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Published by Chris Winnower, 2019-07-05 18:55:33

D&D 3.5 - Cityscape [OEF]

D&D 3.5 - Cityscape [OEF]

Contents Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Benefits of Patronage . . . . . . . . . . . . . . . . . . .76 TABLE OF
Interlude: A Trip to the Tavern . . . . . . . . . . . . .44 Drawbacks of Patronage . . . . . . . . . . . . . . . .77 CONTENTS
Prelude: Dead End . . . . . . . . . . . . . . . . . . . . . . . . . .4 Red-Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 Loss of Patronage . . . . . . . . . . . . . . . . . . . . . . .77
Shantytown. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 House Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 Slave Quarter . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46 Ebonmar Infiltrator . . . . . . . . . . . . . . . . . . . . . . .79
Slum/Tenement. . . . . . . . . . . . . . . . . . . . . . . . . . .47
Chapter 1: The Scope of the City . . . . . . . . . . . .7 Tannery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Theater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Guild Membership . . . . . . . . . . . . . . . . . . . . . . . .84
Undercity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Guild Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Cities by Type. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Warehouse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48 Crimson Scourge. . . . . . . . . . . . . . . . . . . . . . . . . .92
Blackwall (The Military City). . . . . . . . . . . . . . .8
Interlude: A Research Effort . . . . . . . . . . . . . . .10 Chapter 2: The Urban Adventurer . . . . . . . . .49 Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Four Winds (The Trading Hub) . . . . . . . . . . . .12 What to Do, Where to Go . . . . . . . . . . . . . . . . . .49 Membership . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
Dragonport (The Port City) . . . . . . . . . . . . . . . .14 Races of the City . . . . . . . . . . . . . . . . . . . . . . . . . .51 Organization Types . . . . . . . . . . . . . . . . . . . . . . .98
Sutulak (The Slaver City) . . . . . . . . . . . . . . . . . .16 Monsters in Their Midst . . . . . . . . . . . . . . . .53 Urban Savant . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Kaddastrei (The Capital City) . . . . . . . . . . . . . .18 Interlude: Running a Shopping Trip . . . .54
Cliffside (The Evolved City) . . . . . . . . . . . . . . .20 Contacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57 Churches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
Social Class . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58 Joining a Church. . . . . . . . . . . . . . . . . . . . . . . . .105
Cities by Culture. . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Urban Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59 Church Types . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Dwarf Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 City Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Elf Cities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Deceptive Spell . . . . . . . . . . . . . . . . . . . . . . . .60 Chapter 4: Events and Encounters . . . . . . . 109
Gnome Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Efficient Defender. . . . . . . . . . . . . . . . . . . . . .60
Halfling Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 Extra Contacts . . . . . . . . . . . . . . . . . . . . . . . . .61 Urban Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Orc and Goblinoid Cities . . . . . . . . . . . . . . . . . .24 Favored . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61 Planned Events . . . . . . . . . . . . . . . . . . . . . . . . . 109
Planar Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Invisible Spell. . . . . . . . . . . . . . . . . . . . . . . . . .61 Disasters and Unplanned Events. . . . . . . . . .111
Primary Contact . . . . . . . . . . . . . . . . . . . . . . .61
Unusual Locations . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Interlude: A Trip to the Healer . . . . . . . . . .62 NPC Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
Coastal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Roof-Jumper . . . . . . . . . . . . . . . . . . . . . . . . . . .62 City Guards/Street Thugs. . . . . . . . . . . . . . . . .113
Cliff Face . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Roofwalker . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Craftspeople/Shop-Owners . . . . . . . . . . . . . .114
Divided Cities. . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Sculpt Spell . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Hired Guards . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Island Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Special Dispensation . . . . . . . . . . . . . . . . . . .63 Nobles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Sky Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 Strong Stomach . . . . . . . . . . . . . . . . . . . . . . . .64 Secret Cultists . . . . . . . . . . . . . . . . . . . . . . . . . . .116
Underground Cities . . . . . . . . . . . . . . . . . . . . . . .27 Swift Tumbler. . . . . . . . . . . . . . . . . . . . . . . . . .64 Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
Urban Tracking . . . . . . . . . . . . . . . . . . . . . . . .64 Villains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Features and Hazards of the City . . . . . . . . . . . . .28 New Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 Clyrrik the Halt . . . . . . . . . . . . . . . . . . . . . . .118
Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Spell Descriptions. . . . . . . . . . . . . . . . . . . . . . . . .66 Doucral of the Web . . . . . . . . . . . . . . . . . . . 120
Roads and Streets . . . . . . . . . . . . . . . . . . . . . . . . .28 Detect Weaponry. . . . . . . . . . . . . . . . . . . . . . .66 Father Darius Balthazar. . . . . . . . . . . . . . . 121
Surfaces and Footing . . . . . . . . . . . . . . . . . . .28 False Peacebond . . . . . . . . . . . . . . . . . . . . . . . .66 The Symbol . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Sewers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Impeding Stones . . . . . . . . . . . . . . . . . . . . . . .66 Mobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Defensive Fortifications . . . . . . . . . . . . . . . . . . .30 Leomund’s Spacious Carriage . . . . . . . . . . .66
Special Features. . . . . . . . . . . . . . . . . . . . . . . . . . .31 Peacebond . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67 New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
City Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Secret Weapon . . . . . . . . . . . . . . . . . . . . . . . . .67 Golem, Siege . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Natural Hazards. . . . . . . . . . . . . . . . . . . . . . . .31 Summon Pest Swarm . . . . . . . . . . . . . . . . . . .67 Ooze, Cesspit . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
Magical Hazards . . . . . . . . . . . . . . . . . . . . . . .32 Zone of Peace . . . . . . . . . . . . . . . . . . . . . . . . . .68 Ripper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131
New Warlock Invocations . . . . . . . . . . . . . . . . .68 Sepulchral Thief . . . . . . . . . . . . . . . . . . . . . . . . .133
City Districts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 Invocation Descriptions . . . . . . . . . . . . . . . . . . .68 Swarm, Pest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Civic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35 Cocoon of Refuse . . . . . . . . . . . . . . . . . . . . . .68 Zeitgeist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Elf Neighborhood. . . . . . . . . . . . . . . . . . . . . . . . .35 Devil’s Whispers . . . . . . . . . . . . . . . . . . . . . . .68
Embassy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Thieves’ Bane. . . . . . . . . . . . . . . . . . . . . . . . . . .68 Chapter 5: Running the City. . . . . . . . . . . . . .141
Fine Shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Why the City?. . . . . . . . . . . . . . . . . . . . . . . . . . . .141
Lord’s Keep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 Chapter 3: Politics and Power. . . . . . . . . . . . . .69 City History . . . . . . . . . . . . . . . . . . . . . . . . . . . . .143
Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Ten Historical Adventures . . . . . . . . . . . . 144
Noble Estates . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 City Government . . . . . . . . . . . . . . . . . . . . . . . . . . . .69 The Urban Crawl. . . . . . . . . . . . . . . . . . . . . . . . .145
Park . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Political Systems . . . . . . . . . . . . . . . . . . . . . . . . . .69 Urban Crawl Features . . . . . . . . . . . . . . . . .145
University . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38 The Autocratic City. . . . . . . . . . . . . . . . . . . . .69 Taxes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Wealthy Residential. . . . . . . . . . . . . . . . . . . . . . .38 The Democratic City . . . . . . . . . . . . . . . . . . .70 Race Relations . . . . . . . . . . . . . . . . . . . . . . . .147
Average Residential . . . . . . . . . . . . . . . . . . . . . . .38 The Feudal City . . . . . . . . . . . . . . . . . . . . . . . .70 Jobs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Coliseum/Arena . . . . . . . . . . . . . . . . . . . . . . . . . .39 The Magocratic City . . . . . . . . . . . . . . . . . . . .70 Commoner or Expert? . . . . . . . . . . . . . . . . .149
Dwarf Neighborhood . . . . . . . . . . . . . . . . . . . . .39 The Theocratic City . . . . . . . . . . . . . . . . . . . .71 City Locations. . . . . . . . . . . . . . . . . . . . . . . . .149
Garrison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 The Tribal City . . . . . . . . . . . . . . . . . . . . . . . . .71 Beyond the Dungeon. . . . . . . . . . . . . . . . . . . . 152
Gnome Neighborhood . . . . . . . . . . . . . . . . . . . .40 Political Positions . . . . . . . . . . . . . . . . . . . . . .72 Crime Sprees. . . . . . . . . . . . . . . . . . . . . . . . . 152
Guildhall . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 Interlude: the Mysterious Stranger . . . . . .73 Guild/Organization Conflict . . . . . . . . . 153
Halfling Neighborhood . . . . . . . . . . . . . . . . . . .41 Political Bodies. . . . . . . . . . . . . . . . . . . . . . . . .74 Mysteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Marketplace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 City Services . . . . . . . . . . . . . . . . . . . . . . . . . . .74 Political Epics . . . . . . . . . . . . . . . . . . . . . . . . 154
Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 War. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155
Caravan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 Racial Conflict . . . . . . . . . . . . . . . . . . . . . . . 156
Fishers’ Wharf/Waterfront . . . . . . . . . . . . . . . .42 Player Characters as House Members . . . . . .76 City Law . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Goblinoid Neighborhood. . . . . . . . . . . . . . . . . .43 House Patronage . . . . . . . . . . . . . . . . . . . . . . . . . .76 Law Rank and Legal Proceedings . . . . . 156
Inn/Tavern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Gaining Patronage. . . . . . . . . . . . . . . . . . . . . .76 Weapons, Armor, and Spells . . . . . . . . . . 158
Necropolis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
3

Prelude: Dead End himself, undoubtedly—had cautioned the human to increase
his security.
The cellar door banged open with a hollow crack, and the And increase his security he had. . . .

thief stumbled out into the night. His name was Selion, A tiny, circular window on the top floor—barely wide

and most of the time he was considerably more graceful enough for a child to pass through—was the weakness of

than this. design that ultimately permitted the thief entry. He knelt

The floor of the alley was slick, wet from an early evening’s beneath that very window now, taking a moment to allow his

rain, and the dampness seeped into the elf’s thin frame almost nerves to settle into a relaxation he rarely permitted himself

immediately. He muttered a quick and quiet curse as a practiced while on the job. His confidence came mostly from a pair of

kip-up brought him to his padded feet, which took at once to sweet sureties: That the worst was behind him, and that he

PRELUDE motion, carrying him down the alley and out of sight before would have plenty of time to search the house at his leisure.

the sound of his oath had even faded from the air. Around the (Today was Vendorsday, and he had chosen to break in tonight

corner, he allowed himself the briefest of moments to shake off because he knew Windbag was a creature of habit—one who

the chill, and was gone. had a habit of descending into the red light district every

Vendorsday night, and just as habitually refusing to return

*** until the wee hours.)

As was his custom, Selion paused for a moment, one hand

It wasn’t that the thief had been off his game tonight. Selion on the pommel of his blade, to allow his eyes to adjust to the

considered himself a master of his trade, and as such, rarely low light conditions, and as they did, bade them carefully

had what he would consider an off night. Under ordinary scrutinize the surroundings. In the dim half-light, shadowy

circumstances, he could be in and out of even the most secure of forms began to take shape: an oaken four-post bed with gos-

structures—taking precisely what he came for, and leaving no samer canopy; a wide hope chest set against the near wall; a

evidence of his passing—all in the time it takes to stall a wet sturdy dresser pressed against the far. He was in the bedroom

horse after a good run. But of course, these were no ordinary of a young lady. Judging by the fabrics and the decor, she had

circumstances, thanks to that damned Lord Marshal. probably seen fewer than fourteen winters. He could find out

Ever since the incident with the Lord Marshal’s daughter for sure with but a minute’s search of her belongings, but he

some months back, matters had grown increasingly more had more pressing matters to attend to. The valuables he

complicated for Selion in this city. Clients who had heard about would doubtless find in the master bedroom down the hall,

that event became hesitant to call upon the thief’s services, for for example.

fear of drawing unwanted attention from those who sought Pushing the dresser’s gently cloying fragrance from his

his head, and even long-standing contacts were beginning to thoughts (could that be lilac?), Selion crossed the breadth

dry up at a pace the elf found disquieting. Clearly, the Lord of the room in three silent strides and paused again at the

Marshal was sparing no expense in his effort to catch the “low door to the hall. Silence. The elf nodded to himself and

cur” responsible for his daughter’s condition. quietly slipped into the hall, closing the door behind him

As even the lowliest cutpurse can attest, any man in Selion’s as he did.

position has only three worthwhile options at his disposal: One He now found himself next to the landing at the top of a

can skip town, and hope that the reach of those with whom lavish staircase that circled the edge of the home’s spacious

he is unpopular does not extend to his new destination; one interior, winding the full two stories down to the first floor.

can lay very low, and hope the matter blows over with time; Stepping to the railing, he peered over and took in the scene.

or one can stand up to the pressure, and if the gambit pays From this vantage point, he could see with clarity what would

off, reap a measure of respect from one’s peers. Selion had be easy to miss, had he been standing on the ground floor: The

decided to embrace a combination of the latter two—to hole central section of floor that was open to the vaulted ceiling was

up with a secret friend while making the occasional foray into one large, stained glass panel. Although the lighting was poor,

the night—and the approach had been largely successful . . . he could see that the scene depicted a slavering pack of hounds

until tonight. giving chase to a startled fox across a foggy lea, the silhouettes

The elf had chosen as his mark for the evening’s operation a of several huntsmen in the woods beyond. Selion did a quick

casual acquaintance of the Lord Marshal’s; an aged windbag accounting of the panel’s value, sighed at the impossibility of

who dealt in antiquities and who seemed to be, judging by the his leaving with it, and proceeded down the hall to the master

state of his home, practically inviting theft. Initial reconnais- bedroom door, his fingers tracing a path along the railing as

sance revealed a thoroughly predictable (and stale) routine, he went.

compounded by a handful of so-called security precuations What the thief found within gave him further pause.

that would be child’s play for any common cutpurse, let alone Although the rest of the home was maintained in a manner

a master burglar like Selion. Once he was inside, however, befitting the reputation of a well-to-do antiquities dealer—

4 it became stressfully clear that someone—the Lord Marshal cleanly, attractively, and with not so much as a single sumptuous

cushion out of place—the master bedroom was an absolute vaulted himself out into the open darkness. The stained glass PRELUDE
mess by comparison. Clothing, sheets, and what seemed like floor below him shattered as he dropped onto it. That impact
reams of parchment were strewn haphazardly throughout, helped to break his fall, as he knew it would, but the shock
making a crinkled and colorful tapestry of the chamber floor. was nonetheless jarring, and his body tensed as he waited for
A faint odor wafted into the elf’s nostrils then, and he struggled needles of jagged glass to pierce his skin. But to his surprise, he
to recall its source. After failing to unearth it from memory, had suffered only minor scrapes by the time he found himself on
he pushed it too from his mind and set about his task. His the cool floor of the chamber beneath the panel. There was no
first priority had to be the lockbox he was certain was in time to savor his skills as a tumbler, for even now, the growling
this room. dogs were lumbering down the staircase after him.

When he located his quarry, as he knew he would, the elf A quick scan confirmed that he was in the cellar. He had
snickered aloud. Only a human would have the nerve to hide been in countless homes of this design, some in this very
valuables inside other valuables in such an obvious fashion; in neighborhood, and one of the features they all had in common
this case, to put a strongbox inside a hinged-top dresser with a was a method of direct egress from the cellar. As the thought
three-hundred-year-old lock. formed, he swiftly spun to fix his gaze upon the far wall,
and there it was—a door. He pulled himself up, wincing,
Selion eased his tools into the lock that held the top of the as shards of glass fell away from his clothing, and bolted for
dresser shut, and in a matter of seconds the hinged panel was the exit at full speed, the howls of the dogs growing closer by
free. He pushed the top up far enough to see a strongbox resting the second.
on a shelf inside, as he had suspected. The lock on the strongbox
would surely put up more of a fight, but even modern locks were The cellar door banged open with a hollow crack, and the
but a minute’s work for a talent like his. thief stumbled out into the night. . . .

He elected not to move the strongbox from its hiding ***
place, guarding against the presence of a trap that would be
triggered if he did so. Instead, he went to work on the lock. Only when he was certain the dogs were no longer in pursuit
As the last of a satisfying series of clicks sounded, the hasp of did Selion slow his pace to one more in keeping with the gait of
the lock fell away, allowing the strongbox to be opened. In a commoner. After a quick look around to make sure nobody
that instant a silent alarm went off in Selion’s mind, and was watching, he removed his cowl, stuffing it into the bag
out of instinct alone, both of his hands jerked back out of the that now contained Windbag’s valuables. With a satisfied
dresser’s top compartment. He almost wasn’t fast enough. smirk, he calmly doubled back the way he had come. Within
A second after that final click, a blade emerged from the a few minutes, he stepped out of yet another alley and came
bottom edge of the opening in the dresser with a hushed upon his friend’s door. Seeing no activity in the area other
“shing,” and the top of the dresser dropped back down with than a pair of beggars shuffling along in the street, the thief
a concussive rattle, nearly slicing the thief’s hands off in slipped inside.
the process.
Seated at an oak table in the middle of the room were two
In a series of whispered curses, Selion let out the breath he men, each one grinning at the sight of Selion’s surprised expres-
had been holding while working on the lock. His surprise at sion. One, a middle-aged dwarf wearing a skullcap, streaks of
having missed the trap, coupled with his growing frustration, gray running through his rust-colored beard, was his secret
caused him to abandon all pretense at subtlety. His intent had friend, Pordo. The other was a tall, broad-shouldered human
been to reclose and relock both the strongbox and the dresser of about fifty winters, clad in finely tailored chain mail and a
before leaving (true to his calling card as a burglar), but now cloak emblazoned with a lion rampant.
he just wanted to get what he came for and get out. With a
couple of well-placed kicks, he smashed the top of the dresser Before Selion could whirl and escape back out the door, he
to splinters. He rid the strongbox of its contents, and after a heard sounds from outside as the human spoke.
final quick sweep through the chamber, left by way of the door
through which he had entered. “My men have the way blocked. You have nowhere to run,”
said the Lord Marshal.
Back out in the hall, he found his escape route had been
quickly and silently closed off during his quarrel with the “Good evening, Lord Marshal,” said the thief, straining
dresser. There, in the hall between the master bedroom and to retain his dignity. And then, to the other man, “Why,
the young lady’s bedchamber, stood three vicious-looking dogs, Pordo? Money?”
the eyes of each one fully fixed with unshakeable intent upon
the intruder before it. The hall now reeked of that familiar Still smiling, the dwarf slowly shook his head. “No, Selion,
odor—the smell of canines. Selion knew he had scant seconds not for money.”
to formulate a plan.
“Why, then, old friend?” The elf asked, his voice suddenly
Therefore, the plan was a simple one: Jump. Planting one like ice.
hand firmly on the railing, the elf swung his legs high and
The dwarf’s eyes narrowed.
“Because I have a daughter, too . . . old friend.”

5

Introduction Chapter Two: The Urban Adventurer takes us
inside the design of those who would be our story’s
Welcome to the Cityscape supplement, the latest and protagonists—the player characters. The chapter pro-

perhaps most unusual offering in the environment series vides tools for playing characters who are more heavily

for the latest edition of the DUNGEONS & DRAGONS® game. urban in feel, and includes urban-oriented skills, feats,

Unlike the previous entries in the line, each of which and spells. A thorough discussion of the acquisition

focuses on more traditional environments—arctic and maintenance of contacts rounds out the material

wastelands, sand-swept deserts, storm-tossed seas, and presented in this chapter. Obviously, most of the mate-

INTRODUCTION the like—the book you now hold endeavors to give the rial in this chapter is highly player-oriented.

same treatment to the city, or the urban “environment.” Chapter Three: Politics and Power discusses, as

Indeed, running extended campaigns in and around one might expect, city-based governance, politics, and

a single city can often be even more challenging than organizations of various kinds. It examines the vari-

doing the same in one of the wilderness environments. ous types of government, and how those governments

In order for your city to be an effective host for the player affect life in the city, as well as what sorts of offices and

characters, it must be as three-dimensional as they are, duties come with each system of government. Noble

and more. People, locations, policies, factions, laws, houses, guilds, and organizations of various stripes are

districts—they all have to be considered, if the DM wants also detailed, each accompanied by a new prestige class

to keep things smooth and engaging for the life of his designed to embody its group’s nature. The material in

game. In short, his city must truly live, and that’s quite a this chapter is useful and relevant to both players and

daunting task for any DM. It is the purpose of Cityscape Dungeon Masters.

to make such a task far less daunting. Whether you’ve Chapter Four: Events and Encounters goes deep

run numerous urban campaigns or this is your first foray inside the numbers, offering examples of a variety of

into a city-based story, this book contains all you need to antagonists and NPCs with whom the characters might

spin a dazzling world of vibrant, colorful adventure for one day negotiate and/or tussle with on the streets of

yourself and for the players. your city-based campaign. Classic archetypes are pre-

sented in multiple versions, to provide good contacts

or challenges for PCs of any power level, and include

THE CIT Y REVEALED such figures as the city watchman, the thug, the noble,

Like other sourcebooks in the environment series, the craftsman, and the angry mob. The section rounds

Cityscape is intended as a comprehensive reference for itself out with a smattering of new monsters, ready-made

campaigns highlighting a particular set of themes, for city campaigns. This is entirely a Dungeon Master-

stories, and ideas. When running an urban campaign, oriented chapter.

DMs should benefit from having this book by their side as Chapter Five: Running the City focuses on provid-

much as they do from having the Dungeon Master’s Guide. ing advice to DMs about how to run urban campaigns.

As such, this book is organized in as modular a way as It discusses the importance of history in a city, and

possible, to better aid the busy Dungeon Master in find- how history drives ongoing stories, which dovetails

ing precisely the material he needs, precisely when he into an analysis of the city as an adventuring environ-

needs it. What follows is a chapter-by-chapter summary ment, including how-to tips on dungeon crawling and

of the book’s contents. ways to keep the setting “alive,” by means of NPC and

Chapter One: The Scope of the City examines the location management. The chapter concludes with

fundamentals of city design and structure. After a brief an overview of city crime and punishment. Most of

overview of city living, this section launches into a dis- the material in this section is, of course, intended for

cussion of cities by type, and includes such archetypes Dungeon Masters.

as the capital city, the military city, the slaver city, and

the trading hub. Following a similar analysis of cities WHAT YOU NEED TO PLAY
by nontraditional culture and location, the chapter

focuses on the characteristics of the city itself, from Cityscape makes use of the information in the three core

design features like sewers and wall fortifications to rulebooks—the Player’s Handbook (PH), Dungeon Master’s

environmental hazards, such as sinkholes, plagues, and Guide (DMG), and Monster Manual (MM). This book also

even arcane pollution. The bulk of the remainder of the draws on or references information in other supplements,

chapter examines the various sorts of districts found in including Dungeon Master’s Guide II, Unearthed Arcana,

many urban settings. This is primarily a chapter oriented and Heroes of Horror. Those titles make excellent sup-

toward the Dungeon Master, but players should find it port references for urban adventuring, but they are not

6 useful as well. required in order to make full use of Cityscape.

Illus. by D. Bircham

he first thing to consider as a Dungeon Master character and layout reinforce the overriding persona.
planning an urban campaign is what truly A city with several mercantile districts, for example,
makes a city. Cities proper differ from other is clearly focused on commerce, while one with an
communities in many ways, but population embassy district is likely a capital or other politically
is the primary factor. However, the numbers active urban center.
stated on Table 5–2 in the Dungeon Master’s Guide repre-
sent average city populations and can vary depending A complete breakdown of district types, and the
on the campaign. If you decide to adjust the numbers, typical features of each, begins on page 34.
you should retain the relative sizes of communities.
For example, if your world is populated with roughly ALIGNMENT 7
twice as many people as is assumed in the default
fantasy setting, simply multiply the numbers in the A fundamental aspect of any major urban center is
table by 2. In such a case, a thorp could contain up to the moral and ethical outlook of its populace. The
160 adults, while a large city might contain as many as alignment of a city’s power center (DMG 138) is
50,000 adults. certainly influential, but the overall attitude of the
A city’s “persona” also makes it unique. Unlike city’s inhabitants, known as the community align-
smaller communities, which tend to resemble their ment, is separate from that of any leader or group
surroundings, a true city has a character all its own, of leaders. A given city’s community alignment
developed by the people, ideas, and events that have depends not only on the mindset of its leaders,
shaped its history. This persona manifests itself in the but also the history of the region, the indigenous
city’s physical characteristics, such as its layout and cultural mores, and even the local geography.
architecture. An urban center planned in advance, Specific individuals have their own alignments,
using a traditional grid shape, is going to look and but the community alignment represents the city’s
feel different from one that developed organically overall cultural outlook.
over time. Most cities are divided into districts whose
In most fantasy settings, the default commu-
nity alignment is lawful, representing a popular

CHAPTER 1 consensus to follow local laws and traditions. Often a BLACKWALL
city’s outlook has no bias toward good or evil, which (THE MILITARY CITY)
THE SCOPE OF is typical of humans in general. A typical campaign
THE CITY also assumes that humans are the dominant race. Cities Large City: Nonconventional (military tribunal); AL
founded or dominated by nonhuman races could have LN; 40,000 gp limit; Assets 42,554,000 gp; Population
very different attitudes, often reflecting the typical racial 21,277; Integrated (45% human, 40% dwarf, 7% halfling,
alignment (such as chaotic good for elves or lawful good 5% gnome; 3% other).
for dwarves).
Blackwall stands atop a high mesa, affording it a
Consult the table below when randomly determining commanding view of the surrounding terrain. It is
the community alignment of any sizable urban center— one of the greatest military outposts of the kingdom of
typically, a community larger than a small town. Kaddas (see Kaddastrei on page 18). The city was built
on the site of what was once a simple village, called
Community Alignment Blackwell for its dark waters. After Kaddas chose
to construct a military fortification here, the name
d% Alignment shifted to Blackwall—a title that confuses outsiders,
since the city’s imposing defenses are not particularly
01–20 Lawful good dark-colored. Blackwall has a small trading bazaar,
but its primary purpose is to watch for invading and
21–28 Neutral good monstrous forces.

29–36 Chaotic good The great city does have a ruling noble—at this time, a
duke with blood ties to the king of Kaddas—but his role
37–61 Lawful neutral is largely ceremonial. The true power center is a tribunal
of officers led by the most senior general of Blackwall’s
62–67 Neutral army. The city functions entirely under martial law, with
soldiers acting as both police and protectors.
68–69 Chaotic neutral
ARCHITECTURE
70 – 89 Lawful evil
Blackwall’s construction emphasizes function over
90–95 Neutral evil form. The buildings in this military city consist mostly
of stone, and the few wooden structures are far away
96–100 Chaotic evil from important edifices or tactically significant routes.
The roofs of major buildings (and even most homes)
Cities by Type are built flat to serve as archery platforms or even,
in the case of larger structures, bases for heavy
The following example cities serve a dual purpose. Each projectile weapons. Most such roofs are crenellated
has a name and demographic detail so it can be dropped to some degree, providing some cover to citizen-
as-is into almost any campaign. An example city can soldiers firing on invaders. Buildings have narrow
form the basis for long-term urban adventures, or be windows—the better for shooting through without
simply a brief stopping point for PCs on their way to making oneself vulnerable—and heavy doors built
some other destination.

These entries also serve as models, much like the terrain
material in prior environment books. Each demonstrates
the most typical features of its function, whether military,
commercial, or political. You can simply replace the
names and details with your own, or construct your own
cities that follow similar patterns.

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VIVE LA REVOLUTION! is chaotic good can tolerate a lawful good power center for only
so long, chafing under its restrictions even while sharing its
When the moral or ethical outlook of a community differs moral outlook.
enough from that of its power center for an extended time, the
city is on the verge of revolution.

In game terms, the likelihood of unrest depends on the These are not hard-and-fast rules but rather tools for you as

degree of difference between the community alignment and DM to create storylines involving a potential revolt. The nature

the power center’s alignment. If the two differ by one or more of this unrest depends on how the populace and its leadership

steps on both the moral and ethical axes, the city is in danger disagree. If the people are law-abiding and good-hearted, but

of upheaval. An example would be a power center that is neu- are under the thumb of a ruthless despot, they would likely first

tral evil while the community alignment is lawful neutral. A city try to remove the offender without destroying the foundation

is also potentially unstable if one alignment component differs of their system of government. An utterly self-serving populace

by two steps between the power center and the general popu- governed by a group of moral zealots might well bring the whole

lation. For example, a populace whose community alignment regime crashing down.

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8

CHAPTER 1

THE SCOPE OF
THE CITY

to withstand battering. Various buildings contain mean that its citizens make no attempt at aesthetics,
hidden stockpiles of weapons. Citizens know where however. The upper classes practice what is best described
to go to arm themselves against attack, but invaders as “military chic.” Private homes are built to resemble
will have a devil of a time locating these caches. In fortifications, perhaps far more often than they need to
certain districts, corner buildings and houses hold be. Wealthy homeowners prefer to decorate primarily
large piles of debris on roofs or in alleys, or structures in dark hues, with occasional splashes of color depicting
feature extra outer walls that can be easily collapsed. various banners and ensigns.
This rubble is ready to be pushed out or toppled over at
a moment’s notice, forming barriers against attackers Even in those districts where foreigners are relatively
moving through the streets. common, the styles of other nations are largely absent.
Many noncitizens, feeling the weight of suspicious
As might be expected, Blackwall displays less variety eyes, prefer to blend in rather than draw attention
in visual styles than other cities of its size. This doesn’t to themselves.

9

LAYOUT swift guerrilla attacks and then retreat to bolt-holes
the enemy cannot reach or find.
Military cities typically have wide avenues as their
main thoroughfares, but very narrow side streets. This Some military cities, especially those built as staging
layout forms the optimal combination of offensive and grounds, use a simple circular grid pattern. This layout
defensive capabilities. Wide main streets enable the lets marching troops reach the city gates quickly
city government to move large numbers of troops or and easily. Others, including Blackwall, are more
cavalry swiftly, but they also permit invading forces to concerned with defense. The city streets form a twist-
do the same. Narrow crossing streets and alleys serve ing web of avenues and alleyways: They turn or even
as ambush points, from which defenders can launch dead-end for no apparent reason, and a given street

CHAPTER 1 pqqqqqqqqqqqqqqqqqqqqrs

THE SCOPE OF INTERLUDE: A RESEARCH EFFORT Knowledge Gather Sages
THE CITY Skill Inf. DC Above plus Captain deVorn
Sometimes PCs have esoteric questions they can’t answer All above plus Trinna Suspire
themselves—“What’s the answer to the dragon’s riddle?” History 15 Rhenna Twinbraid
“How do we open the Mystic Gates of Shurengaul?” “What are 20 Above plus Yarush the Younger,
the weaknesses of the demon that nearly killed us?” In short, 10 Trinna Suspire, Baron Brannack
they need to do research. Fortunately, the city has numer- 15 All above plus Hiro Saru
ous storehouses of information, from the desks of wizened “Twitch” Montague, Master
sages to the scrying pools of high priests to the libraries of Local 20 Orvidius, Baron Brannack
wizards’ colleges. 10 Above plus Anadra the scribe,
Gradaun the herbalist
In game terms, the PCs have to find an NPC sage willing 15 All above plus August Meridichi
to make a Knowledge check on their behalf. Making such a Banson Verdrum,
research effort is a two-step process. First, the PCs must locate Nature 20 Captain deVorn, Disciple Nalla
someone with the relevant Knowledge skill (often through a 10 Above plus Laarai, Druid of
Gather Information check, with better results discovering more the Stones
knowledgeable sages). Then they must pay the price that the 15 All above plus Gradaun
sage demands. the herbalist
20 Castellan Phirripal, Trinna
Make a Knowledge check for the sage as soon as the PCs pose Suspire, August Meridichi
the question they want answered. If the check doesn’t succeed, Nobility and 10 Above plus Jenishi the Learned,
the sage explains that uncovering the answer will require research royalty 15 Yarush the Younger
(delving into private libraries, consulting with colleagues, and All above plus Baron Brannack
so on) and describes how much time and money such efforts The planes 20 Zaruthek the Mad
will take. Such research translates into a circumstance bonus: A 10 Above plus Franthus Elgenne,
day spent in research and consultation earns a +2 circumstance 15 Banshastra the Weaver
bonus, a week increases the bonus to +4, and a month boosts it All above plus Rasputek
to +8. Sages charge by the day, so eking out a higher circumstance 20 Walks-Between-Worlds
bonus gets progressively more expensive. Disciple Nalla, Anadra the Scribe,
Religion 10 Banshastra the Weaver
To find an appropriate sage, consult the following table. The Above plus Plauthrus of the Quill,
higher the Gather Information check result, the more sages PCs Hrun Stoutstride
can locate with appropriate learning in the necessary Knowledge All above plus Sagacious Chandra
skill. (Sample sages are described after the table.)

Finding a Sage 15

Knowledge Gather 20

Skill Inf. DC Sages
Olorana the wizard
Arcana 10 Above plus Antragaus SAMPLE SAGES
Sorlomoon, Hannadi the Raver,
15 Hiro Saru, Jenishi the Learned, Feel free to rename and otherwise alter the following examples
Rasputek Walks-Between-Worlds to fit the needs of your campaign.
20 All above plus Banshastra
the Weaver Anadra the Scribe: Knowledge (local) +20, Knowledge (reli-
Architecture and 10 Durnek Stonemaul, gion) +15. Responsible for recording day-to-day history for one
Clyranna Jannau of the city’s temples. Charges 150 gp for basic consultation, plus
engineering Above plus Master Orvidius 75 gp for each day spent in research.
All above plus Hannadi the Raver
15 Gori Kau the Pale Antragaus Sorlomoon: Knowledge (arcana) +20. Head librar-
Above plus Clyranna Jannau ian at wizards’ college. Charges 300 gp for basic consultation,
20 All above plus Hrun Stoutstride plus 100 gp for each day spent in research.
Karkalle the master cartographer,
Dungeoneering 10 Plauthrus of the Quill, August Meridichi: Knowledge (local) +25, Knowledge (nobil-
Rhenna Twinbraid ity and royalty) +15. Organizer of the city’s town criers. Charges
15 300 gp for basic consultation, plus 150 gp for each day spent
in research.
20
Banshastra the Weaver: Knowledge (arcana) +25, Knowledge
Geography 10 (the planes) +20, Knowledge (religion) +15. A powerful loremaster

pqqqqqqqqqqqqqqqqqqqqrs

10

might not have the same name for its entire length. rings of defensive fortifications: an outer layered wall
The locals know how to find their way around. For and an inner stone wall, with a spiked moat between
intruders, though, the bewildering layout is as effec- the two.
tive a defense as any curtain wall. Someone standing
at the gate might be able to see Blackwall Keep, the Blackwall Map Key
city’s administrative center, but would be unable to The keyed locations on the Blackwall map indicate
easily reach it. various districts of the city. For a general discussion
of these features, see City Districts beginning on
Even before they reach the city gates, though, page 34.
enemies must battle their way through two concentric

pqqqqqqqqqqqqqqqqqqqqrs CHAPTER 1

who lives in her own tower. Charges 500 gp for basic consulta- Jenishi the Learned: Knowledge (nobility and royalty) +20, THE SCOPE OF
tion, plus 200 gp for each day spent in research. Knowledge (arcana) +15. Powerful sorcerer specializing in the THE CITY
effect of bloodlines on aptitude for magic. Charges 300 gp for
Banson Verdrum: Knowledge (nature) +15. Farmers often pay basic consultation, plus 125 gp for each day spent in research.
for his weather predictions. Charges 4 gp for basic consultation,
plus 50 gp for each day spent in research. Karkalle the Master Cartographer: Knowledge (geography)
+15. Formerly employed by the city rulers, recently quit to set up
Baron Brannack: Knowledge (nobility and royalty) +25, Knowl- shop. Charges 2 gp for basic consultation, plus 30 gp for each
edge (history) +20, Knowledge (local) +15. As a noble, the baron day spent in research.
is obsessed with genealogy. Charges 500 gp for basic consulta-
tion, plus 225 gp for each day spent in research. Laarai, Druid of the Stones: Knowledge (nature) +20. Spends
about half her time in the city, half in the surrounding wilds.
Captain deVorn: Knowledge (geography) +20, Knowledge Charges 250 gp for basic consultation, plus 100 gp for each day
(nature) +15. Sea captain renowned for long voyages of explora- spent in research.
tion. Charges 150 gp for basic consultation, plus 75 gp for each
day spent in research. Master Orvidius: Knowledge (architecture and engineering)
+20, Knowledge (local) +15. Regularly consults with army on
Castellan Phirripal: Knowledge (nobility and royalty) +15. Court city’s defenses. Charges 200 gp for basic consultation, plus 100
vizier known for expertise on matters of etiquette. Charges 4 gp for gp for each day spent in research.
basic consultation, plus 100 gp for each day spent in research.
Olorana the Wizard: Knowledge (arcana) +15. Grumpy deni-
Clyranna Jannau: Knowledge (dungeoneering) +20, Knowl- zen of lower-class neighborhood. Charges 5 gp for basic consul-
edge (architecture and engineering) +15. Designer of the city’s tation, plus 50 gp for each day spent in research.
storm-sewer system. Charges 250 gp for basic consultation, plus
100 gp for each day spent in research. Plauthrus of the Quill: Knowledge (religion) +20, Knowledge
(geography) +15. Known for his translations and transcriptions
Disciple Nalla: Knowledge (religion) +15, Knowledge (nature) of religious texts. Charges 300 gp for basic consultation, plus
+10. Spent years as a missionary before settling down to a life of 100 gp for each day spent in research.
academic study. Charges 5 gp for basic consultation, plus 50 gp
for each day spent in research. Rasputek Walks-Between-Worlds: Knowledge (the planes)
+25, Knowledge (arcana) +20. Archmage who’s seen many of the
Durnek Stonemaul: Knowledge (architecture and engineer- Outer Planes firsthand. Charges 750 gp for basic consultation,
ing) +15. Dwarf miner of great repute. Charges 3 gp for basic plus 300 gp for each day spent in research.
consultation, plus 50 gp for each day spent in research.
Rhenna Twinbraid: Knowledge (history) +15, Knowledge
Franthus Elgenne: Knowledge (the planes) +20. Academic (geography) +10. Halfling who traveled widely before infirmity
known for his extensive, nigh-unintelligible vocabulary. Charges of age set in. Charges 4 gp for basic consultation, plus 80 gp for
400 gp for basic consultation, plus 150 gp for each day spent each day spent in research.
in research.
Sagacious Chandra: Knowledge (religion) +25. Advisor on
Gori Kau the Pale: Knowledge (dungeoneering) +15. Oper- interfaith matters to several different religions. Charges 500
ates from simple shop in middle-class neighborhood. Charges gp for basic consultation, plus 200 gp for each day spent in
4 gp for basic consultation, plus 50 gp for each day spent in research.
research.
Trinna Suspire: Knowledge (geography) +25, Knowledge (his-
Gradaun the Herbalist: Knowledge (nature) +25, Knowledge tory) +20, Knowledge (nobility and royalty) +15. Runs a book-
(local) +20. Owns herbal remedies shop frequented by city’s rich. store as a side business and collects rare manuscripts. Charges
Charges 450 gp for basic consultation, plus 200 gp for each day 300 gp for basic consultation, plus 150 gp for each day spent
spent in research. in research.

Hannadi the Raver: Knowledge (architecture and engineering) “Twitch” Montague: Knowledge (local) +15. Dashing rogue
+25, Knowledge (arcana) +20. Inventor prone to rude outbursts with connections to city thieves guild. Charges 2 gp for basic
on random topics. Charges 400 gp for basic consultation, plus consultation, plus 30 gp for each day spent in research.
200 gp for each day spent in research.
Yarush the Younger: Knowledge (history) +20, Knowledge
Hiro Saru: Knowledge (history) +25, Knowledge (arcana) +20. (nobility and royalty) +15. Official court historian who does in-
Loremaster from the distant past who spent centuries petrified dependent consultations as a sideline. Charges 300 gp for basic
in a gorgon’s lair. Charges 500 gp for basic consultation, plus consultation, plus 100 gp for each day spent in research.
200 gp for each day spent in research.
Zaruthek the Mad: Knowledge (the planes) +15. Once a pow-
Hrun Stoutstride: Knowledge (dungeoneering) +25, Knowl- erful wizard, now a paranoid shell of a man with a fraction of his
edge (religion) +20. Gnome cleric who was once an adventurer arcane power. Charges 10 gp for basic consultation, plus 100 gp
of repute. Charges 450 gp for basic consultation, plus 200 gp for for each day spent in research.
each day spent in research.

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11

CHAPTER 1 1. Defensive wall pleased to see the nobility in charge of so vital a mer-
2. Keep cantile center.
THE SCOPE OF 3. Civic district
THE CITY 4. Embassy district Four Winds has a higher gp limit than most cities
5. Fine shops its size due to the constant influx of travelers and mer-
12 6. Magic district chant caravans from all over the world. It frequently
7. Noble estates houses more than 8,000 travelers in addition to its usual
8. Wealthy residential district population. Both an increased spending limit and a
9. Average residential district high transient population are common features of major
10. Garrison trading cities.
11. Guildhall district
12. Marketplace ARCHITECTURE
13. Temple district
14. Caravan district The major structures of Four Winds are large and
15. Inn/Tavern district impressive, yet lack any single unifying style. The city’s
16. Red-light district architects are torn between the conflicting desires of
17. Shantytown impressing merchants and dignitaries from distant lands
18. Slum/Tenement district and avoiding the appearance of bias toward any one cul-
19. Warehouse district ture. As a result, public buildings reach for a grandiosity
they fail to attain, conveying a sense of pomposity without
PERSONA any real majesty. They appear to be based on descriptions
of other great structures never actually seen by residents
People often assume that Blackwall’s citizens are dour of the city.
and grim, weighted down by a military life. This is true
to an extent. Military service is mandatory for all who Unimportant buildings, such as small shops and the
come of age in the city, though they are required to serve private homes of less prominent citizens, are simple, built
only a few years. Citizens do take their duties seriously of inexpensive wood. Most are plain and unadorned, but
and train hard, ready to defend Blackwall and Kaddas some feature gaudy decor in a feeble effort to appear more
against any invader. important than they are.

In all other respects, Blackwall’s people are a cheer- LAYOUT
ful, fun-loving folk. They welcome travelers who have
proven themselves trustworthy. They shop at the bazaar Four Winds is surrounded by a single defensive wall,
for foreign goods, they laugh with delight at the antics 20 feet tall and 10 feet thick. The wall is wide enough
of traveling entertainers, and they enjoy the camaraderie for guards to patrol and strong enough to withstand
of a night with friends in a tavern. at least a brief siege (hardness 8, 450 hp, break DC
55). Yet a trading hub cannot afford to make access
Crime in Blackwall is common, but it is made up difficult, and the city has never needed to repulse
mostly of petty, mild offenses that draw fines or short invaders. Thus, vast gates pierce the wall at many
prison sentences. The infrequent violent criminal points, including on each of the four main roads.
receives harsh punishment, almost always involving Though they normally stand open day and night, the
exile or execution. gates are solid and defensible, constructed of heavy
wood (hardness 5, 20 hp, break DC 23). Each gate has
FOUR WINDS a standing guard of two city watch soldiers (5th-level
(THE TRADING HUB) human warriors).

Large City: Conventional; AL LN; 60,000 gp limit; Assets The city government spares no expense in road
56,040,000 gp; Population 18,680; Mixed (80% human, maintenance, even when cutting costs in other services.
8% halfling, 4% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% The cobblestone streets are built to accommodate feet,
half-orc, 1% other). hooves, and wheels. The main roads are abnormally wide,
allowing even the largest wagon to pass unhindered.
Four Winds stands at the crossroads of two major Intersections have clearly marked street names, and most
highways that enable trade and travel between four major thoroughfares are lit at night by lanterns or—in
great nations. The city exists for commerce, and it the richest portions of town—by continual flame effects.
has grown to its current size as the literal center of The layout of the minor streets is a simple grid, so visi-
its economic region. The city operates undr a tra- tors can easily find their way around. Smaller roads and
ditional, aristocratic government that is supported alleys are hidden from the main roads behind buildings,
by all four of the nearby kingdoms, each of which is ensuring that merchants are not inconvenienced by
trash or beggars.

CHAPTER 1 13

THE SCOPE OF
THE CITY

CHAPTER 1 Four Winds Map Key grants them some latitude in the name of maintaining the
The keyed locations on the Four Winds map indicate peace. Should a foreign merchant be harmed or murdered,
THE SCOPE OF various districts of the city. For a general discussion however, the guard turns Four Winds upside-down in
THE CITY of these features, see City Districts beginning on the search for the perpetrator.
page 34. The city’s walls and gates are discussed under
14 Layout, above. DRAGONPORT
(THE PORT CITY)
1. Defensive wall
2. City gate Large City: Conventional/Monstrous; AL N; 40,000 gp
3. Civic district/Lord’s Manor (combined) limit; Assets 26,216,000 gp; Population 13,108; Mixed
4. Embassy district (82% human, 6% halfling, 4% gnome, 2% dwarf, 1% elf,
5. Fine shops 1% half-elf, 1% half-orc, 3% other).
6. Magic district
7. Noble estates Named for the great dragon turtle that once dwelled
8. Wealthy residential district in the bay, Dragonport has grown from a small village
9. Average residential district with a single pier into one of the most vital ports on its
10. Garrison coast. A constant flux of cargo travels to and from its many
11. Guildhall district docks. Dragonport benefits less from this activity than
12. Marketplace does a trading city such as Four Winds, however: It is
13. Temple district designed to facilitate passage of goods, not to encourage
14. Caravan district local business.
15. Inn/Tavern district
16. Red-Light district Dragonport is officially ruled by a council of gover-
17. Shantytown nors, who covertly cooperate with a tribe of sahuagin
18. Slum/Tenement district dwelling in the outer depths of the bay. The council
19. Warehouse district pays tribute to the tribe out of the city’s profits and
consults with the sahuagin before expanding the city
PERSONA or changing policies. In exchange, the sahuagin do not
raid Dragonport; they also prevent ships from departing
Ironically, Four Winds’ attempts to remain culturally without paying docking fees, protect the community
neutral have produced a unique personality. Styles from pirate attack, and discourage the development of
and fashions from nearby kingdoms and farther lands nearby rival ports.
blend to create a riot of colors, garish to visitors but
considered the height of taste by the inhabitants. ARCHITECTURE
Foods, music, games, and languages from the world
over are equally mingled—Four Winds has a scent Dragonport is built for functionality. Most of its build-
and an accent all its own. ings are squat and square, though some have sloped roofs
to protect against sea storms. The majority of the city’s
The people of Four Winds have an overdeveloped sense structures are wooden; stone is simply too difficult and
of their own importance to the region, but they try to too expensive to come by in any great quantity. Only near
hide that attitude from travelers. Citizens believe them- the central docks, and along the main thoroughfares, is
selves to be cosmopolitan and declare their tolerance of any effort made to beautify the architecture, and even
others, but they actually hold fairly provincial attitudes. here such efforts involve cleaning and whitewashing
They scoff at unfamiliar beliefs and often mock the dress more than fancy construction.
and behavior of foreigners—but only out of earshot,
since they want visitors to feel comfortable and thus be Dragonport, like other port cities, developed a mish-
willing spend money in the city. This facade manifests mash of cultural styles as a by-product of its function,
as a sense of brittle politeness, a pseudo-friendliness rather than through deliberate effort, as happened in
that visitors notice. Merchants flock to Four Winds to trading hubs such as Four Winds. Along the waterfront,
trade—or at least to stop over on their journeys to other shopkeepers both native and foreign set up establish-
markets—but few foreigners stay long. ments to match their own preferences, or to attract
a certain clientele. Homey pubs stand beside exotic
In order to make merchants feel safe and secure, the restaurants, the shops of elf tailors beside the forges of
city government makes a show of rigidly enforcing the gnome blacksmiths.
law. In truth, Four Winds has an exceptionally high
crime rate, but so long as miscreants limit their activi- LAYOUT
ties to picking pockets and other petty thefts, the guard
Several paved roads lead through Dragonport, from the
docks at one end to the major highway running past

CHAPTER 1 15

THE SCOPE OF
THE CITY

CHAPTER 1 the city at the other. These thoroughfares are wide and foreign ideas; and in part from resentment of wealthier,
reasonably well maintained. They direct travelers toward more influential cities. Despite the city’s importance
THE SCOPE OF the central piers and jetties, which are in good repair and to local trade, most of its citizens simply aren’t as well
THE CITY surrounded by relatively clean buildings. off as their counterparts in centers of commerce such
as Four Winds, which actively encourage merchants
The tidy and simple appearance of these central roads to do business.
gives no hint to the rest of the city’s nature. Streets and
alleys beyond the central thoroughfares are cramped Like most port cities, Dragonport has a fairly high
and dirty, with broken or missing cobblestones—many crime rate. The city watch keeps the peace along the
are unpaved entirely. They add up to a twisted knot of main thoroughfares and the central docks, scattering
random turns, with many streets unlabeled. Beyond criminal gangs that grow too large, preventing crime
the central jetties, the piers and their access paths are from spilling over into the important neighborhoods,
filthy and broken-down, and the surrounding buildings and ensuring the comfort and security of ship captains
have similarly deteriorated. Strangers in Dragonport are or caravan leaders. In the back alleys, though, travelers
encouraged to stick to the central parts of town. Those risk their lives—or at least their coin purses. Many
who do not know any better—or who cannot afford to citizens of Dragonport are actually proud of the city’s
put themselves up in the more expensive areas—have reputation for crime, embracing it as proof of their
plenty of time to observe the two-faced nature of the own toughness.
port city as they wander its bewildering byways.
SUTULAK
Dragonport Map Key (THE SLAVER CITY)
The keyed locations on the Dragonport map indicate
various districts of the city. For a general discussion Small City: AL NE; 25,000 gp limit; Assets 13,101,250
of these features, see City Districts beginning on gp; Population 10,481; Mixed (65% human, 25% goblinoid,
page 34. 8% half-orc, 2% other).

1. Civic district Sutulak was once a simple meeting point between
2. Fine shops orc and human lands where unscrupulous members
3. Wealthy residential district of both communities could trade in stolen goods,
4. Average residential district livestock, and—on occasion—captives. Only after
5. Dwarf neighborhood word got out about the place, and corrupt nobles from
6. Garrison elsewhere began to arrive in search of slave labor,
7. Gnome neighborhood did the locals realize the potential of their situation.
8. Guildhall district Sutulak grew swiftly into a functional if unattractive
9. Marketplace city. Today, its buildings are sturdier, its roads wider,
10. Temple district and its walls higher, but it’s no less ugly or squalid
11. Caravan district than before.
12. Fisher’s wharf/Waterfront
13. Inn/Tavern district Sutulak is ruled by a council of its richest citizens—
14. Red-Light district that is, the most powerful slave-traders. An enormous
15. Shantytown portion of the population consists of slaves and those
16. Slave quarter who guard them, giving the entire city an atmosphere
17. Slum/Tenement district of misery.
18. Tannery district
19. Warehouse district Sutulak has a higher gp limit than most cities its size
due to the constant influx of slavers. At any given time
it might contain more than 2,000 travelers, both buyers
and sellers, in addition to its resident population.

16 PERSONA ARCHITECTURE

Dragonport is a major city, not the pirate-infested As with many other aspects of the city, Sutulak’s archi-
and dirty little town of fantasy cliché. Still, it does tecture is sharply divided along class lines. The stone
conform to that stereotype in some respects. The city houses and offices of the powerful are bizarre hybrids of
government encourages openness toward outsiders, military and opulent styles. They feature strong doors,
and Dragonport’s merchants welcome foreign trade, but narrow windows, and high gates to protect against rivals’
much of the population is gruff and surly. This attitude forces, assassination attempts, and the constant threat
comes in part from frequent dealings with sailors; in of uprising. Yet they might also display ornate statues
part from a desire to cling to local customs in the face of or colorful dyes, the better to showcase the wealth of

CHAPTER 1

THE SCOPE OF
THE CITY

the owners. Most of the city’s other structures are LAYOUT 17
wooden and simple, whether they serve as homes for
the city’s poor or as shops, taverns, and slave stables. The Sutulak, like other slaver cities, resembles a military
citizens of Sutulak prefer swift and cheap to difficult compound in terms of general layout. The streets are
and expensive. almost all unpaved, other than the few leading to the slave
markets. Those main avenues are wide, if not well kept,
The city government devotes some attention to to allow carts to carry slaves to and from the markets.
influencing the first impressions of visitors. Although Smaller streets are winding and confusing, to slow the
Sutulak’s clients arrive simply to do business and are escape of any slaves who manage to flee.
unimpressed with shows of wealth, they do appreciate
efficiency. Thus, the larger and cleaner buildings are clus- Soldiers stand at all major intersections, and the city’s
tered along the main avenues, so that visitors encounter various districts are walled off from each other. Guarded
them before seeing anything else. gates ensure that escaped slaves must bypass multiple
obstacles to win freedom.

CHAPTER 1 A stone defensive wall rings the city, but it is unlike and send for delicacies and luxuries from other cities.
most others. Wooden spikes and embedded broken glass Like the general population, these people are also
THE SCOPE OF protrude from both sides, and portcullises defend the inured to suffering, but they reveal their soulless-
THE CITY inside and outside of the heavy wooden doors. Sutulak’s ness through greed and cruelty rather than through
wall is designed to enable defenders to fight off invaders general ennui.
from outside or rebelling slaves from within.
Given such a climate of poverty and misery, it is only
Sutulak Map Key natural that crime is rampant in Sutulak. The government
The keyed locations on the Sutulak map indicate deals with criminals as might be expected: It sells them
various districts of the city. For a general discussion to the slavers.
of these features, see City Districts beginning on
page 34. KADDASTREI
(THE CAPITAL CITY)
1. Defensive wall
2. City gate Metropolis: Conventional/Magical; AL LN; 100,000 gp
3. Civic district/Lord’s Manor (combined) limit; Assets 136,670,000 gp; Population 27,334; Mixed
4. Embassy district (73% human, 6% dwarf, 5% gnome, 5% halfling, 4% elf,
5. Fine shops 2% half-elf, 1% half-orc, 4% other).
6. Magic district
7. Noble estates Kaddastrei is the grand capital of Kaddas, the last
8. Wealthy residential district remnant of an ancient empire and still a rich and power-
9. Average residential district ful nation. Many state capitals follow the models of
10. Garrison military cities or trading hubs (as presented earlier), but
11. Guildhall district Kaddastrei is a city built for no other purpose than to be
12. Marketplace its nation’s capital.
13. Temple district
14. Caravan district Kaddastrei and Kaddas proper are currently ruled by
15. Inn/Tavern district King Rumeius IV. The monarchy of Kaddas is passed on
16. Red-Light district to the oldest child in a commonly seen system of succes-
17. Shantytown sion; at the same time, custom demands that the ruler be
18. Slum/Tenement district versed in the arts of wizardry. Thus, Kaddastrei’s power
19. Warehouse district center is both conventional and magical.
20. Slave quarter
ARCHITECTURE
PERSONA
The official edifices of Kaddastrei are grand and tower-
Sutulak is crowded, dirty, and miserable, and its citi- ing showcases, with sweeping arches and tall spires
zens are much the same. The large slave population crowned by bright pennants. Though built primarily of
is wretched but transient, and most of the citizens granite, these structures bear white marble facades. The
are poor. Artisans and shopkeepers support the city’s lower levels have bright windows of stained glass, while
only thriving industry by manufacturing and selling the upper stories are pierced by arrow slits. The palace
merchandise suited to the needs of slave traders, such itself is as large as a small village. It contains not only
as tools, shackles, and simple clothing. Foreign mer- the king’s living and working quarters, but most of the
chants do not come here for other kinds of goods, and city’s governmental offices, an entire military garrison,
thus a shop that deals in furniture or tailored clothing and a magical laboratory used by King Rumeius and the
(for instance) is only as successful as local demand other royal wizards.
allows it to be. The constant parade of newly captured
slaves, crying in pain and despair, has deadened of the Nongovernment buildings, such as shops and private
souls of Sutulak’s common people. They go through homes, are also of far nicer construction than in many
the motions of daily existence but care little about other cities. Citizens keep their property clean, and
anything else. many whitewash their houses. Even modest homes
likely have at least two stories, with some boasting as
In sharp contrast are the few successful slave trad- many as four or five. As often seen in a military city,
ers who make their homes in the city. They dwell in many of Kaddastrei’s roofs are flat. They can serve as
fancy buildings, dress in ornate and colorful clothes, archery platforms should the city ever face invasion,
but they more often function as vantage points from
which citizens can view the monarch and other nobles
passing in procession.

18

CHAPTER 1 19

THE SCOPE OF
THE CITY

CHAPTER 1 LAYOUT 18. Gnome neighborhood
19. Guildhall district
THE SCOPE OF Kaddastrei is surrounded by a layered defensive wall 20. Halfling neighborhood
THE CITY rivaling that of any military stronghold, 32 feet in 21. Marketplace
height and 15 feet thick. It has hardness 8, 1,170 hp, 22. Temple district
20 and a break DC of 70. The city’s gates are larger and 23. Caravan district
more numerous than those in most fortified cities, 24. Inn/Tavern district
the better to allow entry for royal or ambassadorial 25. Necropolis
processions. Constructed of iron (hardness 10, 60 hp, 26. Prison district
break DC 28), each gate is normally open but guarded 27. Red-light district
by six royal soldiers (5th-level human warriors). A 28. Shantytown
second, smaller wall surrounds the palace, which 29. Slave quarter
sits atop a small rise. This wall is 10 feet high and 1 30. Slum/Tenement district
foot thick, constructed of stone (hardness 8, 180 hp, 31. Tannery district
break DC 40). Each of its heavy wooden gates (hard- 32. Theater district
ness 5, 20 hp, break DC 23) is normally guarded by 33. Warehouse district
four royal soldiers.
PERSONA
The main roads of the city form an off-center circular
grid. Impossibly wide avenues stab straight from the The people of Kaddastrei know the importance of their
palace to the many city gates, like beams from a sun, while city, and they can be arrogant and pompous as a result.
perpendicular roads ring it in concentric circles. Smaller Visitors often find them tiresome. Nevertheless, the
streets and alleys connect the larger ways like strands of population is quite cosmopolitan. Citizens view other
a cobweb. No beggars haunt the main thoroughfares, and races, unusual cultures, and strange magic with tolerance,
every building lining them is whitewashed and clean. if not outright welcome.
These cobbled avenues are scrupulously maintained.
In many places, arched bridges leap overhead, making Crime in Kaddastrei falls under the purview of
the entire city feel like an enormous palace. The main several accredited thieves guilds, all of which have
avenues are lit by continual flame lampposts, all streets standing arrangements with the city guard and with the
are clearly labeled, and major intersections boast per- crown. So long as they keep a tight leash on their mem-
manent guards. bers and avoid robbing or assaulting anyone important,
the criminal guilds operate with minimal interference.
Kaddastrei Map Key While many in power dislike this arrangement, they
The keyed locations on the Kaddastrei map indicate recognize that the alternative would be a larger number
various districts of the city. For a general discussion of of independent, unrestricted criminals. The guilds
these features, see City Districts beginning on page 34. enforce the protection of individuals designated as off
Walls and gates are discussed under Layout. limits and eliminate competition by outside thieves,
performing both functions far more efficiently than
1. Primary defensive wall the city watch could manage. This situation perpetu-
2. City gate ates a belief, at least among the capital’s wealthy, that
3. Secondary defensive wall this “ultimate city” is practically free of crime, while
4. Gates to the keep it alienates the poor who suffer the depredations of
5. Civic district the guilds.
6. Elf neighborhood
7. Embassy district CLIFFSIDE
8. Fine shops (THE EVOLVED CITY)
9. Lord’s Keep
10. Magic district Small City: Magical; AL N; 15,000 gp limit; Assets
11. Noble estates 6,996,000 gp; Population 9,328; Mixed (74% halfling,
12. Park district 15% dwarf, 8% human, 2% gnome, 1% other).
13. University
14. Wealthy residential district Named for the way in which the city is built into the
15. Average residential district side of a mountain, Cliffside is a thriving community
16. Coliseum/arena district perched on the very edge of an ocean coastline. The
17. Garrison area’s native residents, a conglomeration of nature-
worshiping halfling tribes, built their first homes here
in comfortable caves located higher up on the mountain,

CHAPTER 1

THE SCOPE OF
THE CITY

away from the sea. When expansion began in earnest, to have shaped Cliffside’s original caves with the power 21
the tribes invited skilled builders from neighboring of wind and rain. Some followers of this cult cooperate
dwarf and human communities to help plan and with the dominant faiths, merely encouraging the occa-
produce a true city in the mountain. In exchange, the sional bit of “tribute to the sea” (which accomplishes their
foreign workers were allowed to stay and live in peace goals without insulting anyone’s beliefs). Other folowers
among the grateful residents. The dwarves’ knack for campaign for a return to living sacrifice to appease the
construction, coupled with the humans’ sense of style sea deity, lest she return and send destruction against
and efficiency, turned Cliffside into a fascinating example the now developed city.
of unusual urban design.
ARCHITECTURE
Cliffside’s official government is a council of druids,
harking back to the halflings’ forebears, but their rule Cliffside is unusual in that most of its foundation was
doesn’t go unchallenged. An influential cult exists within laid by nature. Millennia of seasonal storms blowing
the city, dedicated to an ancient sea deity—a goddess said in from the ocean eroded vast openings in the moun-

CHAPTER 1 tainside, resulting in something resembling a massive 8. Average residential district
insect hive fashioned of stone. Most structures are 9. Garrison
THE SCOPE OF primarily carved from the native rock, working artificial 10. Guildhall district
THE CITY elements smoothly into the natural. Builders take care to 11. Marketplace
strengthen the sides of the buildings that directly face 12. Temple district
the water, reinforcing the existing stone with treated 13. Caravan district
wood, magic, or both. The locals have a natural facility 14. Inn/Tavern district
with wood, which grows in abundance on the top of the 15. Red-Light district
cliff. Only at the highest elevations, where the wealthy 16. Shantytown
and powerful dwell, do structures use more attractive 17. Slum/Tenement district
or more delicate substances. 18. Warehouse district

LAYOUT PERSONA

Cliffside features several main “roads,” with a number of Despite its unique foundation, Cliffside remains a
crisscrossing “side streets.” In a city in which each struc- halfling community at heart, and it still feels like one.
ture is at a slightly different elevation from every other Daily life here is precarious, yet the locals find the time
one, creating traditional thoroughfares is a challenge. to offer up a pleasant smile or cheerful greeting even to
The original residents used ropes and natural ledges total strangers. Because of their origins and beliefs, the
to get around, and crossing from one side of the city halflings of Cliffside aren’t as innately good-hearted as
to the other required a fair bit of climbing. The city’s some of their more pastoral cousins, but neither are they
engineers later decided to build upon this system rather evil as a group. Living in such an environment requires
than discard it entirely; the result more resembles a absolute harmony with its perilous nature. Despite prog-
network of suspension bridges than a customary street ress and solid engineering, Cliffside still sees a number
layout. This network of so-called bridgeways connects of injuries and deaths from falling or drowning every
all the major neighborhoods to a large area of flat ground year. Proximity to potential disaster and loss has given
about halfway up the mountainside. This open space the people a hard edge, but it hasn’t stripped them of
is the closest thing Cliffside has to a town square, and their compassion.
many of the major businesses and markets are located
there or nearby. Cliffside is largely bereft of crime, unlike other
coastal cities. The easygoing nature of its inhabitants,
The remainder of the city, particularly the poorer coupled with the magical power of its ruling body,
neighborhoods farther down the mountain, is more discourages unpleasant behavior. As usual, though,
like a hive. Business zones are the easiest to reach and this condition holds less true in the poorest sections
navigate, with private residences taking up outlying areas of town, where many residents don’t have the wealth
of town. or skill even to secure their homes with doors. The city
does maintain a watch (which reports directly to the
Visitors who arrive by sea face quite a climb, whether druid council), but since it is composed primarily of
they seek supplies or wish to consult with city luminar- humans, it focuses on protecting other humans rather
ies. Most of the city’s important locations are at least than the halfling locals. Poor residents are left to fend
midway up the cliff. Strangers in Cliffside are encour- for themselves, which not only encourages crime but
aged to stick to the safest areas of the city, including fosters resentment toward both the watch and the
the central plaza and the strongest bridgeways leading ruling elite.
to it.

22 Cliffside Map Key Cities by Culture
The keyed locations on the Cliffside map indicate vari-
ous districts of the city. For a general discussion of these All the above example cities assume a human-dominated
features, see City Districts beginning on page 34. culture. If this is not the case in your campaign, you
might wish to modify your city descriptions to better fit
1. Lord’s Manor a dominant nonhuman outlook.
2. Civic district
3. Embassy district DWARF CITIES
4. Fine shops
5. Magic district Other than humans, dwarves are the most prolific city-
6. Noble estates builders among the common humanoid races. Dwarves
7. Wealthy residential district work with stone, pure and simple. Wood is for burning,

for buttressing tunnels to prevent cave-ins, or to provide In some cases, one level of the city shares a single ceil- CHAPTER 1
a framework for heavier materials. ing, which also serves as the floor for a second layer of
buildings above. THE SCOPE OF
The traditional image of the underground dwarf com- THE CITY
plex is roughly accurate, but it represents only one method For more on dwarf culture and communities, see
of construction. Dwarves who build underground carve Races of Stone. Illus. by J. Hodgson
entire cities out of the rock: rooms, hallways, massive
chambers, even wide-open spaces such as town squares ELF CITIES
and temples. Where they can, dwarves build within
and around preexisting caves. Some underground Elves build their cities in conjunction with nature, rather
cities consist of simple rooms shaped from the exist- than in opposition to it. This attitude doesn’t mean that
ing space, while others are true buildings—complete every community consists of tree houses, as some smaller
with walls, roofs, and windows—erected within enor- elf villages do, but rather that buildings incorporate their
mous caverns. surroundings into their construction. The long-lived elves
can afford to slowly shape and grow their environment
Surface-dwelling dwarves also prefer to build in stone, as they desire.
recreating the earthen womb from which their race hails.
These surface cities are usually well defended, built Many elven buildings use living trees as support
within isolated valleys or surrounded by walls so thick columns, or leave room for trees to grow through
that they contain rooms themselves. Buildings have heavy floors and ceilings. Tree branches might be woven
doors and relatively few windows, giving them an even together to form bridges between city districts. Some
greater sense of weight. structures have no constructed floor on the ground
level, instead retaining the existing soil with living
In either case, dwarves prefer to build vertically rather grass. In communities where magic is commonplace,
than horizontally, a practice dating from a time when elves might use spells to shape nonliving materials
their race was restricted to cramped underground cav- such as quartz into buildings. Magic can also form living
erns. A dwarf city takes advantage of natural elevation, so trees into habitable structures. Many communities
that squat-looking buildings actually rise several stories.

Elves build their cities in conjunction with nature, rather than in conflict with it 23

CHAPTER 1 have running water and sewer systems; rather than HALFLING CITIES
using pipes and pumps, they employ magically created
THE SCOPE OF channels to and from nearby rivers, or even create/ Halflings rarely build their own cities. Many are nomadic,
THE CITY destroy water spells. and those who choose to settle usually establish small
settlements or live amid human cities. The rare halfling
Illus. by B. Hagan Elf cities are always constructed near sources of town that grows large enough to qualify as a city is
fresh water and always have some means of defense. little more than a jumble of wooden structures. Half-
Examples are a surrounding wall of trees to serve as ling cities grow from and into their environment, in
archery platforms, and a city built atop a high rise. much the same way as Cliffside (see page 20). Half-
For more on elf culture and communities, see Races lings do not build solely around natural elements as
of the Wild. elves do, but they work the natural surroundings into
their buildings’ features. Halfling homes are often
GNOME CITIES adorned with colorful plants, or roofed in thatch and
heavy leaves. Many are open to the outside, with large
Gnomes often build underground, but their communities windows or even entire missing walls, using sheets
are quite different from those of dwarves. They rarely of canvas for protection against storms. Like elves,
build complex structures, but simply carve comfortable halflings prefer to build near natural water sources
homes out of the rock. Their cities remain near the and fertile soil. For more on halfling communities, see
surface, for ease of farming and gardening—some are Races of the Wild.
not subterranean at all. Surface-dwelling gnomes build
simple homes from wood, stone, or whatever materials ORC AND
are handy. Humans are often surprised by how much GOBLINOID CITIES
gnome buildings resemble their own (allowing for the
difference in scale, of course). While a few exceptions exist (notably hobgoblins),
orcs and the various goblinoids have primitive cul-
Gnomes do not overplan their cities, expanding them tures, which are reflected in their cities. A typical city
as the need arises rather than conforming to a prear- consists primarily of rough wooden buildings, with
ranged layout. Their cities are lightly defended, if at all.
Gnomes prefer escape routes and ambush points over
fortifications. For more on gnome communities, see
Races of Stone.

24 Sigil, the City of Doors: the quintessential planar city

few taller than two or three stories. Construction is Unusual Locations CHAPTER 1
crude: Doors might not fit well in their frames, or
might be merely hide curtains, while roofs are often Where a city stands affects it just as much as how it was THE SCOPE OF
thatch or simple wood. Roads are rarely paved and built or who occupies it. Presented here are examples of THE CITY
follow no real plan. Most such communities have some interesting locations for cities, ranging from the mun-
sort of defensive perimeter, such as a wooden wall, a dane but atypical to the truly fantastic.
spiked moat, or a series of guard towers on stilts or
built in trees. COASTAL

Many orc and goblinoid cities are subterranean Not every city built on the coast is a major trading center
and use stone rather than wood, but they otherwise like Dragonport (see page 14). Some grow from nearby
resemble surface cities. They exploit defensible locales, industry or depend on local, land-based trade. Even so,
rich natural resources, or nearby communities on such a city’s daily life and economy depend on the ocean
which to prey. Underground cities are more oriented in some way. Fishing is a common livelihood, and the
toward defense, often being built in caverns with local diet includes not only fish and crustaceans, but also
limited entrances. seaweed and other aquatic plants.

Such cities are crudely functional, with little thought Coast-dwellers must be ever alert for the spears of
for aesthetics. Decoration is minimal: trophies from sahuagin or the tentacles of kraken, to say nothing
prior kills, or walls daubed with bright colors, with of mundane dangers such as pirates. Because of these
little sculpture or artwork. Other races assume that hazards, the defenses of a coastal city must include naval
these primitive humanoids have no interest in beauty. forces as well as standard infantry. This situation can actu-
Although this is true to an extent, the main factor is that ally make the city more vulnerable than its landlocked
orcs and goblinoids expect their communities—even counterparts, because it cannot devote all its defense to
the larger cities—to be temporary. They constantly an attack from only land or sea.
struggle with other races, other tribes of their own kind,
and marauding adventurers. Thus, they view any effort The climate of a coastal city tends to be temperate:
beyond providing the necessities of life as a waste of Winds and currents from the ocean keep it cooler
time and energy. in summer and milder in winter than areas farther
inland. However, it is vulnerable to ocean storms,
PLANAR CITIES floods, and tidal waves, any of which can swamp
an entire community. Wise city-builders make use
Some campaigns take characters far from familiar of waterbreaks and levees, or place structures on
lands, even their own planes of existence. Cities on higher coastal elevations. Wealthy cities might use
other planes have alien appearances. Variable laws magical defenses, such as various permanent wall
of gravity and magic present unusual architectural spells designed to protect against approaching water,
and engineering challenges, at least from the human or weather-controlling magic to prevent great storms
perspective. The ultimate example is Sigil, the City of from spawning nearby.
Doors. Here on the hub of the Concordant Domain
of the Outlands, reality bends over itself: Anywhere CLIFF FACE
within the city, one can look up into the sky and see
the same city. Unlike Cliffside, which grew out from a group of seaside
caves, these cities are built into sheer cliffs. Some real-
Like elves, the builders and inhabitants of planar cities life civilizations have constructed cliff-face dwellings,
are extremely long-lived, and their urban centers reflect but in a fantasy setting such communities are usually
an awareness of history and of the passage of time. At the the homes of avian races such as the raptorans, from
same time, a planar city embodies a sense of eternity—it Races of the Wild, or the aarakocra of the FORGOTTEN
always has been and always will be as it is today. A city’s REALMS® campaign setting. Traditional humanoid races
cultural outlook depends on its place in the multiverse. might also build such cities, though, for a number
Cities of the Outer Planes reflect the character of the of reasons.
area’s native inhabitants. For example, the portal town
of Ribcage in the Outlands, which borders the Nine The location is eminently defensible, forcing attackers
Hells of Baator, is inhabited by fiends and petitioners to rappel down or scale the cliff face, all the while vul-
of that plane. For more on planar communities, see nerable to archers and magical attack. Even if an enemy
Manual of the Planes. reaches the structures, no more than a few attackers
can enter at a time. Only with magic or flying troops
does an army have any chance of taking a cliff-face 25

CHAPTER 1 city. The city’s altitude puts it above the level of most leged inhabitants. This tension is exacerbated when one
floods, and makes inhabitants vulnerable only to storms section of the city actually is more important than the
THE SCOPE OF moving in from a specific direction. others. A city built both in a valley and atop a nearby
THE CITY rise can defend only the higher location, to where all
Not every cliff is appropriate for city-building. the valley-dwellers must evacuate in case of an attack. A
26 One must have caves to serve as homes, or at least city that spans a raging river likely receives more traders
allow for easy excavation. The dwellings must be and travelers on one side than the other, making the
interconnected within the cliff, or the inhabitants favored section wealthier and more cosmopolitan.
must build stairs or ladders on external ledges. Ledges In any city of this type, the section with the clear
are more vulnerable to weather and attack, but cities advantage attracts the richest and most influential
with ledged cliff faces are more numerous than those dwellers, deepening the social and political divide
without. between the districts.

Cliff-face communities face economic challenges. ISLAND CITIES
Goods must be lowered from or raised to the level of
the caves, requiring great feats of magic or engineer- Even in a low-magic setting, the island city is a perfectly
ing. Crops are usually grown at the foot of the cliff realistic concept. The city’s role and influence depend
or atop the vertical face. As a result, such cities are upon the island’s location, inhabitants, and power center.
vulnerable to shortages (both naturally occurring and For example, a metropolis might develop on an island in
as the result of a siege); many of these communities the middle of an ocean separating two great continents.
keep stockpiles of emergency supplies deep within Such a location would support a city that is both port
the caves. and trading hub, vital to communication between the
land masses.
DIVIDED CITIES
In settings where magic is more pervasive, a floating
A divided city might span opposite banks of a river, spill ocean city needn’t be on an island at all. The Atlantis
over the top of a cliff into the valley below, or spread model is a classic fantasy trope: an ancient city built by
across a chain of tiny islands. Whatever its situation, mysterious, advanced peoples that has been recently
physical, political, and social division has a major effect discovered. Whether it has arisen from centuries
on the city’s development. People think of themselves beneath the waves, or drifted in from unknown waters,
as residents of their district first, and then of the city such a floating city provides a ready-made context for
as a whole. Crime rates, fashions, architecture, and exploration. On the other hand, if the city has been
decoration might be homogenous throughout the city, continuously inhabited for centuries or even millennia,
or they might vary so much by district that different its unique situation will have affected the outlook and
sections feel totally distinct. social structure of its dwellers.

A divided city might develop for any number of Other interesting situations could produce a floating
reasons. If the soil is more fertile across the river, or city. Consider a Brigadoon-esque scenario, in which the
the area more defensible from a vantage point on the settlement (with or without its original inhabitants) lies
mountainside, the population might naturally expand in under an ancient curse, suddenly appearing or disappear-
that direction. Alternatively, two neighboring commu- ing in an unexpected location.
nities might grow into a single city, despite geographic
obstacles. A city might also deliberately encompass Ironically, one of the biggest concerns of any island or
a particular resource or holy site. Nor is such a city floating city is water. Seawater is not potable, and even
limited to two sections: A fork in a river might split Small humanoids need around 2 pints of water per day to
a city in three, a mountainside town might have half survive, so residents need some source of fresh water. In
a dozen districts at different elevations, and an archi- tropical climates, they might fill cisterns with plentiful
pelago city could feature dozens of tiny, independent rainfall or have access to inland streams. Otherwise, the
neighborhoods. city requires a method of desalination, whether techno-
logical or magical.
Even if no one section of the city is intended to be
richer or more important than the others, its citizens SKY CITIES
will tend to live where they feel most comfortable.
Invariably, one part of a divided city becomes more Another classic element of fantasy is the city in the
popular than the others, leading to resentment among clouds. Many of the features and challenges of island
the residents of other sectors. In mixed-race cities, the cities are likewise present in sky cities, though such
dominant race might occupy the bulk of one highly locales tend to exist only in high-magic settings. In
desirable section, leading to tension with the less privi-

CHAPTER 1

THE SCOPE OF
THE CITY

Almorhabbi, a cloud city Illus. by B. Hagan

addition to other concerns, the residents of any aerial UNDERGROUND CITIES
city must consider gravity. Stepping off the edge of an
island will usually only result in wetness; stepping off Nothing embodies the flavor of the DUNGEONS &
or through a cloud can be downright fatal. Are citizens DRAGONS game as much as the underground civiliza-
protected by a persistent magical effect, or do all of them tion. Within many D&D campaigns, subterranean
have some way to fly? cities are hardly unusual. Still, building beneath the
earth presents a special set of design constraints to
Another factor to consider is whether the sky city is city engineers.
mobile. Some such cities move around, either through
the will of their residents or an outside force. Perhaps Underground cities are inexorably linked to the races
the city’s long-gone creators built in a propulsion that inhabit them, the sun-hating drow being the best
mechanism, or the city simply drifts with the winds. known example. Surface-dwelling races might also
A mobile city raises new concerns that affect environ- build cities underground for various reasons. A cataclys-
mental and social factors, especially its interactions mic event, such as an unending storm or a destructive
with other communities whose space it enters. Mun- meteor shower, might force a community belowground.
dane concerns such as the supply of food and water, Alternatively, explorers might have discovered a valu-
or waste disposal, also can have unusual solutions in able subterranean resource, such as a massive lake with
a city that doesn’t stay put. Like other isolated areas, potable water and plentiful fish, and moved into the
sky cities often have difficulty trading with others. cave to exploit the find.
Even when air travel is relatively common, such as
in the Eberron setting, making the trip to and from Adequate light, food, and air are the primary needs
a cloud city is not trivial. of an underground city. Unless the inhabitants possess
darkvision, they need some form of illumination, and
Sky cities have their advantages, though, especially (assuming they are living creatures) they need to eat
with regard to defense. Being a mile in the air and (if and breathe. Underground cities face fewer challenges
the city is mobile) being able to move away from danger to trade than those in other unusual locations. They also
makes such a city difficult to capture without an armada can attack and be attacked more easily, producing classic
of airships or hordes of flying troops. conflict situations between surface-dwellers and those
who live beneath them.
27

CHAPTER 1 Features and Hazards prosperous cities can afford this kind of luxury.
of the City Such illumination bathes major intersections and
THE SCOPE OF important structures in perpetual brightness. In addi-
THE CITY The grand setting of a city lays down the broad strokes tion to its substantial expense, this form of lighting
of its character, but small details make it memorable. makes sleeping difficult, so it is almost never used in
Each city has its own traits and quirks. Different residential areas.
combinations of the following features make every
city and its districts distinctive. ROADS AND STREETS

LIGHTING The following information expands upon the urban
features described in the Dungeon Master’s Guide.
A city’s or district’s general prosperity tends to correlate
to its lighting at night. The worse the illumination, the Alleys: Most alleyways are 5 to 10 feet in width, though
poorer the area, and the higher the local crime rate. some are as narrow as 2 or 3 feet. Alleys are rarely paved,
except in the wealthiest districts. Most are unlit, even if
None: The poorest cities and neighborhoods do not they connect to brightly illuminated streets.
bother lighting their streets at all. Those who go out at
night must bring their own light sources, or trust to the Streets: The average city street is 15 to 20 feet wide,
moons and stars. though byways might only be 10 feet wide. Paving
depends on the wealth of the district and the importance
Torches: Cities that can afford no better illuminate of the street.
their streets with simple torches on posts. Torches burn
quickly and require frequent replacement, so most such Avenues: These major thoroughfares are not found in
cities light only their most important thoroughfares. every city. They average 25 feet wide, allowing carriages
and wagons to pass in both directions while providing
Oil Lamps: These common and cheap lights consist walkways for pedestrians on either side, and are normally
of simple fuel reservoirs and wicks set atop lampposts. paved with cobblestones. These roadways usually provide
These are easier to maintain than torches and burn access to city gates, major governmental and religious
more slowly, but they provide only feeble lighting. In centers, and large marketplaces.
particularly close quarters such as narrow streets or
alleyways, smoke from burning oil can accumulate SURFACES AND FOOTING
into a smelly, vision-blurring cloud (see City Hazards
on page 31). The size and width of a street can be of secondary impor-
tance to its quality.
Lanterns: Glass-enclosed lanterns are typical in
wealthy districts and are more widespread in prosperous Rough Dirt: An unpaved road that sees substantial
cities. They provide brighter and cleaner illumination use might be rutted from wagon wheels or could
than most other nonmagical sources. (Sunrods are develop holes after a strong rain, becoming uneven.
even brighter light sources, but their cost makes them An uneven dirt road qualifies as light rubble, increas-
impractical for citywide use.) Where glass is unavailable ing Balance and Tumble check DCs by 2. During a
or unknown, lanterns might instead use thin parchment heavy rain, a dirt road might turn to mud. In such
or cloth to shield their flames. terrain, each square of movement costs 2 squares, much
like shallow bog.
Continual Flame: Major metropolises often employ
continual flame spells, at least in important districts. Packed Dirt: A dirt road that is kept in decent
Clean and requiring no maintenance, such lighting is repair does not deteriorate readily, so it does not
by far the most efficient means of illumination—for impose penalties on Balance and Tumble checks as
those who can afford the high cost of hiring spell- does a rough road. It still can become mud during a
casters or crafting wondrous items. Continual flame storm, though.
torches or lanterns are sometimes stolen, so city guards
must keep an eye out for suspicious behavior around Broken Cobblestones: Even a city that can afford to
lampposts. The result is that only the better parts of pave its streets might not be able to afford to maintain
town enjoy such illumination, even if the city can them. Over time, cobblestones break or become dis-
afford more. lodged, and the road becomes rougher. Treat this kind
of terrain as light rubble, increasing the DCs of Balance
Magical Daylight: If the DM decides to allow and Tumble checks by 2. A surface of broken cobblestones
daylight spells to be made permanent (PH 260), such never becomes muddy in rain.
effects can produce the best illumination available.
However, only the wealthiest districts of the most Cobblestones: A well-maintained paved road remains
smooth and firm, regardless of weather, and imposes
no penalties on movement.

28

Upheaval: All the above entries assume typical city borders. Others do not move the waste anywhere

conditions. Storms, earthquakes, magical assault, but simply keep it out of the main roads. The DC of

and other disasters can reduce roadways to trouble- the initial Fortitude save to avoid nausea in such areas

some obstacles. Treat a dirt road churned up by such is 10. See the Hazards of Poor Sanitation sidebar. Char-

a disaster as mud, imposing the penalties described acters who take damage risk filth fever only if they are

above. A paved road that has been shattered becomes standing in, or directly beside, a drainage ditch when

the equivalent of dense rubble. Every square of move- they are injured.

ment costs 2 squares, Balance and Tumble check DCs Drains: The simplest true sewer system consists of

increase by 5, and Move Silently check DCs increase a series of drains and grates in streets, alleyways, and

by 2. some people’s homes. Drains empty directly into an CHAPTER 1

underground river or cistern, or simply deposit waste in THE SCOPE OF
THE CITY
a pit. The drains themselves smell bad, but the city does

SEWERS not present a health hazard.

Winding sewer systems, filled with dark passages and Sewer Pipes: Slime-slick halls of stone or brick, en-

strange creatures, are a staple of fantasy adventur- closing clay or metal pipes sealed with bars, permit both

ing. In truth, only the waste and rainwater to flow

largest and wealthiest off the city’s streets. Most

cities boast such ame- sewer systems empty

nities. Smaller or into a nearby body

poorer cities must of water. Their pas-

use less sophisti- sageways are large

cated methods. enough to allow

No Sewers: Many for maintenance,

poor communities, but they can be Illus. by W. Mahy

particularly those confusing—

with ineffective even mazelike.

or uncaring gov- A city (or portion of a

ernments, have no city) that has a sewer

disposal systems. system presents no

People dump trash health hazards except

and waste into al- to those who enter the

leys and even onto sewers. Such charac-

main streets, where ters are subject to the

it sits and festers. In usual hazards of poor

addition to smell- sanitation: The DC of

ing horrific, these the initial Fortitude

areas are breeding save to avoid nausea

grounds for disease. is 15. Combat in the

The DC of the ini- sewers is especially

tial Fortitude save dangerous, with a

to avoid nausea is DC 15 Fortitude save

15. See the Hazards required to avoid filth

of Poor Sanitation fever after becoming

sidebar. injured.

Drainage Ditch- Magic: Few cities

es: These are a series dispose of waste mag-

of small ditches dug ically, since doing so

beside city streets. usually isn’t practi-

Some angle down- cal or affordable, but

hill, allowing their teleportation mag-

contents to empty ic could be used to

into a nearby body empty sewage pipes

of water, or at least and drainage ditches.

to flow beyond the This job really stinks! Such systems should 29

CHAPTER 1 be built to take into account the ultimate destination Rammed Earth Wall: Hardness 6, 60 hp, break DC
of their contents. 28. These structures are heaps of earth, piled up and
THE SCOPE OF packed. Rammed earth walls are quick to build but
THE CITY For more on sewers as an adventuring ground, see are not hard to break through, nor are they difficult to
The Urban Crawl on page 145. climb. (Treat a rammed earth wall as a rough surface for
the purpose of Climb checks.) As well, heavy rain can
DEFENSIVE severely weaken or wash out such structures. Rammed
FORTIFICATIONS earth walls stand only 5 to 10 feet tall—much higher
and they risk collapse.
A city is often defined by its defenses—or lack thereof.
Traditional defenses take the form of fences, walls, moats, Stone Wall: Hardness 8, 180 hit points, break DC
and similar obstacles. In a fantasy setting, however, these 45. Consisting of slabs of granite or similar stone,
measures are less effective than they were historically. these walls are difficult to construct but more effec-
A moat can stop an advancing army, but a dragon or a tive than anything made of wood or dirt. They are
wizard can fly right over it. A wall might be high enough roughly 1 foot thick on average and stand 8 to 15
to impede a 6-foot-tall human, but what about a 26-foot- feet tall.
tall giant? Nonetheless, such features remain the most
common forms of city defense—something, after all, is Layered Wall: Hardness 8, 450 hp, break DC 55; or
better than nothing. hardness 8, 1,170 hp, break DC 70. Resembling the
popular image of a castle wall, a layered wall is many
In most walls stronger than simple wood fences, the feet thick, consisting of two layers of stone with earth
gates are equivalent to either strong wooden doors or packed in the space between. Such fortifications are
iron doors (DMG 60), depending on construction. Treat exceedingly difficult to break through. Typical layered
gates in a fence as good wooden doors. In all cases given walls stand from 20 to 30 feet tall and are 10 feet thick.
below, hit points are per 10-foot section of wall. (If you’re Larger examples are up to 40 feet in height and 15
interested in more detailed rules for defensive fortifica- feet thick.
tions, see Chapter 2: Building Adventures in the Heroes
of Battle supplement.) Magical Defenses: Many magical fortifications aren’t
innately more effective than mundane ones. Barriers cre-
None: Surprising though it seems, given the frequency ated with wall of iron and wall of stone differ only slightly
of wars and the presence of so many monsters, many from standard walls—and the expense of surrounding
communities—even some great cities—have no defenses a city with such magical constructions would be sub-
at all. The reasons for this deficiency could include insuf- stantial. Instead, some communities hire spellcasters
ficient wealth, a recent attack that obliterated previous to respond to breaches in a wall during battle: A spell
fortifications, or being located in a peaceful region that patches the hole far more swiftly than mundane workers
makes defenses unnecessary. could manage.

Wood Fence: Hardness 5, 15 hp, break DC 18. Simple The most effective magical barrier might be a per-
wooden barriers are most common around towns and manent wall of force combined with a dimensional lock
villages, but some larger communities can afford no effect, which can withstand almost any sort of attack.
better. A fence is usually 5 to 10 feet in height. But casting enough of these spells to protect an
entire city is prohibitively expensive. Only the very
Wooden Bulwark: Hardness 5, 45 hp, break DC 28. wealthiest cities, or those ruled by arcane practitio-
This is a heavy wall of logs or thick lumber. Wooden ners powerful enough to do the job themselves, could
bulwarks are cheaper and easier to put up than stone even consider using such methods. A slightly more
walls, but they do not offer the same level of protection. common practice, though still an expensive one, is
(They are also, of course, vulnerable to fire.) These walls to protect only important structures or districts with
are usually 8 to 15 feet in height.

pqqqqqqqqqqqqqqqqqqqqrs

HAZARDS OF POOR SANITATION DC drops below the character’s normal Fortitude save bonus,
Bad sanitation is not only unsightly but also unhealthy. she is no longer susceptible.
Anyone unaccustomed to the stench must make a Fortitude
The risk of disease is pervasive in such areas. Anyone
save upon first entering an area of bad sanitation. On a suc- in the affected area who takes more points of damage in
cess, the character is sickened for 2d4 minutes. Failure results 1 round than his current Constitution score (not modifier)
in the character being nauseated for 2d4 minutes and sickened must succeed on a DC 12 Fortitude save or contract filth fever
for the next 24 hours. A new save is required every 24 hours, but (DMG 292).
the DC drops by 1 each day following the first. Once the save

pqqqqqqqqqqqqqqqqqqqqrs

30

such spells. In this case, mundane defenses protect Institutions: A sizable or important city likely CHAPTER 1
the bulk of the city. includes noteworthy institutions, such a wizards’ college,
a major library, or a great cathedral. The institutions THE SCOPE OF
Moat: Most people think of moats as surrounding you include in a city affect the resources available to the THE CITY
individual castles, but one can also encircle an entire citizenry (and the PCs) in a variety of ways.
city. A moat need be nothing more than a deep ditch, 31
but it could be filled with water, spikes, or more horrific Interior Walls: Some cities isolate their districts
substances such as acid or poisonous thorns. Treat such from one another with walls or gates. The presence
barriers as pit traps, water obstacles, or heavy rubble, and nature of such barriers reflect the attitudes of
depending on the contents. The sides of moats are steep the city government and its upper classes, or might
slopes (DMG 89). warn of a high crime rate (and the two factors might
be connected).
SPECIAL FEATURES
Monstrous Inhabitants: Does the city welcome
A given city might have interesting or unique features unusual citizens? If the dominant culture is human,
not encompassed by the previous categories. Below are does it allow giants in the army, or bugbears in the city
a few examples, both mundane and mystical. Feel free to watch? Different cities have varying levels of tolerance
augment these with ideas of your own, drawn from both for monstrous inhabitants. Some might welcome unusual
historical and fantasy inspirations. humanoids but nothing more exotic, while a truly
fantastic metropolis might have a mind flayer politician
Aqueducts: Some advanced cities use systems of or an undead district.
aqueducts to channel water from distant lakes and rivers.
Stone pipelines and tunnels with a gradual slope direct Public Transportation: Does the city provide some
water toward the city and into cisterns or the sewers. A means for citizens to travel from one place to another?
fantasy city might instead use a magic portal to a nearby Depending on the context and the availability of pow-
lake, or even a small gate connecting to the Elemental erful magic, such a service can range from carriages or
Plane of Water. (The latter requires guards or magical rickshaws for hire to a publicly maintained system of
defenses against potentially hostile creatures that might teleportation spells. For example, in the EBERRON setting,
arrive along with the water.) the city of Sharn has flying carriages to take citizens to
its various towers.
Bathhouses: Many large cities feature communal
baths, sprawling complexes of plain stone or marble Security: A wealthy city might employ magical protec-
where people can relax and socialize. Some contain tion against attack or crime. Examples include doorways
nothing more than hot- and cold-water pools. Others that detect or even disable weapons, and watchtowers
are complete recreational facilities, with wine rooms, that automatically launch fireball spells against advancing
restaurants, barbers, exercise areas, and other ame- siege engines. If safeguards against crime exist, local
nities. Unlike most other luxuries, the baths are criminal organizations probably know where they are
usually available to all citizens, though the wealthy and how to circumvent them—until the city improves
and powerful might have access to nicer facilities. its defenses.
Generally, only cities with running water can have
bathhouses. Sprawl: Depending on its situation, a city might build
up or out. Most cities tend toward one direction or the
Canals: A network of canals running through a city other, but rarely both. Depending on its method of
can facilitate transportation and trade, form a sewage expansion, a city’s buildings might be either tall spires
and drainage system, or separate city districts. The canals or squat blocks.
might also be home to strange creatures, which could be
allies or enemies of the city’s people. CITY HAZARDS

Communication and News: How do the people As with any other terrain, the urban environment has
of the city learn what’s going on their world? In some its own dangers. Some are obvious and easy to avoid, at
areas, people pick up rumors where they can, and travel- least for natives, while others can trap or harm even the
ers are the best source of news. Some cities employ a most wary individuals.
town crier, a person who walks the streets shouting
about recent major events. Even without mass print- NATURAL HAZARDS
ing, simple broadsheets in the marketplace might
announce upcoming events. In a high-magic setting, In addition to the hazards presented below, a city’s
the city authority might project illusory images at a road conditions and level of sanitation might increase
fixed time and place each day to inform the citizens the danger.
of the latest news.
Decrepit Buildings: Old, abandoned buildings can
come down with dangerous ease. Weakened by age

CHAPTER 1 and weather, they have half the normal hardness of A slow sinkhole is comparable to quicksand (DMG 88),
their component material. An attack or an area spell while a sudden sinkhole is treated as a 20-foot-deep (or
THE SCOPE OF inside such a building deals damage to the structure even deeper) pit trap that cannot be reset.
THE CITY more easily. Whenever a decrepit building takes
damage, roll 1d20: If the result is at least equal to the MAGICAL HAZARDS
32 damage dealt, the building collapses. Anyone inside
a collapsing building takes 1d8 points of bludgeoning The prevalence of magic in a fantasy city produces
damage for each floor of the building’s height (assum- unnatural dangers unique to that environment.
ing 10 feet of height for each story of the structure)
and is pinned beneath the rubble. A successful DC 15 Alchemical Fog: Alchemical and magical experi-
Reflex save halves the damage and avoids the pin. A mentation and item creation frequently involve burning
character can escape the pin with a successful DC 24 and boiling various substances. On dry, windless days,
grapple or Escape Artist check. Each round a character the fumes released by these processes accumulate in
remains pinned, he takes an additional 1d6 points pockets of alchemical fog. A fog might cover only a
of damage. single building or city block, or it might spread across
entire districts.
Lamp Smoke: In cities that use oil lamps for illumi-
nation, smoke can accumulate in small alleys or narrow A creature that enters an alchemical fog must attempt
roads. The smoke causes eyes to water, and obscures a DC 12 Fortitude save, with an additional save every 24
vision, but doesn’t provide concealment. Creatures inside hours spent within the fog. Success means no physical
the smoke take a –2 penalty on attack rolls, as well as on impairment other than an annoying cough. On a failure,
Search and Spot checks. the creature is sickened for 24 hours. If a creature is
sickened by the fog for a number of consecutive days
Plague Animals: Much of a city’s wildlife feeds on equal to its Constitution modifier (minimum 1), it takes
garbage or dwells in the sewers, exposing the creatures to 1d2 points of Constitution damage each consecutive day
disease. Any feral animal encountered in a city has a base it remains sickened.
10% chance of being a disease carrier. If the city has only
drainage ditches to deal with waste, this chance increases An alchemical fog can last for days or, rarely, weeks or
to 20%; if the city has no waste disposal system at all, it months. Roll 1d10: On a result of 1–9, the fog remains for
rises to 40%. If an animal is a carrier, anyone it injures is that many days. On a result of 10, roll again and add that
susceptible to filth fever (Fortitude DC 12 negates). This result to 10. (Continue rerolling as long as the die keeps
save is in addition to any that might be required due to coming up 10.) The fog’s duration also depends on if the
unsanitary conditions. weather remains dry and calm. Should a strong wind
arise or a storm blow in, the fog dissipates regardless of
Potholes: Even on well-kept roads, cobblestones the predetermined duration.
occasionally crack, or packed earth sinks, forming
potentially hazardous potholes. A small pothole (1 foot Alchemical Rain: Sometimes the fumes that create
or less in diameter) requires a successful DC 15 Spot an alchemical fog rise into the upper atmosphere, result-
check to notice. Any creature moving on land across an ing in alchemical rain. The first rain after an alchemical
undetected small pothole must succeed on a DC 10 Reflex fog is dispersed is usually an alchemical rain, but such a
save or fall prone, taking 1d4 points of nonlethal damage. phenomenon can occur without warning.
A small pothole does not harm a wagon or carriage, but
the Concentration DC to cast spells while moving over The dissolved substances in alchemical rain are
it increases by 5. highly caustic: Any creature or object caught in an
alchemical rain takes 1 point of damage per round
Large potholes (2 to 3 feet in diameter) are easier to on a cumulative basis—1 point of damage in the first
detect, requiring only a DC 10 Spot check. Any creature round, 2 points in the second, 3 points in the third,
moving on land across an undetected large pothole must and so forth. Thus, a lengthy alchemical rain can
succeed on a DC 15 Reflex save or fall prone, taking eventually damage even objects that have reasonably
2 points of Dexterity damage and a –5 penalty on any high hardness.
land-based movement rate, due to leg injury. The driver
of a carriage or wagon that moves into a large pothole Alchemical rains are usually brief, but sometimes can
must succeed on a DC 15 Handle Animal or Profession last for several minutes. Roll 1d10: On a result of 1–9,
(teamster) check. On a failure, the vehicle’s wheels and the rain falls for that many rounds. On a result of 10,
axles are damaged, requiring 1d20 hours and the appro- roll again and add that result to 10. (Continue rerolling
priate Craft skill to repair. as long as the die keeps coming up 10.)

Sinkholes: Due to hollows in the earth or erosion Arcane Pollution (CR 5): Arcane pollution is a rare
from heavy rains, sections of land might collapse entirely. phenomenon that occurs in and near wizards’ colleges
and arcane laboratories. In a 60-foot radius around
a central point, the atmosphere is tainted by magi-
cal residue and the effluvia of arcane experiments,

CHAPTER 1

THE SCOPE OF
THE CITY

Arcane pollution comes in many varieties—and baleful polymorph is one of the worst Illus. by E. Widermann

producing random spell effects. A creature entering effect). Unless the pollution is suppressed or destroyed,
an area of arcane pollution must succeed on a DC 17 it remains in place permanently.
Fortitude save to avoid its effects. On a failure, roll
1d20 and consult the following table; the creature is Black Mold (CR 4): Black mold is an insidious sub-
targeted by the listed effect. stance that can produce citywide epidemics without any
readily apparent source. Black mold can appear anywhere
Arcane Pollution Effects within 1 mile of a major source of magical energy or
d20 Spell Effect* alchemical fumes—in other words, almost anywhere in a
1 Baleful polymorph (up to Small animal or city. This mold usually grows in 5-foot-square patches. It
Small vermin only) favors corners and shadowy areas, requiring a successful
2–3 Gain spell resistance 14 for 4d20 minutes DC 15 Search or Spot check to detect. Living creatures
4–6 Change to random color for 4d20 minutes within 30 feet of black mold must succeed on a DC 14
7–9 Confusion Fortitude save or contract mindfire (DMG 292). They must
10–11 Deep slumber repeat this save for every 24 hours of exposure, even if
12 Targeted dispel magic the first save was successful. Physical contact with black
13 Displacement mold deals 1d4 points of Intelligence damage as well as
14 Enervation requiring a save to avoid the disease. Direct sunlight
15 Enlarge person renders black mold dormant. Fire and remove disease
16 Haste destroy it.
17 Hold person
18 Reduce person Necrotic Miasma (CR 3+): Sometimes a city’s magical
19 Slow residue combines with the psychic anguish of the victims
20 Teleport (1d10 miles, random direction) of violent crimes. This necrotic miasma lingers in an
alleyway or building, causing the area or structure itself
* If a spell effect requires a saving throw, the DC is 13 + to consume life energy. Such locations are often the
spell level. Each spell has a default caster level of 10th. source of local haunting tales, because undead tend to
congregate there.
An antimagic field suppresses the effect of arcane
pollution. Arcane pollution can be destroyed with a suc- 33
cessful dispel magic check (DC 10 + the level of the spell

CHAPTER 1 A living creature takes 1d6 points of damage every City Districts
round when it is inside a building or an area tainted
THE SCOPE OF by necrotic miasma. A successful DC 12 Fortitude save Most cities are divided into districts. The decision
THE CITY halves this damage; this save must be repeated in each to create districts might occur during the planning
round that exposure continues. Damage can manifest stages of a city, with an eye to accommodating specific
as a feeling of weakness and pain, or wounds might structures and functions. In many cases, districts
open on the subject’s flesh. This is a necromantic death grow from habit: The wealthy favor the area with the
effect, and is thwarted by death ward and similar protec- best views and greatest security, while tanners and
tions. Undead in the area benefit as from the effect of butchers and alchemists end up far downwind of the
a desecrate spell. general populace.

A consecrate spell suppresses the effect of necrotic A district might be a single neighborhood or city block,
miasma, and hallow removes the hazard entirely. Nothing or it might encompass a large area. Districts have their
else works; even if an affected structure is destroyed, own purposes or identities. Some contain similar types
the necrotic miasma still lingers in the area. of buildings, such as a waterfront or shop district. Others,
such as a lord’s keep or a garrison, are single buildings
or complexes with large numbers of residents and staff.
A district can contain as few as several dozen people, or

pqqqqqqqqqqqqqqqqqqqqrs

BUILDING AND BUSINESS Trades (Poor): Bait and tackle shop, basketweaver, brickmaker,
DESCRIPTIONS broom maker, chandler, charcoal burner, dyer, firewood vendor,
fishmonger, fuller, leatherworker, livestock yard, lumberyard,
The entries in this section make frequent references to concepts miller, netmaker, tanner.
such as “fine lodging” or “exotic trade.” Examples and defini-
tions of each are provided here. Includes average trades with lower quality and lower cost
(80% normal).
Temples: Church, cathedral, roadside altar, shrine. (Temples
note representative deities but do not necessarily restrict wor- Services (Fine): Animal trainer, apothecary, architect, assassin,
ship to those faiths.) bank, barrister, bounty hunter, cartographer, dentist, engraver,
illuminator, kennel, masseur, mews, moneychanger, sage, scribe,
Lodging: Almshouse, boarding house, hostel, inn. Lodging spellcaster for hire, tutor.
ranges from good to poor (PH 129); in upper-class districts, fine
lodging is available. Services (Average): Auction block, barber, bookkeeper, brothel,
clerk, engineer, fortune teller, freight handler, guide, healer,
Food: Club, eatery, restaurant, tavern. Food ranges from horse trainer, interpreter, laundry, messenger, minstrel, naviga-
good to poor (PH 129); in upper-class districts, fine food is tor, painter, physician, public bath, sharpener, stable, tattooer,
available. undertaker, veterinarian.

Trades (Exotic): Alchemist, art dealer, calligrapher, costume Services (Poor): Acrobat, actor, boater, buffoon, building
shop, imported goods, magic armor dealer, magic item dealer painter, burglar, carter, fence, gambling hall, juggler, laborer,
(general), magic weapon dealer, pet store, potion dealer, rare limner, linkboy, moneylender, nursemaid, pawn shop, porter,
wood merchant, scroll merchant, soap maker, spice merchant, ship painter, silo, teamster, warehouse worker.
trapmaker, wand vendor.
Not all services represent established places of business.
Trades (Fine): Antique dealer, bookbinder, bookseller, candy Many—particularly providers of criminal services such as as-
maker, clockmaker, cosmetics dealer, curio dealer, dice maker, sassins, burglars, and fences—are individuals who live in the
distiller, fine clothier, gemcutter, glassblower, glazier, goldsmith, district and are available for hire to those who know how to reach
inkmaker, jeweler, map vendor, papermaker, perfumer, pewterer, them. Similarly, professionals such as architects, bookkeepers,
sculptor, seal maker, silversmith, slave auctioneer, toy maker, and guides might not have fixed offices, but might work from
trinkets shop, vintner, wiresmith. their homes or travel to their employers’ place of business. Find-
ing such professionals is usually easy, though, since most rely
Includes average trades with higher quality and increased cost on advertising or word of mouth.
(masterwork).
Residences: Fine residences cost 2d8×10 gp per month to
Trades (Average): Armorer, baker, bazaar, blacksmith, bowyer, rent, or 2d8×1,000 gp to buy. Average residences cost 1d4×10
brewer, butcher, carpenter, carpet maker, cartwright, chandler, gp per month to rent, or 1d4×1,000 gp to buy. Poor residences
cheesemaker, cobbler, cooper, coppersmith, dairy, fletcher, cost 1d4 gp per month to rent, or 1d4×100 gp to buy.
florist, furniture builder, furrier, grocer, haberdasher, hardware
store, herbalist, joiner, lampmaker, locksmith, mason, merchant, In addition to buying or renting a residence, characters might
music shop, outfitter, potter, provisioner, religious items dealer, wish to purchase a business or other building in a city. A poor
roofer, ropemaker, saddler, sailmaker, shipwright, stonecutter, shop (for trades or services) typically costs 2d4×100 gp, includ-
tailor, tapestry maker, taxidermist, thatcher, tilemaker, tinker, ing rough shelves, a sales counter, and a back room for storage.
weaponsmith, weaver, wheelwright, whipmaker, wigmaker, An average shop costs 2d4×1,000 gp, including polished wood
woodworker. floors, handsome shelves, a picture window, and glass cases.
A fine shop costs 4d8×1,000 gp and has marble floors, locked
Includes poor trades with higher quality and increased cost display cases, leather chairs, and various other luxuries.
(masterwork), as well as fine trades at lower quality and lower
cost (80% normal).

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34

as many as several thousand. Most average between 300 CIVIC CHAPTER 1
and 600 individuals. Some cities have multiple examples
of the same district, but few contain every kind. As Social Class: Upper. THE SCOPE OF
a general guideline, small cities have about twenty Power Center: Always—conventional (town council). THE CITY
districts, large cities around forty, and metropolises Buildings: Council hall, bureaucratic offices, monu-
roughly eighty. ment/memorial, guard post, temple (Heironeous, Pelor,
St. Cuthbert), fine lodging (5%), fine food (10%), exotic
The terms “quarter,” “neighborhood,” “ward,” “end,” trades (15%), fine trades (23%), average trades (23%), fine
and “section” might be used instead of “district.” services (23%).
Description: The civic district, or noble quarter, is
DISTRICT DESCRIPTIONS the seat of government (or at least bureaucracy). Nearly
everyone who works in the district earns a living from
The following district descriptions assume a traditional the government, either directly or by serving the needs
city government (rule by nobles and royalty), and a of city officials. Although adventurers must come here
human-dominated culture. You should alter details to fit to meet officials who have posted job offers and rewards,
specific circumstances. For instance, the theater and red- guards and local inhabitants frown on the presence
light districts are normally considered lower-class areas, of “rough and tumble” types. Those who obviously
but in a city widely known for arts or debauchery, they do not belong (especially the poor, and perhaps even
might be middle- or upper-class destinations. Similarly, the PCs) are advised not to loiter. Fancy garb at the
a city with a high population of dwarves might have an height of fashion is common, crafted from the finest
upper-class dwarf neighborhood, while one dominated materials. The streets are crowded with carriages and
by elves might have no specific elf neighborhood at all, couriers both on foot and horseback. The hum of
but instead a human quarter. conversation fills the air, punctuated by the occasional
trumpet calling some assembly to order. Workers keep
Districts are presented in descending order of social the streets relatively clean, so the district has a better
class. Each district’s entry includes the following odor than most.
information. Plot Hook: The PCs have come to the civic district
to answer a call for adventurers. The mission is typical,
Social Class: Upper, middle, or lower class. See the perhaps clearing out a nest of wererats in the city, or
Community Wealth sidebar, page 46. driving a tribe of goblins from the neighboring farmland.
Upon arriving, they discover that the noble who was to
Power Center: This entry describes whether a district have hired them has been murdered, and they are now
has its own power center. If such is the case, the presence suspects. Was the death coincidental? Is it tied into the
of that power center need not affect the power center of job they were about to take? Or was the job offer merely
the city as a whole. A district that “always” has an inde- a lure to frame them?
pendent power center cannot exist without the required
powerful leader (for example, a civic district requires a ELF NEIGHBORHOOD
city government). Typically, a small city has up to two
independent power centers, a large city up to three, and Social Class: Upper.
a metropolis up to four. Power Center: Often—nonstandard (elders).
Buildings: Temple (Corellon Larethian), druid
If a district can have a power center, its type is identi- grove, fine lodging (10%), fine food (8%), exotic trades
fied as on DMG 137: conventional, magical, nonstandard, (5%), fine trades (20%), fine services (10%), fine resi-
or monstrous. A parenthetical entry describes the most dences (44%).
common form a power center takes. Description: Elf neighborhoods can be places of
natural beauty or grotesque parodies, depending on
Buildings: This entry gives some information about the city. Communities with true respect for elves, and
the sorts of buildings a given district might contain. sufficient resources, allow them to build as they wish.
The listed percentages do not add up to 100 but allow In these instances, structures within the city incorpo-
a remainder of 1–2% to account for unique buildings, rate and work with natural elements, just as in true elf
such as temples, keeps, specialty shops, garrisons, and cities. Elsewhere, these neighborhoods suffer from the
the like. grossest human stereotypes of elves, full of impractical
tree houses and the like. Sometimes the elves must
Description: This entry provides a summary of the make do with human-style structures. Regardless, the
district’s purpose, as well as its flavor and feel—what
sorts of sights, sounds, and smells characters are likely
to notice while passing through.

Plot Hook: This entry offers a brief adventure sugges-
tion to involve PCs who visit the district.

35

CHAPTER 1 inhabitants of these districts display a grace of manner FINE SHOPS
and adornment that always impresses visitors. Colors
THE SCOPE OF tend toward greens, golds, and earth tones. The air seems Social Class: Upper.
THE CITY filled with melody, due in part to the prevalence of the Power Center: Often—nonstandard (plutocrats).
Elven language, and the district smells faintly of loam Buildings: Banks (2%), fine lodging (6%), fine food
and growing things. (8%), exotic trades (14%), fine trades (40%), fine resi-
dences (28%).
Plot Hook: Elves on the edges of their district have Description: While the general marketplace is cha-
been targeted by what appear to be racially motivated otic and boisterous, this district is genteel. The shops
assaults. If the perpetrators are not uncovered soon, the still see heavy traffic and vigorous haggling, but their
elves will take matters into their own hands, potentially well-dressed clients arrive in carriages. Negotiations
leading to an all-out race war in the city. are conducted softly and politely. The shops are clean
and neat, with lettered signs and tasteful decorations.
EMBASSY The air has a light scent of perfume, and armed guards
patrol the streets.
“I hate patrolling embassy row. Break up the wrong fistfight, Plot Hook: Despite the presence of the city guard,
and you might find yourself at war with a realm you’ve never numerous shops in this district have been robbed in
even heard of.” the past month. In each case, only a single object of
great value was stolen. Many shopkeepers have hired
—Cholak, city watch rookie private security, and some have even implemented
magical safeguards, but nothing seems to work. A call
Social Class: Upper. has gone out for “private investigators” to determine
Power Center: Often—nonstandard (foreign who (or what) is responsible, and to prevent it from
nobles). happening again.
Buildings: Embassies (10%), diplomatic residences
(20%), fine lodging (14%), fine food (17%), exotic trades LORD’S KEEP
(7%), fine trades (15%), fine residences (15%).
Description: Most foreigners in a city dwell in Social Class: Upper.
the poorer quarters, limited by both local prejudice Power Center: Always—conventional (noble).
and lack of understanding of other customs—but few Buildings: Manor house, bureaucratic offices, servants’
governments want to risk angering other nations. Thus, quarters (12%), garrison post, chapel (Heironeous, St.
ambassadors, officials, and visiting nobles from abroad Cuthbert), average trades (85%).
are often housed in an embassy district, if insufficient Description: In many cities, the local lord dwells
room is available in other upper-class neighborhoods. in a vast estate, often separated from other districts
In some cities, the buildings here are of fine quality, by walls or gates. This estate might be a single mas-
but still designed in the local style. Particularly in cities sive house or a complex of buildings. It contains the
that deal most often with one or two nations, builders living quarters of the city’s ruler, offices and meeting
make some effort to design in specific foreign styles, chambers, and often a parade ground or ceremonial
The ambient sound of the area is noticeably different gathering place for public addresses. The lord’s keep is
from the rest of the city, due to the unusual languages also often, though not always, the location of the city’s
and accents of the inhabitants, and exotic clothes and highest court. Citizens with no official business are
fashions abound. Embassy districts are well guarded, usually turned away unless they are invited or come
and people without legitimate business in the area are as petitioners. The estate grounds are meticulously
brusquely escorted elsewhere. kept and usually feature large gardens, luxurious
Plot Hook: An emissary of a country hostile to the fountains, hedge mazes, and the like. People are clad
PCs (or perhaps to a family member or ancestor of one of in the latest fashions, and carriages are as common
the PCs) has taken up residence in the embassy district. as pedestrians. The air smells relatively fresh here.
Since his or her arrival, the characters have encountered In most cases, the lord’s estate has not only its own
substantial political difficulty and have been the targets defenses but also an independent source of water,
of increasing “random” attacks in the streets. Is this the enabling it to withstand a short siege even if the city
work of the foreign ambassador? And if it is, what can the should fall.
PCs do about it? Even if he is proven guilty, the emissary Plot Hook: People who dwell near the lord’s keep
might claim diplomatic immunity. have reported odd lights and terrifying sounds
coming from the estate and its surroundings late at
36

night. A few rumors suggest that people who come NOBLE ESTATES CHAPTER 1
near the gates after midnight simply disappear. The
lord and the estate staff deny that anything unusual Social Class: Upper. THE SCOPE OF
is happening, however, and no official investigation Power Center: Often—conventional (noble). THE CITY
is under way. Buildings: Estates (100%).
Description: Noble estates are places of green lawns,
MAGIC well-tended gardens, and sprawling manor houses
that feature every luxury imaginable. Statues and
“I was just walking past the tower when it turned into green ornate fountains adorn street corners or private yards.
slime and poured down into the sewers. Try explaining that to Servants or slaves fill the streets, running errands for
the watch captain.” their masters. Wide roads allow carriages to pass easily
through the district. Many of the estates are fenced,
—Cholak, city watch rookie their entrances patrolled by private guards. In cities
with insufficient space for sprawling grounds, noble
Social Class: Upper. estates might instead be luxurious townhouses or apart-
Power Center: Often—magical (spellcasters guild). ments, or could occupy wings of the same castle, keep,
Buildings: Exotic trades (18%; 3% magic item deal- or palace in which the local lord resides. The sights and
ers), fine trades (29%; 9% spellcasters for hire), temple sounds of the district are much like those of the lord’s
(Boccob or Wee Jas), fine food (8%), fine services (15%), keep, except that the ensigns of many different noble
fine residences (28%). houses are displayed.
Description: Magic districts are as varied as the arcane Plot Hook: Two members of rival noble houses have
casters who dwell there. Some buildings are luxurious fallen in love. They have decided to wed despite the
but mundane, barely distinguishable from noble estates. objections of their relatives, and they have just enough
Others flaunt impossibly tall and slender towers, float support in their respective families to make the marriage
above the earth, consist of impossible or malleable happen. The PCs have been hired as private security
shapes, or feature even stranger sights. Pedestrians for preparations and for the wedding itself. They must
appear ordinary in the more subdued magic districts, deal with mean-spirited but nonlethal interference by
while the streets in overtly arcane districts might be the two houses, harassment by the guard and other city
traveled by outsiders, elementals, undead, and fey. Visi- officials, and much more dangerous attempts at sabotage
tors experience unique sounds and scents—even if no and murder. A mysterious figure seems to have a personal
individual stimulus is alien, the bizarre combination can stake in the matter.
be disorienting.
Special: The presence of a magic district increases PARK
a city’s gp limit by 25%, though it does not affect
available assets. This adjustment reflects the higher- Social Class: Upper.
than-normal availability of expensive magic items. Power Center: Never.
Multiple magic districts in a city do not increase its Buildings: Parks (one large or multiple small), temple
gp limit further. (Corellon Larethian, Ehlonna, Obad-Hai, Yondalla), druid
Plot Hook: A cabal of powerful wizards has declared circle, fine food (9%), exotic trades (7%), fine trades (12%),
the magic district an independent city-within-a-city, fine services (25%), fine residences (45%).
and refuses to acknowledge any rule of law other than Description: Here, the sights of the city (if not
its own. The city’s ruler cannot afford to let this situ- necessarily the sounds and smells) fade away, affording
ation stand. Not only is it an affront to the city as a visitors a few minutes of peace in an idyllic pastoral
whole, but the loss of income from the magic district setting. Only the wealthier cities can afford parks,
would be a major economic blow. In addition, many which offer open fields of grass, orchards of trimmed
of the district’s inhabitants do not support the cabal. and tended trees, running brooks, small hills, rocky
The city cannot muster sufficient forces to confront outcroppings, and perhaps even forest animals. Many
the rogue wizards. The lord needs a group of stalwarts parks are fenced, partly to keep vagrants out at night, but
capable of navigating the district to deal with the also to keep animals in. The district smells of greenery,
problem—without destroying the area, or the city even if it is tainted by the odor of sweating laborers
around it. working nearby. Other than during special occasions,
only the moneyed elite can take the time to frequent
the park, so most people encountered here are nicely 37
dressed and well groomed.

CHAPTER 1 Plot Hook: Something is eating the various animals— apartments, which are far more spacious and luxurious
deer, rabbits, birds, and the like—that populate the city’s than most private dwellings elsewhere in the city. In
THE SCOPE OF park. At first, officials assumed that a wolf or a similar cities where the nobility is weak and the merchants
THE CITY predator had made its way inside, but the culprit has so hold true power, these neighborhoods might be more
far eluded expert hunters—in an area smaller than one opulent than those of the nobles. Sights and sounds
square mile. Someone needs to catch this thing, whatever resemble those of the noble estates, but the servants
it is, before it empties the park of animals or, worse, begins here are less likely to sport their masters’ insignia, and
attacking people. patrols of private guards are encountered as often as
the city watch is.
UNIVERSIT Y
Plot Hook: Several young upper-class citizens are
Social Class: Upper. experimenting with summoning magic and dark pacts.
Power Center: Often—nonstandard (academic guild). So far, they have unleashed a few minor fiends into
Buildings: University buildings—instruction and the city and have sacrificed several commoners as part
faculty offices (6%), library, temple (Boccob), fine lodging of their rites. Nobody has been able to discover the
(7%), fine food (12%); fine trades (15%; literary specialties source of the problems plaguing the city—and even
such as bookseller, stationer, map vendor, or seal maker); if the youths are found out, their families might have
fine services (15%; literary specialties such as scribe, sufficient influence to avoid their being prosecuted
sage, translator, or cartographer); dormitories (7%); fine in any city court.
residences (36%).
Description: The pride of the city and the home of AVERAGE RESIDENTIAL
elite youth, a university is a place not only of learning,
but of prestige. Large buildings, constructed of imposing Social Class: Middle.
stone and carved in old-fashioned and classical styles, Power Center: Never.
bedeck the landscape. Some are squat and sturdy, and Buildings: Fine residences (10%), average residences
others reach for the heavens, but all convey a sense (78%), poor residences (10%).
of age, knowledge, and often arrogance. Arcane and Description: The houses here are smaller than
alchemical experimentation is nearly as common as in those in the wealthy portions of town, as are the lots
magic districts. The inhabitants are young, except for on which they stand. Some have good-sized yards,
the academic staff, and most dress well. As in so many while others encroach on their neighbors, with barely
other wealthy neighborhoods, the poor and shabby are 2 feet of alleyway between houses. Apartment-style
discouraged from lingering on the university’s well- dwellings are somewhat cramped, the buildings less
landscaped grounds. cared for than in nicer districts. The people here are
Plot Hook: A favored professor has been arrested for far from poverty-stricken, but broken fences, cracked
preaching “sedition” against the crown. Government cobblestones, and the occasional drifter appear here
officials claim he is inciting students to riot, while the and there. The scents of sweat and horse dung are
professor and his supporters swear that he was simply noticeable at the end of the day, and styles are more
presenting both sides of history, pointing out how utilitarian than fashionable.
the government can improve. If someone does not Plot Hook: A recent influx of moderate but acces-
calm things down—which might require proving the sible wealth—perhaps the discovery of a rich vein
professor’s innocence or guilt—violence could sweep in a local mine—has spurred a rise in the city’s
the campus and even the city. middle-class population. Many of the beneficiaries of
this good fortune are attempting to move into better-
WEALTHY RESIDENTIAL quality homes. Not only is there insufficient room in
the average residential district, but many members of
Social Class: Upper. the middle class refuse to accept these former paupers
Power Center: Often—magical (spellcasters) or as equals. The situation is threatening to turn ugly,
nonstandard (plutocrats). but the city watch is concerned only with keeping
Buildings: Fine residences (85%), average resi- any violence from spreading to the wealthier parts
dences (13%). of town. A local thieves guild is taking advantage of
Description: These neighborhoods are less opulent the distraction to “redistribute” some of the newly
than noble estates, but not by much. Some sites sport acquired wealth.
ornate houses and gardens that rival those of the
38 nobility. Other buildings serve as large townhouses or

CHAPTER 1

THE SCOPE OF
THE CITY

Few forms of entertainment are more popular, both with the nobility and the common folk, as the gladiatorial games Illus. by H. Lyon

COLISEUM/ARENA might require the PCs to go undercover, posing as gladi- 39
ators themselves.
Social Class: Middle.
Power Center: Often—nonstandard (famous gladia- DWARF NEIGHBORHOOD
tors or powerful stable owners).
Buildings: Coliseum/arena/hippodrome, associated Social Class: Middle.
buildings (5%; gladiators’ barracks, stables, and so on), Power Center: Often—conventional (nobles).
temple (Heironeous, Hextor, Kord), average lodging Buildings: Temple (Moradin), average lodging (1%),
(7%), average food (22%), exotic trades (3%), average trades fine food (1%), average food (8%), poor food (1%), exotic
(19%), poor trades (7%), average services (14%), average trades (5%), fine trades (15%), average trades (12%),
residences (21%). poor trades (2%), fine services (4%), average services
Description: The arena dominates this district, tower- (12%), poor services (3%), fine residences (4%), average
ing over everything that stands nearby. This structure residences (30%).
is typically oval, sometimes circular, designed to seat Description: In keeping with dwarves’ architectural
thousands of spectators and to host all manner of sports tastes, structures are usually squat and built of heavy
and competition. District services cater to the needs of stone. Most residences are in the form of apartments
gladiators and audience alike. The smells of sand, sweat, rather than houses, often separate rooms behind or over
and blood permeate the area, and people from all walks workshops. The air is filled with the sound of craftwork-
of life throng the streets. ing, from heavy hammering to careful carving, and
Plot Hook: The coliseum has been the scene of a series frequently smells of smoke. The majority of people in
of murders. These were not legitimate deaths in the ring, the street are dwarves, but some humans venture here
but attacks against both gladiators and arena workers. as well, seeking dwarf-crafted items.
The gladiatorial stable owners have posted rewards for Plot Hook: Some human artisans in the city are
the capture of the perpetrators. Investigating the crimes angry about dwarf “outsiders” undercutting their

CHAPTER 1 businesses and their reputations. This group has hired (8%; 3% spellcasters for hire), average services (7%), average
a local criminal gang to harass some recently arrived residences (50%).
THE SCOPE OF dwarf craftworkers. The dwarves were able to take
THE CITY care of themselves at first, but recently the harassment Description: The gnome district buzzes with an odd
has increased so much that they need help. Unwill- combination of Common and Gnome, punctuated by
ing to turn to the human-dominated city watch, the the trilling of musical instruments and the occasional
dwarves want to hire some private security—such as thunder of a spell or an alchemical experiment. The air
the PCs. smells of strange incenses and smokes. The buildings
are mostly in good repair but suggest a strange children’s
GARRISON land: Although the shops are sized for all comers, the
residences and many of the restaurants are designed for
“When most people see the garrison, it makes them feel safe, gnomes only.
like we’re watching out for them. But when I walk past the
garrison, I feel tired. Must have been all those push-ups in Plot Hook: A golem created by one of the city’s wiz-
basic training.” ards has broken out of its master’s control and is running
amok. Taking advantage of racial prejudice, the wizard
—Cholak, city watch rookie has started rumors blaming irresponsible gnome magic
for the golem’s creation and its destructive rampage.
Social Class: Middle. Not only must the golem be stopped—a task well
Power Center: Often—nonstandard (military beyond the capacity of the city watch—but someone
leaders). must prove the gnomes’ innocence before public anger
Buildings: Garrison building, temple (Heironeous, turns to violence.
Kord, St. Cuthbert), average lodging (5%), poor lodging
(2%), fine food (2%), average food (5%), poor food (3%), GUILDHALL
fine trades (5%), average trades (9%), poor trades (2%),
average services (11%), average residences (43%), poor Social Class: Middle.
residences (11%). Power Center: Always—nonstandard (guild).
Description: The sounds of barked orders, march- Buildings: Guildhalls (3%), average lodging (5%),
ing boots, clacking hooves, and clanging metal average food (11%), fine trades (5%), average trades (17%),
dominate this neighborhood. This is the home and poor trades (5%), fine services (5%), average services (11%),
practice ground of the city’s watch, its soldiers, or poor services (3%), average residences (33%).
both. Most of the buildings here are traditional in Description: These areas look much like market-
style, matching those found elsewhere in the city, but places or average residential districts, but a few larger
the garrison itself resembles a fortress. Built of stone, structures dominate the streets. These guildhalls
it has narrow windows and flat roofs with crenella- contain both individual offices and large meeting
tions to cover defending archers. Patrols move in and chambers capable of holding hundreds of people at
out of the garrison on a regular basis, usually during once. Some were built specifically for this purpose,
shift changes. while others are converted warehouses or taverns. All
Plot Hook: Crime has skyrocketed in the city. Oddly types of people are visible here, for guild member-
enough, most members of the watch seem suddenly ship includes rich and poor alike. Wagons are more
lethargic and apathetic to this turn of events. They do common than carriages, and the streets smell of
not show up for work, or they patrol listlessly. They often sweating workers.
take no action when they do spot a crime, and fight poorly Plot Hook: A powerful crime organization has recently
if they do intervene. Have these people been poisoned? expanded into the city. The criminals are pressuring
Enchanted? Replaced? Someone must investigate—but several of the legitimate guilds to aid in smuggling,
the watch itself cannot. moving funds, and even more serious crimes such as
kidnapping. The guilds have so far refused, resulting in
GNOME NEIGHBORHOOD the murder of several guild members and harassment
of some of the guilds’ customers. The guildmasters seek
Social Class: Middle. assistance in removing the criminals without creating
Power Center: Often—conventional (local council). a public spectacle.
Buildings: Temple (Garl Glittergold), fine lodging
40 (1%), average lodging (4%), fine food (4%), average food
(5%), exotic trades (4%; 1% magic item dealers), fine trades
(5%), average trades (7%), poor trades (3%), fine services

HALFLING perfume, ripening fruits, sweat, and animal dung. The CHAPTER 1
NEIGHBORHOOD din of voices cannot entirely drown out the calls and
tunes of street performers hoping to earn a few coppers THE SCOPE OF
Social Class: Middle. by entertaining passersby. THE CITY
Power Center: Often—nonstandard (elders).
Buildings: Council hall, temple (Yondalla), average Plot Hook: Pickpockets and cutpurses are nothing 41
lodging (4%), average food (9%), average trades (17%), new in the marketplace. What authorities do not yet
average services (12%), average residences (56%). realize, however, is that the latest wave of theft is actually
Description: Halfling districts somehow never seem benefiting a powerful wizard. She has hired thieves to
permanent, even when the structures are of wood and bring her personal possessions to help her better scry
stone. Bright decorations change frequently, and the on various citizens of the city, particularly the rich and
roads are full of ponies, riding dogs, and small carts at powerful. By observing their behavior, she will soon be
all times. Much space is devoted to greenery, both yards in a position to dominate various markets and anticipate
and vegetable gardens. Windows are large and unglazed. legal decisions. Whether she intends merely to profit from
Many of the residences house multiple families with this spying, or illicitly change the course of city politics,
separate bedchambers around common rooms. As in is yet unknown.
gnome neighborhoods, most of the buildings are sized
for halflings, making human visitors feel out of place and TEMPLE
ungainly. The air is filled with the babble of voices, and
often the scent of pipe smoke. Social Class: Middle.
Plot Hook: A new criminal organization (perhaps the Power Center: Often—magical (clerics).
same one described in the guildhall district plot hook) Buildings: Temples (6%; any deities), fine lodging
has moved into the city. The group is led by a cabal of (1%), average lodging (3%), fine food (3%), average food
halflings who hide in plain sight—a fact unknown even (7%), exotic trades (6%; 1% magic item dealers), fine
to most of its own members, They live among others trades (5%), average trades (10%), fine services (10%),
of their kind in the halfling neighborhood, appearing average services (23%), fine residences (5%), average
completely normal and cheerful. Identifying and tracing residences (19%).
the criminal leaders would be extremely difficult, and Description: At first glance, this district appears to
the members of the halfling community would demand be an upper-class residential neighborhood. Many of
absolute proof of anyone’s guilt before surrendering one the towering temples are built of stone, adorned with
of their kind to human authorities. monolithic pillars and graven images. The surrounding
homes and shops belie this first impression, though,
MARKETPLACE since these are rarely fancy or particularly clean. The
truly powerful usually have their own priests on staff,
“I like to think of pickpocketing as an ‘impromptu welfare tax.’ and many districts have their own shrines, but the
And I’ve been taxing the market square heavily lately.” temple district is where most citizens come to pray.
People on these streets come from all walks of life,
—Syretare, guild thief and they are usually dressed in their best (or at least
cleanest) clothes. Incense and the sounds of bells and
Social Class: Middle. chanting fill the air, and funeral or celebratory proces-
Power Center: Never. sions are common.
Buildings: Open-air market, temple (any), average Plot Hook: By using various charm and nondetection
lodging (2%), average food (12%), exotic trades (3%), spells, an evil sect has taken over a temple devoted to a
fine trades (12%), average trades (35%), poor trades good deity. The building’s exterior maintains the public
(10%), fine services (5%), average services (15%), poor facade of the previous faith, but its inner sanctums now
services (5%). reek with disease and human sacrifice.
Description: The busiest district in any city, the
marketplace is filled with people from all walks of CARAVAN
life, buying, selling, haggling, arguing, browsing, and
otherwise passing the day in commerce. Some market- Social Class: Lower.
places are open-air bazaars, their shops little more than Power Center: Never.
wooden stands. Others consist of rows of buildings whose Buildings: Temple (Fharlanghn, foreign deities), aver-
storefronts display various wares. Many market districts age lodging (4%), poor lodging (14%), average food (9%),
contain both sorts of places. People are clothed in a riot poor food (29%), average trades (8%), poor trades (12%),
of colors and styles, and the air smells of cooking food, average services (8%), poor services (14%).

CHAPTER 1 Description: Here, caravans that have traveled to the goods, and even which specific wagons to hit. Whoever
city gather until the merchants can move their goods to is feeding the bandits information must be haunting the
THE SCOPE OF the marketplace or reload their wagons for the outward caravan district, where teamsters and guards do most of
THE CITY journey. This district has its own atmosphere, and it is their drinking and talking.
not a pleasant one. The mingled aromas of road dirt,
humanoid sweat, horse dung, and stretched leather FISHERS’ WHARF/
make other neighborhoods seem beautifully fragrant WATERFRONT
by comparison. Food and drink are passable at best, and
often overpriced. People from many different regions Social Class: Lower.
congregate here, and frequent brawls erupt from the Power Center: Never.
mix of disparate customs and tempers frayed thin by Buildings: Temple (Fharlanghn), poor lodging
long travel. (5%), poor food (10%), average trades (2%), poor trades
(12%), average services (3%), poor services (7%), poor
Plot Hook: On the roads outside the city, bandits are residences (59%).
attacking caravans with increasing frequency. The attack-
ers seem to know which caravans are hauling worthwhile

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20 CITY SIGHTS

The following examples provide bits of flavor, descriptions that
play no part in a story but simply showcase the variety of life in
the city. Feel free to create vignettes similar to these to suit your
own city.

Illus. by C. Frank 1 An acrobat, juggler, musician, fire-eater, or other street
performer entertains a small crowd of commoners.
14 Several youngsters stand in a circle around something
2 A small animal—dog, cat, or the like—lies dead at the out of sight, pointing and laughing, or simply staring.
side of a small street, apparently having been hit by a cart.
15 A member of an exotic humanoid race walks by,
3 A lamppost stands empty, its light either stolen or balancing an enormous bundle.
removed for repair.
16 Two strangers’ mounts confront each other in the street,
4 A slovenly man lies snoring in a doorway or alleyway, their owners struggling to keep control.
the odor of alcohol on his breath discernible even from
several feet away. 17 A monumental sculpture serves as a perch for birds,
such as pigeons or crows, that glower at passersby.
5 With a splattering sound and a horrific stench, someone
empties a chamber pot or a garbage can out of an 18 An ornate litter, carried by four strong humanoid
upstairs window in an alley. bearers, pushes its way through a crowd.

6 A merchant runs across the street, arms outstretched, 19 The children of a street vendor announce the family
a few feathers clinging to his sleeves. He is chasing a wares at regular intervals while their mother handles
chicken that appears to have escaped the coop. an exchange.

7 A young beggar wanders along the roadside, cup out- 20 A party of obvious adventurers passes by, its members
stretched toward anyone who appears to have money. casting glances at the PCs that range from warm to
mocking.
8 Bits of splintered wood, torn canvas, and a broken
wagon wheel lie in a heap beside an avenue, haphazardly
pushed out of the way of traffic following an accident.

9 A patrol of the city watch passes by, walking at a rapid
pace, expressions determined. The soldiers, focused
on their destination, pay little attention to what’s
around them.

10 A man shuffles down the street, wearing ostentatious
wizardly garb with belt pouches stuffed with strange
components. His beard is singed, and his robe
occasionally bulges and rustles as though something is
moving under it.

11 An attractive woman in a revealing dress sidles up to a
well-dressed gentleman and begins flirting heavily.

12 Two giggling children race past, darting nimbly through
the throng, while an irate fat man trundles after them,
howling.

13 A man staggers from a nearby alley holding the back
of his head, his clothes disheveled, his pockets turned
inside out.

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42

Description: The smell of fresh fish, rotten fish, fish INN/TAVERN CHAPTER 1
on ice, and fried fish permeates the wharf district, along
with the tang of sea air and hardworking, unwashed Social Class: Lower. THE SCOPE OF
people. The buildings here are in relatively poor repair, Power Center: Never. THE CITY
and many of the shops are simple stalls or wagons. Those Buildings: Temples (2%), average lodging (8%), poor
who come to do business can’t afford to send a servant lodging (25%), average food (5%), poor food (20%), average
or are servants themselves, and street crime is rampant. trades (5%), poor trades (15%), average services (5%), poor
The slap of the waves, the calls of dockworkers, and the services (15%).
thump of unloading fish mingle with the cries of seagulls Description: Usually located near city gates or main
and other scavengers. entrances, the inn district features row upon row of
establishments dedicated to the needs of travelers. A
The waterfront district has larger docks to accommo- few city governments have the foresight to keep these
date cargo ships. Guards and nobles are more common areas clean and relatively free of crime, in order to
here, petty criminals less so, and the taverns are slightly create a good impression on visitors. Most, however,
cleaner. Otherwise, it resembles the fishers’ wharf. leave the inns and their patrons to fend for themselves
(truly important visitors stay in the upper-class dis-
Plot Hook: Human body parts are showing up with tricts). Travelers bring a wide variety of accents and
alarming frequency in the bellies of fish, with no cor- languages to the streets but also make good prey for
responding upsurge in missing persons. Some corpses criminals, since they probably don’t or can’t stay long
wear jewelry or bits of clothing that have been out of style enough to file a complaint. Adventurers often lodge
for generations. Where are they coming from? And why in such districts.
is the city government buying the silence of the fishers Reducing the percentage of lodging slightly and
who make these gruesome discoveries? increasing the percentage of food services transforms an
inn district into a tavern district. Such an area focuses
GOBLINOID more on cheap entertainment than cheap rooms. Tavern
NEIGHBORHOOD districts can be found anywhere within a city, since they
serve locals as well as foreigners.
Social Class: Lower. Plot Hook: Two rival adventuring companies are
Power Center: Often—nonstandard (chieftain). staying in the same inn and harassing each other. If the
Buildings: Temple (Maglubiyet, sometimes Gru- PCs are one of these groups, they might be the targets
umsh or Kurtulmak), poor lodging (1%), poor food of pranks or sabotage. If not, the characters might need
(8%), poor trades (20%), poor services (10%), poor to step in before innocent people get hurt.
residences (59%).
Description: While most such districts are populated NECROPOLIS
by goblinoids alone, some also contain other brutish
humanoids such as orcs, and the racial tensions often “Promise me this: Don’t bury me with jewelry when I die. Grave
result in fights. The area reeks: Streets are cluttered with robbers are an awfully creepy lot.”
trash, and the sewer grates (if any) are often backed up.
Buildings are squalid and cramped. The guttural sounds —Syretare, guild thief
of Goblin (and sometimes Orc) contribute to the harsh
atmosphere. The city watch rarely bothers to patrol Social Class: Lower.
here, being more interested in making sure the district’s Power Center: Never.
inhabitants don’t make trouble in other areas, so the crime Buildings: Mortuaries (12%), crypts/mausoleums
rate is high. (80%), poor services (3%), poor residences (2%), temple
Plot Hook: A street war has erupted between orcs and (Vecna, Wee Jas).
goblinoids in the district. The city watch has mobilized, Description: Some cities have graveyards scattered
but only to ensure that the violence does not spill over throughout their districts, but most restrict such grim
into other districts. Both warring sides have offered the sites to a specific location called the necropolis, which
PCs riches in exchange for their aid in wiping out the is often walled or fenced off. The district might be a
other side. The PCs could simply accept either offer (or literal city of the dead, with ranks of graves or crypts laid
both, playing the two sides against each other), or instead out in “streets.” Sometimes it consists of underground
investigate what caused the struggle in the first place, in catacombs or rolling fields of graves with simple stone
hopes of restoring peace. markers. Often plain dirt plots entomb the poor, while
the rich and powerful rest in mausoleums or catacombs,
often within private family plots. Such graves might be 43

CHAPTER 1 located on private property or be set aside in restricted PRISON
portions of the necropolis. The sounds of the city seem
THE SCOPE OF muted within the district, and the air smells earthy with Social Class: Lower.
THE CITY a faint hint of decay. Carriages and wagons carry corpses Power Center: Never.
and the bereaved to gravesites. Buildings: Prison (23%), guards’ barracks (10%), poor
services (45%), poor residences (20%).
Plot Hook: Someone has been digging up graves and Description: Many cities group their prisons in one
desecrating bodies, and seemingly random murders area, the better to enforce security. Imposing stone-walled
are being committed nearby. The obvious conclusion buildings, their windows barred or exceedingly narrow,
is that a necromancer is animating the corpses, but dominate this neighborhood. Only those who cannot
in fact criminals have been hiding the bodies of their afford to dwell elsewhere live nearby. Guards and wagons
rivals inside other, already occupied coffins. They pass by at all hours, and the shouts and threats from
dig up other graves to explain away the disturbed within the prison walls subside only slightly at night.
earth, and kill at random to lead investigators to the The area is filthy and poorly maintained, and if the city
wrong conclusion. heats its prisons, the air is filled with smoke during the

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INTERLUDE: stuff) equal to one-half his Constitution score. One drink’s effects
A TRIP TO THE TAVERN wear off in an hour. Whenever a character imbibes more than that
limit, he must attempt a Constitution check. The DC starts at 15
Over the history of the D&D game, no cliché has been so en- and increases by 1 per additional drink. PCs with saving throw
during as the tavern. Here, a thousand adventurers meet and a bonuses against poison (such as dwarves) can apply them to this
thousand campaigns begin. PCs go to taverns to relax between Constitution check.
adventures, to look for new allies (which can be a way for the
DM to introduce new PCs), and to set up meetings with NPCs. Each failed Constitution check imposes a cumulative –1 penalty
Sometimes, players just want to roleplay their characters for a to Dexterity and Wisdom (but does not actually reduce those abil-
while without the ever-present danger of the dungeon. ity scores) and a cumulative –1 penalty on Constitution checks
to avoid further inebriation. A character’s effective Dexterity and
A tavern interlude should last only as long as everyone at the Wisdom can’t fall below 1 due to inebriation. The character’s actual
table is having fun. If some of the players exhibit signs of rest- Constitution score (and hit points) remains unchanged. A charac-
lessness, it’s time to put away the drinking games, pickpocket- ter passes out when the penalty on Constitution checks equals his
ing, and bar brawls and get on with the adventure. Constitution score. He remains unconscious for 2d4 hours and
is fatigued when he awakens, but the temporary penalties end.
NAMING THE TAVERN
Games: As many bar games exist as bars. Regardless of the
DMs are always having to come up with names of taverns on the game, using magic to influence the outcome is seen as cheating.
fly. The accompanying table provides some suggestions using
four different naming conventions; you can roll d% or choose Games of Skill: In some taverns, a card game known as Three-
from the table below as you like. Dragon Ante is popular. Others use chesslike boardgames to test
players’ prowess.
THINGS TO DO
To determine the winner of a game of skill, choose the most
Depending on the tavern, not every activity discussed below will be relevant skill for the main check. For many card games, it’s Bluff.
available (or welcome to the patrons). In upper-class “social clubs,” For a boardgame such as chess, Knowledge (history) might be
for example, walking from table to table seeking arm-wrestling more relevant. Then choose two other skills that matter, but are
matches will get you nothing more than snorts of derision. clearly secondary. Sense Motive, Bluff, and a Knowledge skill are
good choices. A character with at least 5 ranks in either of the
Getting Drunk: In D&D, social drinking has no adverse conse- secondary skills gains a +2 bonus on the main skill check (or +4 if
quences. Inebriation matters only when PCs are actively trying to she has 5 ranks in both). Then all participants attempt opposed
achieve that state, perhaps as part of a drinking game. Thus, these skill checks.
rules are intentionally simple (and far kinder than real life).
As an exception to the usual rules, a character can use a Knowl-
A PC can safely consume a number of drinks per hour (a “drink” edge skill untrained if it’s the relevant skill for a game, as long as
counts as a tankard of ale, a glass of wine, or a shot of the hard someone takes the time beforehand to explain the rules to her.

d% “Blank and Blank” Creatures Characters People/Place Names
01–10 Thistle and Owl Dragon Rampant Brazen Strumpet Sarlitti’s
11–20 Barrel and River Black Horse Grimacing Ghost Bulwark Corner
21–30 Dragon and Flea Quick Brown Fox Sailor’s Rest Caffeter and Sons
31–40 Smile and Wink Angry Owlbear Black Lord’s Twist Street Tavern
41–50 Axe and Brace Wyvern’s Watch Old Cobbler Eli and Ann’s
51–60 Pony and Saddle Argent Lion Last Dwarf Standing Docksider
61–70 Whistle and Drum Big Fat Toad Tattered Teamster Broken Bridge
71–80 Flotsam and Jetsam Drunken Devil Sly Minstrel Gurrok’s Alehouse
81–90 Chaff and Whey Meek Unicorn Sad Seamstress Sangertaal’s
91–100 Fence and Stile Blue Lammasu Blind Judge Chain Alley Pub

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44

winter. Despite the presence of so many city patrols, the Buildings: Temple (Olidammara), average lodging CHAPTER 1
impoverished area is plagued by petty crime. (2%), poor lodging (17%), average food (5%), poor food
(20%), poor trades (19%), poor services (35%; gambling THE SCOPE OF
Plot Hook: Several criminals have been positively halls, festhalls, pawn shops, brothels). THE CITY
identified as those carrying out a recent series of high-
profile robberies and violent crimes. The problem is, Description: Although the red-light district is named
those same criminals are currently languishing in prison for the lanterns that identify brothels, it is a destination for
cells. Someone is freeing them to commit crimes, or has all who seek gray-market, semilegal, and illegal services.
assumed their forms. Whatever the case, investigating the Prostitution, illicit substances, gambling, dealers in
crimes might require someone to go undercover inside stolen goods, and crooks-for-hire—all are found here. It
the prison. is clearly a high-crime area, and nearly everyone is trying
very hard to be noticed or not to be noticed, depending
RED-LIGHT on what they’re buying or selling. The city guard patrols
the district, but frequent bribes ensure it turns a blind
Social Class: Lower. eye to “dubious” goings-on so long as they don’t harm or
Power Center: Often—nonstandard (guild). inconvenience important people. Indeed, the guard makes

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Feats of Accuracy: Throwing darts is the archetypical tavern Picking a Fight: The tavern brawl is a staple of many D&D
game of accuracy. Participants make ranged touch attacks to adventures—a chance for PCs to fight in a less deadly way.
hit the target; tavern darts are similar enough to weapons that
Weapon Focus (dart) and other relevant feats apply. Because a Intimidation: Most bar fights start not with a thrown punch but
dartboard is designed to reward fine differences in accuracy, have a thrown insult. To taunt a bar patron, make an Intimidate check
all participants make opposed ranged touch attacks, and award opposed by the target’s modified level check (1d20 + character
the round to the character who achieved the highest result. level or Hit Dice + target’s Wis bonus [if any] + target’s modi-
Whoever wins five such rounds wins the match. fiers on saves against fear). If you succeed, the target glowers
but doesn’t counter your insult. If you fail, the target responds
Feats of Strength: An arm-wrestling match is the usual contest with an insult directed at you. If you fail by 5 or more, the target
of strength in a tavern. Contestants make opposed Strength throws a punch at you.
checks until one wins twice in a row. A contestant who is one
size category larger than his opponent earns a +4 bonus on the Bar Brawl: Most bar brawls are simple fistfights, with partici-
Strength check. pants making unarmed strikes that deal nonlethal damage. Most
taverngoers don’t bother with grappling, but if you want to use
Games of Chance: Some dice and card games are strictly a the grappling rules, you can certainly have them do so.
matter of chance, as are some casino-style games such as rou-
lette. You’ve got a pile of dice behind your DM screen, so games Many bar brawlers resort to weapons of convenience. To keep
of chance should be easy to adjudicate. matters simple, treat a barstool or similar furniture as equiva-
lent to a greatclub. A bottle is equivalent to a club until it hits
Drinking Games: Most drinking games are simply tests to see something and breaks; then it’s equivalent to a dagger. A hurled
who remains conscious the longest, with all participants drink- mug (or anything of similar heft) is equivalent to a thrown Small
ing at the same (frequent) intervals. Resolve such contests with light club (1d4 points of damage). All who use such improvised
the Getting Drunk rules above. Sometimes other games have a weapons take a –4 penalty on attack rolls.
drinking game added, such as a version of darts in which every-
one but the winner drinks after each round. Escalation: Even bartenders who are sanguine about fisticuffs
take matters seriously once swords are drawn. Using a weapon
Performing: An evening’s work is needed to earn money by (other than improvised weapons) or damaging magic of any
singing or playing at a tavern (PH 79)—if you can get the gig. sort produces a call for the city watch, and any NPC not at the
heart of the battle flees rather than risk death. The watch arrives
If someone else is already performing at the tavern, then the at least 1d4 rounds later, although response time varies widely
PC must convince the bandleader or solo performer (initial at- depending on the neighborhood.
titude indifferent) to let a “guest performer” sit in for a song or
two. If the bandleader agrees, the character makes a Perform In general, you can minimize the lethality of a bar brawl by
check. The PC makes no money for this performance but there- having NPCs fall and stay prone when reduced to 5 hit points
after earns a +2 circumstance bonus on Charisma-based checks or fewer, as well as forgoing attacks on helpless foes and those
during that tavern visit if the performance was great (Perform who clearly don’t want to fight anymore.
DC 20; PH 79) or better.
Making Friends: Little harm should result from friendly en-
Picking Pockets: A successful DC 20 Sleight of Hand check counters at the tavern, for PCs that want them. Most tavern
is sufficient to separate a tavern patron from a coin purse, and patrons have an initial indifferent attitude, although those in
a successful DC 25 check can garner a thief some jewelry. The the worst dives and the most exclusive social clubs start as un-
typical taverngoer has a Spot bonus of +1 to notice the theft (as- friendly. PCs can use the Diplomacy skill or enchantment magic
suming he is not inebriated). Choose either the coins or goods to improve NPC attitudes as described on PH 72. Romantic com-
column for a 1st-level treasure on Table 3–5 (DMG 52); divide the panionship requires a friendly attitude (for dancing and casual
coin result by 2 to reflect the fact that few people bring significant conversation) or a helpful attitude (for a liaison that extends
wealth into bars. A PC who gets caught triggers a hue and cry for beyond the visit to the tavern).
the city watch—and maybe a bar fight as well. The victim of a
pickpocket notices the missing coins or jewelry 1d4×10 minutes All sorts of circumstance modifiers can apply to these social in-
after the theft. teractions—including perceived wealth and social class of the PC,
number and quality of drinks purchased, and ability to dance.

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45

CHAPTER 1 a habit of harassing passersby, making visitors almost as city officials rarely listen to their complaints, and no
wary of the soldiers as they are of local criminals. one cares about unclaimed corpses lying along the road
THE SCOPE OF or in gutters. The PCs might become involved when an
THE CITY Plot Hook: A succubus has joined the district’s prosti- acquaintance or relative becomes the latest victim, or
tutes and is slowly building up a sizable force of besotted when a champion of the district’s poor comes to them
and charmed minions. The fiend’s motives are unclear, with her suspicions.
and tracking it down will be difficult, since its polymorph
ability allows it to blend in with the other inhabitants of SLAVE QUARTER
the district.
Social Class: Lower.
SHANT Y TOWN Power Center: Never.
Buildings: Overseer’s station, poor services (5%), poor
Social Class: Lower. residences (93%).
Power Center: Never. Description: No other part of any city is as devoted
Buildings: Poor residences (98%). to human suffering as the slave quarter. Surrounded by
Description: Here dwell the poorest of the poor. tenements and cheap lodging, the center of the slave
Many who reside here cannot afford even a simple quarter contains pens or cells, and a platform from
room in a flophouse. They squat in broken-down build- which slavers display their wares. (In cities where
ings, or pitch lean-tos against overcrowded apartment slavery is illegal, this district might instead be under-
houses, and simply attempt to survive from day to ground, or within a closed structure in a red-light or
day. No shops exist here beyond the occasional street- slum district.) On casual observation, this looks just
corner vendor. The inhabitants wear whatever rags they like any other impoverished district. Only a closer
can scrounge up. The streets are in poor repair, drains examination discerns the occasional noble or noble’s
(if they exist) back up frequently, and the district is servant, or the cartloads of prisoners or war captives
choked with the stink of waste, unwashed bodies, and being readied for sale. The normal sounds of the hard-
even rotting flesh. working poor are punctuated by occasional cries of
Plot Hook: The inhabitants of a shantytown make pain or despair.
the perfect prey for a vampire. They have few defenses,

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COMMUNITY WEALTH Asset Multiplier by Social Class

While the Dungeon Master’s Guide gives guidelines for determin- —— Asset Multiplier in: ——
ing the assets available in a city, as well as the maximum value
for any given item, not all items are available in all districts. Social Class Small City Large City Metropolis
More expensive items are impossible to find in all but the richest
districts, and little ready cash exists in a poor district. The fol- Upper 4,000 7,500 16,000
lowing table presents the gp limit for items purchased in various
districts, based on social class. Middle 1,500 3,500 9,000

Lower 150 350 800

GP Limit by Social Class Most cities are made up primarily of lower-class districts, though
in larger cities, the upper class increases while the lower class
—— GP Limit in: —— shrinks, as shown on the table below. In addition, upper-class
districts are less densely populated than less wealthy ones.

Social Class Small City Large City Metropolis Social Class Neighborhoods by City Size

Upper 15,000 40,000 100,000 City Size Upper Class Middle Class Lower Class

Middle 6,000 16,000 40,000 Small city 10% 30% 60%

Lower 1,500 4,000 10,000 Large city 15% 30% 55%

To determine the amount of ready cash available in a dis- Metropolis 18% 30% 52%
trict, multiply the population of the district by the appropri-
ate number on the table below. These numbers assume A particularly wealthy city might have more upper- and middle-
that about 40% of a city’s ready cash is concentrated in the class districts and fewer lower-class districts, while a poor city
upper-class districts, though these represent only 10–18% would be the opposite. A city heavily engaged in trade would
of its total districts. About 50% of the city’s assets are in have a larger middle class than one that is mostly isolated and
its middle-class districts, and the remaining 10% are in its self-sufficient.
lower-class districts.
Generally, districts of the same social class adjoin each other.
In some cases, one or two adjacent districts have a social class
one step higher or lower than the others. Very rarely, upper-class
and lower-class districts exist side by side. In such cases, they
are separated by some geographical or artificial feature, such as
a small cliff, a river, or a wall.

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46

Plot Hook: A clan of doppelgangers has taken human CHAPTER 1
form and arranged to be sold into slavery. After they take
up roles as slaves within the households of the city’s rich THE SCOPE OF
and powerful, the doppelgangers plan to take the place of THE CITY
those nobles, instantly and irrevocably cementing their
power within the community. Illus. by R. Horsley

SLUM/TENEMENT In the undercity (page 48), a fair deal is one 47
that doesn’t get you killed immediately
Social Class: Lower.
Power Center: Never.
Buildings: Temple (Olidammara), poor lodging (1%),
poor food (3%), poor trades (11%), poor services (6%), poor
residences (77%).
Description: In these run-down shacks, row houses,
and cramped apartments, the majority of the city’s poor
live as best they can. Some dwell in rooms that, while
small and in poor condition, are relatively clean. Others
shelter in rotting slums, infested with rats and roaches,
whose buildings threaten to collapse around them.
Unless seeking cheap labor, or cutting across to some
other part of the city, the rich never come through
here. The filthy streets are filled with common
laborers, beggars, and others who can barely make
ends meet.
Plot Hook: Some sort of natural disaster—a fire,
a flood, a plague, or the like—is ravaging the city.
The richer neighborhoods have been protected or
evacuated to the best of the city’s ability, but the poor
must fend for themselves. PCs who want to assist the
disadvantaged residents might help them evacuate,
ferry supplies, defend the injured from criminals or
predators, and the like.

TANNERY

“I hate patrolling the tanneries. I’m tempted to cut off
my own nose just to make the smell go away.”

— Cholak, city watch rookie

Social Class: Lower.
Power Center: Never.
Buildings: Temple, poor lodging (2%), poor
food (7%), poor trades (60%; tanners, dyers,
other trades with associated bad smells), poor
services (30%).
Description: This neighborhood looks
like any other poor district, though one
with a high proportion of workshops, but
its stench sets it apart. Here are collected the
city’s most odiferous businesses, such as tanning,
dyeing, and certain alchemical practices, downwind
of richer neighborhoods. Nobody comes to this
district without specific business, and most who

CHAPTER 1 are not accustomed to the smell linger as short a time as lies beneath the streets, a thriving shadow community
possible. A character entering this dustrict for the first in which criminals and monsters interact, do business,
THE SCOPE OF time must succeed on a DC 10 Fortitude save or become and kill one another. The district might consist of aban-
THE CITY sickened for 2d20 minutes. doned sewage or mining tunnels, natural caves, forgotten
catacombs, the ruins of long-abandoned buildings, or
Plot Hook: Foul-smelling monsters, such as ghasts or combinations of these elements. The precise appearance
troglodytes, have moved into the tannery district, using and ambience of the undercity depend on its inhabitants
its stench to mask their own odor. Here they hide, preying and structure, but most such districts are musty from
with impunity on the populace of nearby districts. stale air, and often unsanitary.

THEATER Plot Hook: Although the mere existence of an under-
city is often a sufficient excuse for adventuring, a twist on
Social Class: Lower. the usual sewer crawl has the PCs chase a fugitive into the
Power Center: Never. undercity. They navigate this strange new environment
Buildings: Theaters (4%), temple (Boccob), poor lodg- in order to track down their quarry, rather than as an end
ing (10%), poor food (20%), poor trades (20%), poor services in itself. They risk incurring the wrath of more criminals,
(29%), poor residences (15%). and monsters besides, for invading their territory.
Description: Depending on the wealth and culture
of the city, a public theater might be anything from an WAREHOUSE
open-air orchestra surrounded by a semicircle of raised
seats to a grand opera house. Rich and poor alike attend Social Class: Lower.
the performances, but the neighborhood around the Power Center: Never.
theater is shabby. Acting is often seen as a low-class Buildings: Warehouses (30%), poor trades (5%), poor
profession, and the living conditions for those who services (10%), poor residences (53%).
would work in the theater reflect such cultural attitudes. Description: Large, bulky buildings dominate the
During performances, the city watch and hired guards neighborhood, filled with goods not yet ready for sale
patrol the district, but the crime rate at other times is or shipment. While a few are well maintained, most
relatively high. The area has an odd smell, a combination warehouses are old and dirty—so long as they are sturdy
of makeup and food. enough to protect the merchandise, their appearance
Plot Hook: A recent series of murders mimics the is unimportant. Many of the people who live nearby
death scenes in a popular play. The investigation has work in these warehouses, hauling and stacking crates.
focused on the play’s performers but has turned up no Occasionally merchants and nobles—or more likely their
leads. A relative of one of the victims, exasperated with servants—escort their goods into storage or come down
the lack of progress, has hired the PCs to investigate to check on their possessions. Hired guards protect many
the matter. warehouses, since the city watch does not reliably patrol
poor neighborhoods.
UNDERCIT Y Plot Hook: An unscrupulous merchant has been
transporting exotic creatures for sale to the rich and
Social Class: Lower. jaded. He keeps the beasts drugged for shipment, but
Power Center: Often—monstrous. one of them awoke and broke free of its crate, and it
Buildings: Temples (2%; monstrous deities), poor is now terrorizing the surrounding neighborhoods.
lodging (6%), poor food (13%), average trades (5%), poor Even if the PCs manage to track down the creature,
trades (17%), average services (5%), poor services (20%), the merchant uses his political connections to hamper
poor residences (30%). their investigation into where it came from. The distrac-
Description: Every city has its “underground,” an tions caused by this affair are slowing down the rest of
area of criminal activity or black-market sales, but in his trade, increasing the risk that more creatures will
some communities the term is literal. The undercity awaken and escape.

48

Illus. by D. Bircham

n urban adventurer is not quite like her more simply aren’t practical when battling thugs in an alley
traditional, far-ranging counterpart. She tends to or monsters on Main Street. The fighter who counts
be less flashy, and perhaps more prone to subtler, on his wizard’s enlarge person to make him truly potent
more focused techniques. She often lets adven- when fighting giants could be in a tight spot when
ture come to her, rather than going in search of he tries to use the same trick inside a guildhall. The
it. And while she might certainly seek fortune and glory, city’s enclosed nature, and the presence of innocent
she might just be someone who’d rather live an ordinary bystanders, mean that adventurers must be a lot more
life, if only circumstances would permit it. selective in their techniques. Save the fireballs for
This isn’t to say an urban adventurer never seeks out excite- warding off invading armies or battling otyughs in
ment and danger. From the monster-infested sewers to the the cavernous chambers deep beneath the city, and
orc armies at the walls to the demons and doppelgangers read on for more appropriate methods and abilities
in the highest levels of government, most cities boast more for city streets and the halls of power.
than enough evil to seek out and destroy. Still, an urban
adventurer likely has close personal ties to the city—or else WHAT TO DO, 49
why would she stay? She might seek to defend her home, WHERE TO GO
to rise through the ranks to a position of power, to support
her guild or house, or simply to smite evil and earn a few Welcome to the city! Now you’re surrounded by
gold pieces without leaving the comforts of civilization. dozens of adventure sites, thousands of NPCs, and
Whatever the case, her skills and abilities—to say nothing a concentration of wealth that beggars the hoard
of her attitudes—differ somewhat from those adventurers of the greediest dragon. Urban adventuring can
who wander out into the world, rarely thinking of home. be overwhelming—compared to dungeons, there’s
The most important distinction between traditional just more of everything.
and urban adventurers, especially spellcasters, has to do
with their methods. Fireball and lightning bolt are main- Succeeding in a city is often a matter of knowing
stays of the dungeon delver or the dragon hunter, but they how to extract what you want from the teeming
multitude of choices available.


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