Making a City

I started a new D&D4e campaign with my sunday group. It’s the third time I’ve tried running a fourth edition campaign for that group. I’m having trouble hitting the right tone – the first game’s setting was too restrictive, the second was my attempt to run Old School play with a ruleset that’s not suited for it. 4e needs a looser, more varied setting than I’m used to running.

So, the new campaign pitch:

“The sun glitters on the water by the docks, reflecting off the iron-clad hull of the dwarven fireships and the shimmering aura of the towers. The docks are crowded at this hour. There is a clamour of tongues to be heard here. There are traders in Vancere from every nation and plane of existence, these days. Ever since the Gatekeeper’s Guild tamed the Rift and turned the legacy of the Hellkin into a portal to the multiverse…”

Right. Paragon-level 4e campaign, as I’ve been muttering about for a while. Centuries ago, a portal to Hell opened just outside the city of Vancere, and horrors crawled out and conquered much of the world before heroes drove them back and sealed the rift. Long afterwards, an ambitious wizard developed a method of controlling the interplanar rift. Vancere became a trade hub for all reality. It’s a cosmopolitan city, with all sorts of weird denizens. Think Renaissance Venice mixed with baroque fantasy. There are living gargoyles on the cathedrals, golems on the docks, and golden-eyed elven exiles trade in dreams and enchantments in the shady cafes.

Your characters are champions of their faction/race in the city. We’ll determine the exact makeup of the city and its geography collaboratively. There’ll be some interfaction politics, but a surprising percentage of the city’s problems can be solved with swords and sorcery.

One of main inspirations was Judd’s Make Your Own New Crobuzon post, coupled with some ideas I’ve been toying with about city design.  The city’s demographic breakdown is determined partially by the players’ choice of PC races. Each player also gets to pick a race from the Monster Manual that would be a common sight in the city.

I wanted the process to create a map of the city. Each race therefore gets their own neighbourhood in the city, and each neighbourhood has at least one distinctive feature. I didn’t bother with a detailed map, just a sketch map of nodes. We’ll fill it in as play progresses. I pre-seeded it with a few locations – the Obsidian Citadel, the docks, a gladiatorial arena, the Gatekeeper’s Guild, and the portal itself out in the harbour.

So, how did it turn out?

The players came up with:

  • Delrakhones, a Human Warlock
  • Tarak, a Half-Orc Fighter
  • Alaric, a Longtooth Shifter Ranger
  • Medrano, a Deva Cleric

Humans live in the Old City, along the cliffs. The richer families have houses atop the cliffs, with private docks or even caves below. The Old City is basically a gated community – it’s almost exclusively humans (or things that look human, anyway). Warlocks are part of the Diabolist’s Guild, who are responsible for diplomatic relations with Hell and ensuring that the devilish presence in Vancere doesn’t go beyond agreed-upon quotas.

Half-Orcs live in an enclave that’s basically one huge tenement, and Tarak is the boss. He’s a greedy, criminal thug, who hires his orcs out as ettercap hunters and bruisers. He’s also rumoured to have breeding pits in the depths of the city.

Shifters have their own small district near the arena. Many of them are former veterans of the arena; Alaric’s a champion pit fighter. Rising up from the heart of this district is the Red Tower, the sealed fortress of the mad wizard who made the shifters.

The Deva dwell in a monastery by the shore. They are followers of a deity of trade and fellowship, and came to the city to guide the human merchants as they explored the planes. Watching over the harbour is a huge statue of a lost Deva hero, who it is prophesied will be reborn one day.

The added races were trolls (living under a huge bridge), ettercaps (spinning webs across alleyways and infesting attics), gargoyles (clerics who perch on their own massive cathedral) and, er, beholders. There’s a giant floating stone orb hanging over the city, and the beholders have their own faction in Parliament (everyone’s terrified of them, so much so that everyone’s very polite about the new citizens with just the right number of eyes, why, everyone else is quite deficient in terms of ocular capacity’).

The presence of trolls as citizens raised a bit of a problem – I’d grabbed a generic Paragon-tier dungeon crawl off the WotC site that was full of trolls. I’d already established that the PCs are Lictors, exalted citizens with voting rights who are also champions/spokesmen/investigators, so I just gave them a license to kill and made sure the trolls attacked first.

I was especially pleased that all the player backgrounds have at least one solid adventure hook built in – at some point, we’ll find that Deva hero, explore the secrets of the Red Tower, have mafia hijinks with Torak, and visit Hell courtesy of the Diabolist’s Guild. The trick will be keeping the creative stew going while also keeping the setting internally consistent.

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6 Comments on "Making a City"

  1. Tim
    11/03/2010 at 8:49 pm Permalink

    Nice setting – the beholders… could be a good hook to go to there if the Hivemother starts to lose control and suddenly the beholders start to revert to their usual paranoid xenophobic natures where everyone except the individual beholder is an aberration… talk about a powderkeg waiting to explode…

    I like the characterisation of being similar to Renaissance Italy – I think its a smart move – haven’t really looked at 4ed yet, no regular group these days, but sounds like you’ll have a whale of a time :)

  2. Kenneth Hite
    11/03/2010 at 8:58 pm Permalink

    The trick will be keeping the creative stew going while also keeping the setting internally consistent.

    Surely, if ever there was a setting where internal consistency was the hobgoblin of little minds, a high-fantasy multi-planar trading hub is one.

    “Didn’t the Red Tower used to be, er, Red?”

    “You sound like a new chum. Surely you’ve been around Vancere long enough to remember the Day of the Seas of Wine, and the Eternal Four-Week Frost Mayor. I’m pretty sure you and I both got thrown out of the brothel on Allways Street, before it had always been the soul-tattooists’ on Allways Close.”

  3. Rob Heinsoo
    11/03/2010 at 10:18 pm Permalink

    This sounds great. I love your use of monster-standard races as citizens in the city. I did something similar when I ran my Arduin 3e and 4e campaigns, but with only one race. The drow were part of the citizenry of my Arduin. (They preferred to be known as ‘the Silver folk.’)

    Just one race of monster-citizens stirred the plots well. You’ll have a good time with this.

  4. Chris Longhurst
    11/03/2010 at 11:39 pm Permalink

    Sounds good. Good call on paragon-tier – after playing a lot of 4e since it was released, I’m pretty certain that paragon is where all the best stuff happens.

  5. Awakedreamer
    12/03/2010 at 12:27 pm Permalink

    Sounds pretty cool. I had tried creating collaborative settings before, but the New Crobuzon-esque system of introducing weird monsters as major races/factions in the city sounds like a really interesting idea. The Beholder party is simply great ;) .

  6. Tom O''Neill
    12/03/2010 at 1:42 pm Permalink

    It just occurred to me that the city name of “Vancere” reminds me of Jack Vance, and the city itself has something of the feel of his fiction. As D&D magic was partially inspired by Vancian fiction, it’s interesting to see.

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