Bexley is my ad-hoc fantasy city which has been the setting for the last few sessions of my campaign. It popped into existence as the home of Baron Chidick - a cold, rude, and super rich leader of a religion/cult obsessed with elephant-sized metallic pyramids. I was never sure how long the party was planning on staying there, so Bexley organically grew in scope through play/me cram-prepping before a session. Unfortunately just as I got my handle on the city and had it ripe and ready to explode with adventure the party got a ship and up and left!
Though the party has left it behind, Bexley is a great port city and her tendrils will reach far and wide into the world...
Bexley:
Bexley is plutocratic city ruled by a council of elected officials picked from prominent trade houses, the council is referred to as "
The Bexley Circle". The local constabulary is the "
Bexley Port Authority", though their main focus is the ports and gates of the city they are also the law-keeping arm of
The Bexley Circle. "
The Halls of Magnitude" is the all encompassing mega-church structure, the myriad of deities and beliefs enshrined within its walls form the official religions of the city.
Bexley is a city that bubbles with passive-aggressive conflict, the prominent trade houses and official religions constantly clamber for the top of the heap. An overarching greed for trade and gold prevents any squabbles erupting into a city-wide bad-for-business battle. It should be noted that the houses and churches have no scruples with employing independent third parties to conduct deniable dirty work.
Wrecktown is a seething, smoldering mass of slums and hovels on the eastern shore of the Bexley river. West Coast Bexlians have developed fantastical skill in pretending it doesn't exist. Mention of the other side of the river will bring frowns, tutting and the disdain of locals. Rumors of a vast tunnel network running beneath the river, connecting Wrecktown and Lower Bexley are surely exaggerated and false. Also surely false are rumors of a long thought wiped out royal lineage emerging vengefully from the slums.
Guarding the Bexley river mouth from the toxic poverty of Wrecktown is Fishertown. Fishertown serves as an auxiliary port for the city and is home to Bexley's maritime tradesmen in all their oceanic forms. Unfortunately due to it's proximity to Wrecktown the location is under the strict martial law of The Bexley Port Authority. Residents of Fishertown often mutter with dissent and display an eagerness to dismantle the harsh rule of the Port Authority.
A pervasive whisper throughout the entirety of Bexley is the existence of
The Society of The Void. Behind every unexplained murder or bizarre crime that oft serves as impetus for city-wide legal changes are clues and hints pointing towards the Society. Much like Wrecktown, The Society's existence is officially ignored and superstitiously avoided in conversation. Many an aspiring trade house representative has found his conniving plans thwarted or accelerated by a grey, faceless third party whose identity is never fully revealed.
(I'm pretty sure in the far-flung future Bexley transmogrifies into
The City.)
Guarded Farmland: Great fields rimmed and guarded by the Outer Bexley walls, Much sparser population than the rest of Bexley,
inhabitants impressed by passing adventurers, General unrest, Squabbling for land and property ownership, infrequent incursions by outside forces/breaks in the Outer Wall.
Lower Bexley: Where the great masses of the Bexley live, Crammed and messy architecture built on top of itself, Houses many large and sprawling marketplaces, Home to specific and exotic merchants and craftsmen, Rumors of a pox and a growing sickness, Sits atop a large, intricate and ancient tunnel system.
Upper Bexley: On a hill, towering above the rest of Bexley, Houses The Bexley Circle buildings, Innumerable churches and temples, Houses The Halls of Magnitude, Houses the Halls of the Trade Houses, Opulent architecture and wide streets, Heated arguments often erupt in the street between gaudily dressed nobles.
Manorville: Rolling hills hosting the gated communities of Bexley's elite, A variety of eccentric, individual architecture, Overpowering presence of Bexley Port Authority guards, Palaces and mansions, Lakes and Parks, foreigners and outsiders are shunned, looked down upon or outright arrested.
The Port: Thriving hub of activity, Exotic and bizarre locals, General Portery.
Wrecktown: Anarchy, Slums and Hovels, Rotting ancient forts and castles filled with squatting tenants, Locals display hate/repulsion/aggression to outsiders, Rocky, muddy ground, Caves and tunnels, Black beaches, Towering piles of refuse, Bone and fire filled public rituals, Unknowable population size which appears to swell and shrink each day.
Fishertown: Grim and salty population, Hardworking men and women, Sailors, Bleakness brought on by martial law, Secret meetings, Rumors of dark, deep things in the ocean.
The Everforest: A covetously guarded forest rimming the northern edges of the city, only members of the aristocracy are allowed to enter, rumors of weird rituals, rumors of communion with weird beings and creatures.
Bexley Happenings/Rumors/Adventurer Generator:
(Adapted/stolen from: http://dndwithpornstars.blogspot.com.au/2013/09/demogorgon-implies.html. Thanks +Zak Smith.)
(Though these tables have a "Bexlian" flavor, I feel that they're generic/broad enough to reskinned for other fantasy cities in a pinch.)
Roll a D6, then a D20. Do this twice and combine the results. Your brain should be able to smash the two concepts together/fill in the gaps and come up with something interesting:
1)
Society of the Void:
1)
Drug
and poison production and shipping.
2)
Assassinations!
3)
Inciting
groups to take violent, heated and savage actions against others.
4)
Silent
and sudden exodus of masses of the population.
5)
Unexplainable
thefts, of a stunning scale.
6)
Dismantling/sudden
disappearance of buildings and societal groups.
7)
Blackmail.
8)
Spying,
covert gathering of nefarious information.
9)
Experimentation
in illusionis/ Illusions.
10)
Illusionists,
tricksters.
11)
Large
scale mind control.
12)
Sleeper
agents, mind controlled agents.
13)
Councils
and meetings in high, secure, secret places, or hidden in plain sight.
14)
Esoteric
knowledge from all over the world.
15)
Absence
of power, still, calm anarchy.
16)
Disguised
in plain sight, operating in the open but not recognized/spotted.
17)
Mind
controlled masses of commoners.
18)
Disguises
and poison.
19)
An
anonymous third party in plots.
20)
Long
term plans, playing sides against one another.
2)
Nobles, The Bexley Circle, Trade Houses:
1)
Taking
advantage of less well off people and groups for material benefit.
2)
Lavish
displays of material wealth, shows, parades, games.
3)
Games
for the people, feasts for the people.
4)
Social
events, balls, galas, banquets.
5)
Hunting/Rituals/Communions
in the Everforest.
6)
Deployment
of The Bexley Port Authority.
7)
Armed
litters and transportation, grand wagons and carriages.
8)
The
acquisition of rare/exotic/rich food, drink, materials.
9)
Fine
wine, good food.
10)
Conniving
and backstabbing.
11)
Spying
and espionage between one another.
12)
House Pearl: Seafaring
traders, Demeanor = Gluttonous.
13)
House Brackel: arms
dealers,traders, armorers, smithing, Demeanor = Jealous.
14)
House Spinot: mining,
gems, raw ore, Demeanor = Unmerciful.
16)
House Trumpet: livestock,
animals, farming, food, Demeanor = Disgusting.
17)
House Gaggox: engineering,
building, bridges, roads, Demeanor = Disturbed.
18)
House Locke: bankers,
insurers, Demeanor = Whimsical.
19)
House Plocket: Jewelry,
fashion, luxury good, Demeanor = Disinterested.
20)
House River: Alcohol,
wine, spirits, beer, Demeanor = Seemingly generous.
3)
Royalists from Wrecktown:
1)
Wild
anarchy at all costs.
2)
Tunnels
beneath the ground, honeycombing the ground beneath Bexley.
3)
Sewers.
4)
Rats
and vermins, insects, pests in swarming numbers.
5)
Explosions,
fires, terrorism, wanton violence.
6)
Ancient
royalty, betrayed by Bexley.
7)
Old
Rotting Ratgod beneath Wrecktown.
8)
Mud,
stone, wood, heaped together in a shambolic manner.
9)
Ancient
stolen things, remade for new uses.
10)
Worship
of the dead, long passed away.
11)
Large
piles of refuse, littered sometimes with valuables.
12)
Waste
and wreckage.
13)
In-breeding,
sacred blood lines.
14)
Mutants,
freaks, shape-shifters.
15)
Chaos
magic.
16)
Ancient,
primitive and arcane rituals involving the dead, rats and rot.
17)
Ratmen,
Ratkings.
18)
Corpses,
skeletons, skulls paraded through streets on litters.
19)
Underground
fortresses and castles.
20)
Ancient
castles and fortresses above ground, rotting and filled with slum dwellings.
4)
Merchants, Sailors and Fishers:
1)
Constant
quest for upwards mobility, pulling a noble down so they can take their place.
2)
Exotic
overseas or outside of Bexley interests.
3)
Slave
trading.
4)
Requirement
of exotic, rare supplies and materials.
5)
Cheap
liquor in large quantities.
6)
Thefts,
large scale and of precious items.
7)
Different
races and cultures.
8)
Treasure
maps, rumors of ancient hordes.
9)
Art.
10)
Pirates.
11)
Men
of dubious pasts and infamy.
12)
Fruit
shipments, dried meat, rations, food and drink that travels.
13)
Raw
materials in great abundance.
14)
Conniving
with the houses of Bexley.
15)
Jewellery
16)
Furniture
17)
Tales
of outlandish seas beasts and fish.
18)
Arms
or Armour.
19)
Tales
of outlandish places and people.
20)
Foreign
Trade House interests.
5)
Religious Orders, The Magnitude, The Churches:
1)
Bribery.
2)
Inducing
the mob into action at the behest of another group.
3)
Bizarre
ceremonies.
4)
Righteous
and zealous bloodshed.
5)
MAN, GOD OF MAN
6)
The
Halls of Magnitude, gallery of all accepted, official religions
7)
The
ousting of “Cults” religions not accepted to the Halls of Magnitude
8)
Visions
of Gods, Devils, Demons and Angels.
9)
Minor
God of (Roll on Aspect Table or Deity Table)
10)
Major
God of (Roll on Aspect or Deity Table)
11) Rumors of
Forgotten, Dead Gods.
12) Conniving with the
Bexley Houses.
13)
Plans
of upward mobility.
14)
Miracles.
15)
Rituals
and ceremonies on a regular basis.
16)
Clerical
power and might, armed churches and offensive spells.
17)
Exotic
tastes and needs.
18)
Ceremonies
and happenings in The Halls of Magnitude.
19)
Work
with the Bexley Port Authority, suspicious and overly close
relationship.
20)
Monks,
meditation, calmness.
6)
The Rabble, The Mob, the Peasants, The farmers:
1)
Riots,
anger at particular issue risen to a fervor.
2)
Disease,
death, epidemic.
3)
Hunger,
starvation, famine.
4)
Overcrowding,
overpopulation, masses and crowds.
5)
Pubs,
bars, inns and taverns.
6)
Prostitution.
7)
Sporting
matches, festivals, crowds.
8)
Gathering
to watch trivial happenings of Bexley, any excuse to get out of the house.
9)
Pirates,
freaks, mutants and other outcasts.
10)
Adventurer
worship.
11)
Refugees
or new social/cultural/racial/religious groups.
12)
Farmers.
13)
Drug
abuse.
14)
Kidnapping,
murder, domestic violence.
15)
Corporal
punishment, hangings, whippings.
16)
Gambling
and betting, on anything possible.
17)
Bexley
Port Authority, Guards and Police.
18)
Property
damage.
19)
Fires.
20)
Broken,
disused accommodation/sewage/public works.