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Cities of Fantasy 2: Racial Neighborhoods


Cities don't get built randomly. They develop neighborhood by neighborhood. In Cities of Fantasy Volume 2: Racial Neighborhoods, five distinct neighborhoods are described, each based on a key fantasy role-playing game race.

  • Halflingtown -- A festive yet relaxed zone of the city Halflingtown's residents have one goal: A life of leisure. Their expertise has created a neighborhood known for great food, wonderful accommodations and relaxing baths. With its reputation for a treating people right, it's a natural place for adventurers to spend the night.
  • Mithral Heights -- The elves of the city maintain a quiet and secluded refuge from the rest of the city. There the elves quietly house some of the world's greatest libraries and colleges. A sort of informational storehouse, Mithral Heights is the place to go when ancient mysteries need to be revealed and riddles need to be solved.
  • Dwarf Burrow -- To an inattentive passer-by, it looks like an empty field. Little do they know, the field is a gateway to the great lodges of Dwarf Burrow, an underground expanse that's teeming with activity and industry. Venturing down below, adventurers find a labyrinth of tunnels and far more dwarves than they ever expected to see.
  • Orc Trough -- Both the slum of the city and one of its key arteries, the Orc Trough is the rough-and-tumble area of the city where the best livestock can be bought, traded and butchered. It's at these stockyards that knights find their long-sought mounts, right next to a rustler who's looking to cash in on his latest caper.
  • Gnomelight -- With all the glitz and glamor of Vegas, Gnomelight is the place to be. With casinos, stage shows and mile-long buffet lines, Gnomelight offers every citizen a place to have fun, take in a show and (hopefully) spend a lot of money. Peppered with illusionary sets and billboards, Gnomelight brings together all kinds people -- from the most desperate peasant to the most pampered prince -- into one small section of town.

Cities of Fantasy is framed in 3.5e rules, but rules-free enough (and inexpensive enough) to be suitable for any fantasy role-playing game.

About the author: John Simcoe is the creator of three Paizo-era Dungeon adventures and has written for RPGObjects, EN Publishing and West End Games.

 Customers Who Bought this Title also Purchased
Reviews (5)
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September 26th, 2013
This 37-page book provides a description of five racial neighbourhoods for fantasy cities - one for each of the major races of dwarves, elves, gnomes, halflings, and half-orcs. Each community comes with a description of the local architecture, it's soc [...]
Megan R. [Featured Reviewer]
May 23rd, 2009
In designing our fantasy cities, we generally think about merchant districts, where the rich live, a docks, maybe a slum or two, where the temples are and where whoever is in charge lives. This book suggests that, just as real world cities might have [...]
Shane O. [Featured Reviewer]
November 28th, 2008
It’s all too often a staple of fantasy communities that they all tend to look alike. While some famous NPC may live in this city, or that one’s sewers lead to the Dungeon of Even More Doom, for the most part, they all seem to be copies of each othe [...]
Nathan C. [Featured Reviewer]
November 7th, 2008
Living in a major city, you experience the significance of a multicultural environment. That feeling of diversity is often void in the fantasy world. Too often are a population’s denizens all human or all of one race with various racial NPCs sprinkle [...]
November 5th, 2008
Use them as is, or take what ideas you want for an elven quarter, an illegal shantytown, a tanners' and stockyards district, and so on. Plenty of interesting development. The timelines of changes in each quarter by age are a particularly nifty idea. [...]
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November 03, 2008
This title was added to our catalog on November 03, 2008.
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