Tuesday, 31 July 2018

Infinigrad Suburb Details Generator

Following on from recent posts exploring suburb generation ( Mapping, Stocking, Residential Details), here's a generator of overall suburb details for fantasypunk cities (of which mine is now entitled "Infinigrad").

There is three parts, add them together to get the details on a suburb (and use the methods above to map and stock it):

Suburb type/prevalent architecture: Built upon, in and around this type of architecture. The original function of the suburb may long ago have ceased but the buildings have an ongoing impact on the inhabitants. The sublime grandeurs of the past ensure that entire suburbs may now be houses within a single massive building or compound, but this is not always the case.

(What’s going on with/in the) Streets: When travelling to the suburb, what is the thing most instantly noticeable about streets of the suburb.

Atmospheric mutation: The general aspect, climate or mutation of the suburb. This will impact and warp both architecture, inhabitants and local culture.

The Tables: 

(There is some weird formatting going on with blogger that I can't seem to fix. Use this link to go to the google doc I was working from if you are having any problems viewing the tables: https://docs.google.com/document/d/1QmiPx-_JFyRyx97Dhlv7Q10rWrWw2JVTHm_oc0u3NTY/edit?usp=sharing)

Suburb type/prevalent architecture, d100: 

  1. Templelands.
  2. Sprawling Sanitariums.
  3. Fields of regeneration.
  4. Quarantine prisons.
  5. Law halls.
  6. Mega-storage warehouses.
  7. University campuses.
  8. Public discussion agoras.
  9. Hollowed out and emptied mines.
  10. Flotilla boat/barge housing atop river, lake, swamp.
  11. Gas tank storage / farming.
  12. Hotel quarter.
  13. Suspended or floating in the air - connected by bridge, rope and cable.
  14. Public cleansing areas.
  15. Emptied biodomes.
  16. Tent cities.
  17. Inhabited ruins.
  18. Grounded dreadnoughts and other enormous transports.
  19. Decommissioned titan golems.
  20. Crystal farm fields.
  21. Dead/ malfunctioning portal housing.
  22. Observation towers.
  23. Breeding pits.
  24. Dried canals, pipes and sewers.
  25. Cages, huge and rusted.
  26. Plains of flat brick.
  27. Water gardens and pool lands.
  28. Petrified Jelly/Slime dumping grounds
  29. Dead greenhouses.
  30. Colosseums.
  31. Gourmand, restaurant and eatery quarter.
  32. Food farms.
  33. Festival grounds.
  34. Banking and vault quarters.
  35. Jewelry and Gems quarter.
  36. Gargantuan libraries.
  37. Cult compounds.
  38. Hospitals and healing quarters.
  39. Sacrificing grounds.
  40. Statue and monument grounds.
  41. Public drinking hall quarter.
  42. Aquatic creature farms.
  43. Sewers and sewage.
  44. Blessed or Cursed sacred ground.
  45. Market grounds.
  46. Military barracks.
  47. Vat fields and storage.
  48. Smithing and metalworking quarter.
  49. Mostly pulverized and or chaotically distorted  due to Guild Wars.
  50. Great Prisons.
  51. Walled off boroughs.
  52. Eons old factories, Oil and fire pit.
  53.  Elemental summoning pits.
  54. Quarries.
  55. Waste and refuse Dumps.
  56. Arcology Ruin.
  57. Gate in/out The City Zone.
  58. Border regions.
  59. No Man’s lands.
  60. Wild  wastelands.
  61. Zoos.
  62. Leviathan Pools and Pits.
  63. Spires and towers.
  64. Monster production regions.
  65. Dust farming, mining and production.
  66. Breweries, wineries, distilleries.
  67. Pleasure quarters.
  68. Bridges.
  69. Wood farming and working quarters.
  70. Locked, shuttered and abandoned boroughs.
  71. Tunneled or underground boroughs.
  72. Hidden suburb - secret entrance within another suburb.
  73. Alchemy quarters.
  74. Palaces.
  75. Castles.
  76. Gatelands.
  77. Sunken, hole dwelling boroughs.
  78. Wizard estates.
  79. Museum quarters.
  80. Armaments quarters.
  81. Diseased, rotted or otherwise poisoned boroughs.
  82. Old battlegrounds.
  83. Graveyards.
  84. Mega Mausoleums.
  85. Boneyards.
  86. Slum quarters.
  87. Hivelike boroughs.
  88. Flooded or submersed boroughs.
  89. Docks.
  90. Riverside or canal perched boroughs.
  91. Lakelands.
  92. Transportation thoroughfares.
  93. Tanning quarters.
  94. Atop leviathans living or dead.
  95. Burrowed into megaflora living or dead.
  96. Compost fields.
  97. Shrine fields.
  98. Towering Hills.
  99. Liquid waste dumps.
  100. Residential quarters.

(What’s going on with/in the) Streets, d100: 

1.     Very well lit from huge supply of lanterns.
2.     Clear signed (signs are truthful).
3.     Well traveled by helpful do-gooders.  
4.     Incredibly straight, smooth and well angled - a pleasure to travel on.
5.     Shrines, miniature temples and religious iconography proliferate at the street level. Religious ceremonies are constantly held.
6.     Well guarded, but guards expect toll on entrance and exit.
7.     Bonfires burning in abundance - often in the middle of the road.
8.     Some huge central glowing light crystal replicates daylight.
9.     Luminescent stone gives eerie glow to street level architecture.
10. Localized magic fallout causes stone to float - buildings/road segments often chained to hulking metal frames.
11. Eerily clean, devoid of any litter or general city detritus.
12. Empty streets, no one to be seen outside.
13. Fog choked and gassy, can barely see a few feet ahead.
14. Haunting music can be heard floating from far off, it is ever present
15. Spirits or ghosts haunt the streets, either clearly visible or their presence hinted at.
16. Endless chimes and charms hang from ropes hung building to building.
17. Streets are paved with carpet, cloth and rugs either uniform or eclectic
18. Great harnessed beasts prowl the streets as the main form of transportation.
19. Suburb is a hive labyrinth of teleportation portals, possibly disconnected from normal physical plane.
20. Metal contraptions on street corners pull some cracking power from the sky to power nearby wonders.
21. Possessionless, often naked, ascetics choke the streets.
22. Smoking or leaking pipes protrude from buildings, expulsing waste.
23. Dead/dying and shriveled plant life erupts from every crack .
24. Slime or jelly oozes from below, glooping out between bricks and stones.
25. Ornate pools and fountains line streets - often magical or cursed.
26. Beggar shanties block the road, erupting from alleys and building bases.
27. Harlequins, jugglers, musicians and other street entertains prowl about in search of audiences.
28. Robed or hooded figures keep silent and attentive watch, sentinels everywhere.
29. Public feasting festoons the streets.
30. Hard liquor sold in shanty bars means a proliferation of drunkards.
31. Street is made of ancient ground gemstones. Buildings too are filthy but gilded.
32. An abundance of shady looking figures stalk and case potential targets for thievery.
33. Moldering bookstacks line the streets, or are splayed about in piles in the open or in alley ways.
34. Sleepers dream and nightmare on every available flat surface.
35. Fleshy, blood soaked organ stalls and street surgeries line the street.
36. Black ouroboros obsessed cults infect the streets with cannibal rituals. Always looking for fresh meat.
37. Makeshift blood sacrifice altars muddy the street with blood and ash.
38. Dirty mirrors or polished metal encase the buildings and pathways.
39. Metal railings, ornate and plain, proliferate aside walkways and streets.
40. Ancient sarcophagi, often housing giants and huge beasts, are arranged like pillars and support lower levels of buildings.
41. Pool sized crack and decay puddles house content or vicious aquatic life.
42. Streets are dried or still running excavated sewage tunnels.
43. Stepping foot on the streets here either blesses or curses.
44. Buildings, walkways and road paved with the scales of some ancient leviathan.
45. A stream of acid, pumping out of nearby buildings, melts and sizzles along the streets.  
46. Each street is behind a massive locked gate, ornate cages housing each block.
47. Burning steam sprays out of nearby buildings in dangerous voluminous clouds.
48. Devices of public incarceration, torture and punishment line the streets.
49. Toxic pools of milky goops of various alchemies line, litter and pollute the streets.
50. Oaths, promises, memorials and the like are engraved in huge letters on road and building.
51. Streets and buildings are built around enormous and jutting neolithic carved stone
52. Mindless or otherwise enslaved giants, cyclops and other enormous humanoids are a vital part of the architecture and utilities
53. Chained or caged beasts slobber, howl and growl in abundance.
54. Meat hangs from great hooks, attached to balconies, gutters, columns and the like.
55. Great pale and translucent trees erupt from the ground, often erupting from crumbling stone.
56. Vine, bramble, weeds, etc, chokes the streets and walkways.
57. A perfume most delicate and alluring or overbearing and offensive wafts through the air
58. Games are being played in the street, often gambling but sometimes tests of skill and strength.
59. Some enormous and constant public unrest is occurring, riot, protest, etc.
60. Some enslaved or mindless beings act as automaton tour guides of the area.  
61. Elaborate wrought iron braziers line streets and hang from buildings.
62. Road is destroyed - Enormous craters and rubble.
63. Mountains of refuse fill the streets - often scaling them is the only way forward.
64. Shells of ruined and abandoned buildings form the archways, walkways and roads of the suburb.  
65. Streets are canals - boats grand or modest glide along the waterways.
66. Enormous and elaborate carts and carriages roll and rumble along the roads.
67. Oil, goop or slime covered. Festering, wet and rotted.
68. Roiling, organic and hilly. The streets are like swirling tentacles.
69. The ground is composed of some mineral useful in divination. Soothsayers haunt the streets - hands caressing the land beneath them.
70. The guts, claws, teeth and hides of enormous beasts decorates the streets.
71. Mostly harmless mutant growths infect the street level. Weeds turned to fleshy body parts, mushrooms with faces, etc.
72. The stones paving the road have been growing for some time, making it an uneven tangle of steps.
73. Streets are bridges, often over water but sometimes other substances.
74. Those wandering the streets are hurled insults by those in the buildings above.
75. Great statues of monsters proliferate along the roadside and street corners.  
76. The streets are covered hallways, vestibules and other forms of enclosed walkways.
77. Sex workers in great abundance prowl the streets, promising silk and succor.
78. Public piles of resting cushions, well tended and cared for, jumble along the road side.
79. Wood pylons and scaffolding, logs and walkways.
80. Chain bridges and catwalks over abysses. Suburb is built over an enormous bottomless pit.
81. Organic and grown insectoid carapace forms the architecture at street level.
82. Giant insect carriages scuttle up and down the hive like streets.
83. Beautiful ornate worked stone, the work of master masons, lines the streets.
84. Rampant crystal growth has encased most of the road and architecture.
85. Engraved script winds along ground and architecture - telling some epic tale or recording some inane details in a forgotten language.
86. A neverending myriad of arches and gates reach across the street.
87. Preserved things are displayed in hanging boxes or along shelves of ornate stone. Sometimes pristine and holy, sometimes festering and ignored.
88. Cliffs and chasms cut across the street, dropping to black abysses and worse.
89. Ancient megaliths line the street, often engraved, often toppled over into the road and buildings.
90. Scrolls of various information and purposes are nailed all over the street level architecture.
91. Wells, streams and pools of poison pollute the area.
92. Desecrated religious iconography, statues and shrines proudly displayed.  
93. Streets are more like alleyways - tiny tunnel warren like. Often a group can only travel one abreast.
94. No light whatsoever, a lack of torches, braziers, lanterns and the like.
95. The shadows seems to move of their own accord, swirling, shimmering and living out their own existences.
96. The street is open air grave, tomb or mausoleum holding fresh or ancient corpses.
97. The street level architecture is either completely made of, or ornately decorated with, bones.
98. The suburb is a labyrinth that swirls in on itself through magical manipulation - normal navigation will not allow exit.
99. Broken and abandoned ordnance and weaponry  of the guild wars rots on the street.
100.                 Streets are abandoned and heavily trapped.

Atmospheric mutation, d100: 

1.     Mutative Overgrowth and frenzied, manic healing.
2.     Holy, religious and sacred.
3.     Welcoming, calming and accommodating.
4.     Secure, locked and quarantined.
5.     Outer space, interstellar planets and stars.
6.     Wax, flame and candles.
7.     Wisdom, knowledge and greybeards.
8.     Flowing, blowing and leaking voluminous gas.
9.     Cracked and unworking reality, a fundamental malfunction.
10. Transcendental meditation, utter calm and dangerously soothing.
11. Frozen, preserved, pickled, documented and caught.  
12. Wings - leathered and feathered.
13. Air apparati, tube and tanks.  
14. Ethereal and vaporous - twisting, flowing and floating.
15. Crystalline coating - mould like pestilence.
16. Billowing spirits, ghostlike fabrics and hauntings.
17. Schemes, hidden costs and charges, tolls and payments.
18. Overfluid movement, frenzied speed and savage quickness.
19. A myriad of amulets, charms, fetishes and trinkets.
20. Beast of burdenesque, four legs, load bearing and carrying.
21. Shrunken, small and shriveled - rotted and wrecked.
22. Clambering hordes of vermin and insects, controlled and wild.
23. Bare, barren, stripped of splendour and excess.
24. Ooze ridden  and globular, slime covered and excreting.
25. Hidden power, force and horror, barely trapped away.
26. Fake, disguised and misleading, nothing is as it appears.
27. All is eyes and sentinels, never ending watching.
28. Regrown and rebuilt - clearly signs of limbs and quarters once missing.  
29. Gourmet, gourmand and gassy - flabbular feasting.
30. Clear, translucent, delicate and dazzling.  
31. Obesily opulent, gilded and bejeweled.
32. Hordes, crowds and hives.
33. Brains, books, minds and libraries.
34. Encroachment of the psychic realms and dreamlands.
35. Mindless, drooling, thoughtless and lobotomized.
36. Internal organs on display, fleshy, bloody and sanguine.
37. Self consumptive and destructive.
38. Reflection, mirrored image and repetition.  
39. Entombment, gilded prisons and grand cages.
40. Metal and minerals.
41. The sun and or the moon.
42. Aquatic creatures, scales, fins and gills.
43. Oppressive heat, dryness and flame.  
44. Frozen, cold, frigid and icy.
45. Spring new life, or autumn decay.
46. Liquid waste, sewage and stinking effluent.
47. Sizzling acid or burning magma.
48. Measurement, judgement, jealousy and control.  
49. Thick plating and armour, layers of protective outer coating.
50. Bars,locks, spikes, poles and pikes.
51. Shamanic effigies, virule animism and encroachment from the spirit world.  
52. Vegetative construction, swirling vines, leaves and flowers.
53. Overgrown, gigantic and cyclopic.
54. Meat, butchers, carcasses, bones, carrion beasts and birds.
55. Toothy, hairy and boney feral.
56. Many limbed, headed, eyed and tentacled.
57. Visions of unreality, psychedelia and the not quite real.
58. Scents, over alluring or oppressive.
59. Petals, pollens, bursting ripe fruit.
60. Chance, luck, unbelievable odds balancing delicately on the precipice.
61. Fire, flames and burning.
62. Lanterns, bonfires, fireplaces and braziers.
63. Destruction, ruin, rubble, rocks and wreck.
64. Mountainous rubbish, rolling refuse and towering waste.
65. Wheels, cogs, gears and ever turning mechanisms.
66. Sailing and ships, maps and exploration.
67. Automatons, robots, man replicas, simulacrum and sentient copies.
68. Alien, beyond exotic and otherworldly.  
69. Mechanical, gears, chains and motors.
70. Molluscs, cephalopods and gastropods.
71. Beastial visage - teeth, claws, fur, scales, tails, hooves and the like.
72. Oversized, enormous, overgrown - repulsive in mass.
73. Masks and mockery, fakery and disguises.
74. Fins, scales, tentacles and jellyfish.
75. Monstrous and horrible, misshapen and obscene.
76. Silk, robes, flowing cloth, luxurious, soft and enveloping.
77. Pillars, stilts, stalks and ladders.
78. Wood - worked, raw, polished, painted and bare.
79. Chains and binding, ropes, knots and bondage.
80. Inebriation, sensualness, orgies and panic.
81. Tunnels, holes and craters.
82. Bugs, beetles, carapaces and compound eyes.
83. Encasement in crystal and mineral calcification.
84. Dirt, mud, soil, humus, sand.
85. Ornate and polished stone, smooth, shiny marble.
86. Interdimensional rifts, gates and portals - things creeping though.
87. Time slow and fast.
88. Dust, crumbling, ash and ruin.
89. Samples, fetishes, preserved parts of dead wholes.
90. Beneath, upside down, covered and hidden.
91. Contorted - twisting forms of tortured pain.
92. Things in places they should not be - the world topsy turvy.
93. Relics, gravestones, holy skeletons and bodies.
94. Mazes, labyrinths and puzzles.
95. Shadows, darkness, malformity.
96. Rotted, liquefying and putrid to the point of slop.
97. Sickness, disease and plague.
98. Deformed, demented and wrong.
99. Bones, tusks and skulls.
100.                 Veins and vines.