually
useful relics at a time.
4 Laboratory:
A place of experimentation, typically alchemical and mechanical, but
occasionally magical as well. Now is an age of invention, and though
it make take years or even decades, laboratories like these produce
world-changing discoveries.
5 Necropolis:
A sprawling graveyard, ancient, overgrown, and full of above ground
mausoleums. Citizens are buried here constantly despite the
overcrowding, the very air thick with necromantic energy.
6 Clock
Tower: Rising high above the
city, this tower displays the time and holds bells that ring hourly
during the day. Clockworkers work within it, both to maintain the
clock and to create and maintain new devices for the city's elite to
buy.
7 Bazaar:
A peculiar market selling unusual items from distant lands. The
legality is questionable, the products as eccentric as the merchants,
and the prices high. But they sell things no one's even heard of –
clockwork limbs, protective runes, and alien plants.
8 Dwarven
Outpost: The Dwarf population
is high and tight-knit enough to form a miniature fortress, a single
fortified building in which hundreds of Dwarves live and work in
taverns, forges, and underground farms.
9 Elven
Enclave: The Elf population is
high and tight-knit enough to form an enclave, a gated community of
fine houses in a garden environment fitting the chosen biome of the
local Elves. Forest glades, pristine lakes, and even underground
tunnels are common.
10 Henge:
A collection of ancient stones,
built to channel magical energies. The stones take up considerable
space and someone always wants to tear them down, but all that magic
has to go somewhere – damaging or destroying one has terrible
implications.
11 Statuary:
A garden of statues, some of people, some of things, some of abstract
shapes. Many have been made to order for local nobles, but sometimes,
statues show up overnight, made of stones found only in distant
lands.
12 City-Nymph:
The city has a nymph. In a place of significance, an old gate or
ruined building, she or he lives and can be sought after for guidance
and aid. The church is almost always in opposition of the nymph, but
most city-nymphs are beloved by their cities.
13 Ruin:
A stone building from ancient times, such as an aqueduct, arena,
castle, or tower. It lies damaged and abandoned, but is too large
and/or important to be easily removed, standing tall and strong as
the city changes around it.
14 Smithy:
A smith of weapons and armour, specializing both in the creation of
masterwork weapons and weapons made of supernatural metals.
Adamantium swords, carbide armour, and occultum trinkets can all be
made to order, if only for prohibitive costs.
15 Healing
Font: This location, typically
a body of water such as a river or spring, has restorative
properties. Those who stay in its presence have Advantage against
disease, poison, and other such ailments, but it does not heal
injuries or remove curses.
16 Sinkhole:
A vast and deep pit in an otherwise geologically sound area. It
stretches down so far that things dropped into it make no sound, but
is not bottomless and likely ends in water or a connection to a cave
system. May connect to a city's undercity.
17 Ancient
Church: A temple to an ancient
god, lost and forgotten and possibly forbidden by monotheistic
faiths. Attempts to remove the ruined church have been met with
curses, and it is likely that a hidden cult still worships the god it
venerates.
18 Asylum:
A prison for the sick and mad and mutated. Anyone deemed unfit for
society is dragged and left here, cared for intermittently but most
left to their own devices in dark, vast halls, where cults propagate
and plans of escape are in perpetual motion.
19 Terrarium:
A glass encased miniature biome, often used to grow rare plants that
normally would not thrive or even survive in the local environment.
It is as much a garden as a farm, and the plants and animals within
are sought after by local magicians.
20 Cafe:
Cafes are all the rage, but this one more than any other draws
artists and intellectuals to debate philosophy over coffee, tea, and
opium. Many a conspiracy and philosophy has formed in the
stimulant-fueled discussions that cafes promote.