Showing posts with label Metropolis. Show all posts
Showing posts with label Metropolis. Show all posts

Saturday, 21 December 2019

Cthulhu Pulp Metropolis Decopunk Image Dump #3






































dump 1
dump 2

This is reference for my prewar decopunk sf setting
Metropolis,Things to Come, Just Imagine, RUR, War with the Newts,
German expressionist cinema +Cthulhu
More on my BRP page








































Metropolis has some nightmare ramps.
A retro future deathrace here would be great.








































Super dense cities of tomorrow


 So i have been looking at vintage armoured cars and thinking my Cthulhu players now used a converted truck to massacre cultists with a vickers and a lewis gun and grenades that sorta worked. Will never beat a wizard on a byakee with bundles of dynamite







This is a bit more modern but some brutalism and tech noir good too







This is for those falling apart old industrial districts. Full of scrapped out factories and lonely old wizards making androids

Totally want more vehicle chases now I have a good pile of images. This car would be the evil car in a jazz age death race 







 This guy shoots down planes and transforms



Loving the foxy box looks here am reminded of the Tesla utility truck plus stealth fighter

















Tuesday, 5 March 2019

Exilon Real Estate Hex Rush! Imaginary kingdom giving away land!

Hexes Up For Grabs
Help design some Hexes for Exilon 
Using my piles of exilon tables or your own psueudo bronze age 
mesopotaimian age fantasy know how submit a claim to a hex. Feel free to share this. 

Just fill out one of these below forms and feel free to add extra content if you wish with it.
Feel free to recycle or re purpose some old thing. Word doc or rtf handiest for me to compile extra material. Drawings or maps cool too.

Let me know what name you want on it or to be anonymous.


Each large hex is 33 miles or 53 km wide
Each small hex is 11 miles or 18 km - three across = large hex

msg me stuff to:
konsumterra at gmail dot com

Might end up in a poorly made free book like my other published stuff
Sample form here HERE!!!

Exilon is a bronze age predeluvian fantasy civilization based loosley on Mesopotaimia. Plus lots of Robert E Howard, Clark Ashton Smith, Moorcock inspired content. Stone age barbarians from the wastes hate wizards for using magic of the enemies of humanity.

Barbarians dislike big city cult gods that have grown into empire gods that enthrall humanity. The worst thing about civilisation are the thieves and liars and cowardly oathbreakers who are the first to slaughter when you take their cities.

The world has had many great disasters and non human empires in ancient times. Non humans and evil necromancers ruled for thousands of years. Human civilization has begun to out do that empire and any other single race on the planet. There are ruins and best left forgotten things in dungeons left everywhere in the region.

The region was always thick with snake worship but after great wars finished the monster kings, the people adopted kinder more human serpentine gods. The Hydra is on the 
green banner of the city of Sakasis. Ancient snake cults and ruins are everywhere. Fish folk and lizard folk, bat folk and dragon folk all left their demon cursed ruins.





Links to past Exilon Posts:

Most important for Hexes:



Fish folk among us handy for Ikathon
Monster Empire Troops
Guide to War in Exilon
Land Use
You don't really need this stuff but it might be handy:
Strange Wizard Missions
Remnants of Lost Empires
Races of the Monster Empire
Wizard Wars 1 Causes and forces
Wizard Wars 2 Encounters and links
Wizard Wars 3 Rumours and treasure

Research Methods of Bad Wizards
Spell Componants for Bad Wizards
Barbarian clans & decor + races and men of the wastes
Beasts in Exilon

An adventure for this setting
Bat Goddess Temple

An older item will reviose

My mesopotaimian image dumps
1
2
3
4
5
6
7
8
9

Monday, 26 November 2018

Exilon Play Area



























Exilon in the Elder Aeon Era

So this will be main game area
Area of cities allied against various empires around them
Down river 30 miles a day easily more in stormy season
There is a village every 20 miles on river or green areas
More like 50 miles per village in beige wastes
Sea 100-200 miles per day with good wind

Reptilian League

Turquoise - Metropolis of the Lizard king
Lapis - City ruled by ancient blue Dragon clan
Dragon Spire - Home of the dragon templar cult
Shadelport - Decayed slaver city of monster empire, semi abandoned
Remnants of Serpents empire are in north islands but in decay
Lizard Kings are civilized lizard folk with some draconic cults inland
Dragon Templars serve mostly sleeping dragons bringing them food and wealth

Necromancer Citadels

Lichspire - Home of the lich king
Fleshspire - Flesh wizards of Xor
Doomtemple - Home of the death templar cult
Death Templars are religious underworld cultists
Necromancer Kings are necromancer wizard strongholds

Free City League

Ikathon - City of the Sea Lords, former colony of the fish folk
Stormhome - City of sky gods, settled by barbarians now civilized
Sunhome - City of the sun god and his kin, the first human kings came from here
Kassus - Great city of the goddesses and amazons
Sakasis - City of the good snake gods, once snake city now free

Tyranian League

Petty former barbarians but still rough with no major cities, gloomy ever fighting undead and lizards and each other. On off allies. Do have good parties and gladiator events are common.

Belloron Empire
Belleron - The great city of astrologers and their conqueror god of law.

Assura Empire
Bloodthirsty cruel empire but still better than the old non human empires.
Greatest seige warfare power.

Sythron Wastes

Barbarians but enhanced with civilized tech including chariots, waggons and horse riding archers. No permanent cities but kings have huge mobile population centres that grow and shrink seasonally. Nobles have more civilized trappings and trade more. Other barbarians think them corrupt by stink of civilization.

Barbarian Wastes

Savages sworn to destroy civilization, metal use, building, literacy, magic, wizards, religion, monsters, undead. Nomads who who assemble under great Khans to invade other lands. Mostly they fight undead, dragons and faerie who are seen as worse than civilization. They destroy walls, wells, crucify craftsmen, burn books and smash monuments. They worship tribal ancestors who liberated humanity from monster rule. Beastmen and orc tribes are common in area and all fight each other.

Arcane Empire

Elemental Wizard states founded by great emperor long ago.
Founded modern magic, literacy and military tactics especially mass archery.

Faerie Wilds

Sylvan forests growing constantly as awakening elves.
Their slave buffer races encroach on the world.

Language
Many including ancient and monsters languages have written script, spoken and hieroglyphic/pictographic languages. Script is better for business but the pictorial sacred language is common on monuments and holy texts. Hieroglyphs are very stylised in each culture bur recognisable to scholars and even illiterate people might guess what a glyph means.

S spoken, W written, H for heiroglyphic

A good scholar/priest might know:
Modern Common S W
Ancient S W H
Reptilian H
Draconic H
Elvish S W

Next
I will scale in on the Free City League next with more towns marked.
There are plenty of enemies from outside. Dangerous cults dedicated to pre human monster cults within such as snakemen and fishmen. Lots of ruins everywhere. The area tolerates demihumans and there are allied beastmen tribes often serving kings as mercenaries. The good snake and fish gods are increasingly being humanised in art. Their children are more human again.

Empires And Alliances


Exilon world notes in development

Analogues to Bronze Age:Hittites, Mycenian, Phonecian, Minoan, Greek, Sythian, Elamite, Ururatu, Eutruscan, Egypt, Sumerian states, Akkad, Indus, Mesomerica

Various non human groups too like old monster kingdoms and undead

Saturday, 11 August 2018

Ruins In the Wastes of the Eldritch Aeons



Scattered across the great wastes of the Eldritch Aeon are many ruins. Many are in high places from before the seas disappeared which helped destroy the ancient empires of the fish men and the amphibians and the empires that depended on sea travel. As the monster empires shrank and lost their grip on power the human barbarian hordes finished them off. Necromancers had a go for a thousand years but barbarians came and finished them off too. The current age restored the sun fully and released the gods. Many surviving horrors went underground and still lash out at humanity from their dank caverns. Barbarians are suspicious still of the civilised city states and watch them for signs of curruption.

10 000 years ago
The Dawn Age was when the newly formed world was contested by the old races and gods, Giants, dragons, demihumans and trolls
4000 years ago
The Dark age was when the monster empires conquered the world
1000 years ago

The Necromancer Age the first human empire using black magic
400 years Ago
The Eldritch Aeon is the current Age age

d10 Ruin Condition

1 Barley visible and mostly buried and worn
2 Visible foundations and some broken walls
3 Intact outer walls, most ceilings and interior walls gone
4 Badly damaged walls, no ceiling
5 Some ceilings intact 10%
6 Intact roofing and walls 30%, some holes and damage
7 Roofing and walls in serviceable condition 50%
8 Roofing and walls in good condition 75%, some paint still on interior walls
9 Roofing and walls in good condition 90%, intact paint still on interior walls
10 Eerily intact and well preserved with paint intact inside and some outside

d20 Settlement Builders
1 Arachnid ruins of the nefarious Spider folk
2 Amphibian ruins of the croaking Frog folk
3 Ichthyoid ruins of the underwater Fish folk
4 Reptilian ruins of the Serpent and lizard and dinosaur men
5 Cephalapod ruins of the vile Squid folk
6 Carrion ruins of the fiendish Vulture folk
7 Chiroptera ruins of the horrible Bat folk
8 Ruins of the horrible Worm folk
9 Insect folk ruins
10 Demihuman ruins
11 Giant ruins
12 Dragon templar ruins
13 Demon or devil cults ruins
14 Elder god cult ruins
15 Necromancer ruins
16 Wizard tower ruins
17
 Elementalist ruins
18 Beast Lord ruins
19 Troll Lord ruins
20
 Recent human ruins

d10 Who is hanging out here?
1 Cultists on a pilgrimage camped for rituals and recovery of relics 

2 Shanty town or camp of adventurers and a traveling merchant
3 Expedition from a civilized kingdom sent to loot relics
4 Wizard here to loot knowledge with students and guards
5 Barbarians here to kill any suspicious evil that might emerge from ruins

6 Beastmen seeking knowledge of their ancient empires
7 Demihumans guarding location from evil cults and races
8 Criminal gang of looters here to rob the dead
9 Goblinoids have moved in ruins out of laziness 
10 Orcs have moved in to set up a war camp using old fortifications

d10 Type of Ruin

1-3 Outpost
4-6 Village
7-9 Town
10 City

d10 Quick Ruin Types
01 Religious
02 Administration
03 Defence
04 Water feature
05 Residential
06 Mercantile
07 Agricultural
08 Industrial
09 Recreation
10 Monuments

d100 Ruins Buildings
01 Ziggurat
02 Great temple
03 Medium temple
04 Small temple
05 Shrine
06 Necropolis
07 Mausoleum
08 Tomb or crypt
09 Sacrificial plaza
10 Pyramid
11 Throne hall 
12 Courthouse
13 Scriptorium
14 Forum
15 Public square
16 Royal court
17 Harem court
18 School
19 University
20 Hospital
21 Fortress
22 Castle
23 Gate house
24 Watchtower
25 Prison
26 Watch house
27 Dungeon enterance
28 Executioners block
29 Wall
30 Barracks
31 Sewer entrance
32 Canal with weir or lock
33 Sacred pool
34 Bathhouse
35 Lighthouse
36 Boat yard
37 Harbour
38 Cistern
39 Huge bridge
67 Sacred pool
40 Aqueduct
41 Palace
42 Apartments
43 Town house
44 Hotel or hostel
45 Poorhouse
46 Orphanage
47 Ghetto
48 Commoners houses
49 Mansion
50 Homestead
51 Caravan house

52 Market place
53 Guild hall
54 Ware house
55 Work house
56 Treasury
57 Mint
58 Tax house
59 Slave market
60 Shopping mall or arcade
61 Granery
62 Brewery
63 Winery
64 Mill house
65 Oil store
66 Slaughterhouse
67 Bakery
68 Apiary
69 Stables
70 Cattle yard
71 Smithy

72 Foundry
73 Lumber yard
74 Pottery workshop
75 Weavers workshop
76 Glassblowers workshop
77 Brick yard
78 Quarry
79 Dyers yard
80 Tannery
81 Mine
82 Garden
83 Zoo
84 Museum
85 Arena
86 Colosseum
87 Hippodrome
88 Theatre
89 Tavern
90 Brothel
91 Circus and carnival grounds
92 Monumental archway

93 Memorial park
94 Public plaza
95 Monumental wall with carvings

96 Colossal statue
97 Sphinx statues
98 Column, needle or obelisk
99 Huge fountain
100
 Processional road

d20 Bonus Arcane Wonders & Magic Monuments

1 Alchemist Workshop where alchemists make potions and life
2 Wizard Tower where wizards study and live with students
3 Pleasure Dome where sorcerers guzzle drugs and have orgies
4 Hanging Garden where druids manufactured herbs and tended rare plants
5 Oracle where prophets, seers and soothsayers gather at a great temple
6 Gateway where demonic legions and gods were called forth
7 Gateway part of a long range transport system across the continant

8 Gateway to another world or ancient times
9 Floating building 1in6 tethered to ground
10 Colossal statue is actually a golem
11 Settlement was mobile once but mechanisms ruined
12 City is haunted by undead, spirits and any who die here join them
13 A network of underground tunnels, lairs and caverns
14 Entrance to underground kingdom where degenerate survivors or ruins dwell
16 Remains of a collosal magical murder machine
17 Great dungeon complex which reconfigures itself and repairs damage
18 Dungeon complex with intelligent malicious spirit magically repairs the dungeon
19 A sleeping army of ancients is here awaiting the right time to rise up
20 A great crypt containing a slumbering ancient evil god, kaiju or demon lord

Tuesday, 12 June 2018

New Setting in the Works






































This has been in the works since the 80s. I'm inspired a bit by:
-Review I read for element masters RPG in 80s Dragon
-Clark Ashton Smith and Brian Lumley lost worlds and wizards
-My dnd setting ancient history (pre flood) time travel might happen
-some heavy metal covers (zebra girl one if you remember)

Will accompany my Xor, Psychon and Shadelport settings


No name yet but something like Kalax or Kargon  or Lost Age
(thinking of something like KODAK - short easily remembered meaningless word)

My current Shadelport setting will be the modern era 5000 years later
This setting is in the distant past in a new era of freedom
12 generations after the fall of the Necromancer kings
80 generations before that the world was ruled by the monster empire
There are still enclaves of necromancers and monster kings
Mighty wizards rule some areas from great towers
Elemental priest kings rule walled city states from mighty ziggurats
Barbarian hordes saved the world from the monster and necromancer kings
Barbarians see civilization, wizards and priests as despicable, decadent and weak
Barbarian tribes are kin to abhumans descended from beasts, trees and elements
Demihumans mostly hid for aeons but are now claiming wilderness areas
The world is mostly a wasteland, elves and nature spirits are repairing it
The seas were kept at bay by ancient magic which might one day fail
Great ruined monuments and forts built by wizardry remain
Elemental and beast symbols are commonplace
Symbols of death and demons are universally despised as evil
Dragons have taken over some cities
Bronze age with steel a secret of ancients or meteoric rarity
Stone is common with barbarians and crude cold iron is rare and thought of as magic

Barbarian Tribes are descended from Abhumans possibly created by the monster empire breeding experiments. Their own myths deny this possibility. Many have skin colours and patterns not found in civilised peoples. In a sense barbarian are abhumans but human looking. They regard their beastmen and abhuman kin as sacred ancestors, some by magic even revert to their ancient forms. Barbarian tribes with no connections to beast or elements are common also but looked down on as too close to civilised humans by the other tribes.

Elemental Tribes

Fire or Sun Tribes have red orange and yellow skin, hair and eyes
Water or Sea Tribe have green or deep blue 
 skin, hair and eyes
Air or Sky Tribe have white or cyan
 skin, hair and eyes
Earth or Rock Tribe have brown or green
 skin, hair and eyes

Other Tribes
Zebra Tribe have black and white striped fur and white hair
-horse tribe are often chestnut, sand coloured or piebald
Tiger Tribe have orange fur with black stripes and orange hair
-lion, cheetah, panther, jaguar, lynx, leopard and sabretooth
Lizard tribe have scaled skin and various colour schemes, some are kin to dinosaurs
Deer, Goat and Cattle tribes have various fur colours
Wolf, dog and jackal tribes
 have various fur colours
Bird Tribe have feathers instead of hair

Even if they look human barbarians are all abhumans and shun normal humans and character classes. Wizards are for killing and all barbarians hate them. Priests are not much better. Druids are fine but barbarian druids will have several levels of abhuman first.

Most humans will come from the city states each worshipping a single city god, some great cities will acknowledge other gods or have a triad, especially if they have absorbed smaller cities. Some cities are allied in loose trade configurations and acknowledge each others gods as kin. Soon a leader will arise to found a new empire and create the first pantheon to unite several cities. That's something that can happen in game. Siege weapons are forgotten so walls mostly keep out barbarians who don't have patience for a siege. Barbarians rely on surprise mostly. Dwarves and the monster empire do have siege warfare.

Dragonlords are cities where a dragon has taken over. In some cases the dragons might also support a elemental cult if it suits their needs. 
Some cities have fallen to evil cults and worship demons, devils, evil elemental lords and evil gods. Some cities pretend to be outwardly elemental but keep interests in necromancy or evil in secret.

In the frozen north from the city state river valleys there are necromancer kings in mountain forts who require corpses and souls for their black magic.

In isolated places remains of monster king surviving since their empire but now they are no longer united and fight amongst each other. They are often served by abhumans and evil barbarian tribes akin to the monster kings beast types.

Every decade a barbarian horde is assembles often unified with several tribes will assault a city state or necromancer king fort or a monster king fort. At least once a century barbarians take a city. Often the barbarians are assimilated and become one with their subjects and turn on the barbarian kin. There are usually the more human looking barbarians. The more non human looking barbarians are more likely to destroy the city and might enslave the people or kill them all. Those who keep civilised slaves often dilute their bloodlines and become more human.

A human barbarian might tolerate a priest or wizard for a time to kill more wizards and might lose their hatred of magic over time or at least tolerate some.

The elemental gods vary. In some places they will be great elemental nobles. In other places they have become more human and have come to resemble humans more. In some places taken by barbarians in the past beast lords are erected as gods and these too become humanised. Roughly the city state gods resemble Egyptian and Babylonian gods (but are mostly superficially). Priest of the humanoid gods destroy undead and the end of necromancy spread their human-centric religion ever since. Some elemental cults regard human looking gods as heretics.

Wizards are mostly elementalists in cities. Necromancers are hated and have harmed the reputations of all wizards. Summoners are also unpopular for dealing with demons and devils and are associated with monster kings. All wizardry and necromancy was learned from the monster empire or dragons at the end of the monster empire. Necromancers went on to replace the monster empire using legions of undead.

Civilised warriors use more armour and rely on finesse and missile weapons and chariots more than barbarians. Only a few barbarian tribes ride mounts. Cities use chariots and some don't even have wheels. All use pack animals and plough beasts.

Nomads are a new phenomena. Coming from fallen cities they have domestic beasts and some civilised arts like wheels. They are not like barbarians, wearing more clothes and using better technology but many are becoming more wild by generations. Nomads are tough and mostly move to void conflict. Occasionally they conquers a city and are assimilated to civilization.

Demihumans are rivals but did ally with humans against the Monster Kings and just Avoided the Necromancer kings. Dwarves live under mountains, gnomes under hills and elves in forests. Forests are expanding under the care of elves and spirit folk. Some spirit folk are infiltrating humans to guide their civilization thy have hope for.

Necromancers are hiding on the most extreme cold and desert regions where the living struggle. Monster kings hold pocket empires in ancient jungles and some forts in deserts. Deserts and tundra keep civilization and many barbarians away. Occasionally a barbarian horde risk it and exterminate them. Necromancer and monster kings only dream of returning power but this is the dawn of the age of Man. Many great wastelands will be flooded at the end of this age when ancient spells keeping back the oceans break.

Dinosaurs and Pleistocene animals are commonplace but in some areas near civilization have been exterminated or tamed. Some cities have dinosaur headed gods or sacred beasts. Dinosaur barbarian tribes are pretty intimidating.

The old gods from before the monster empire are distant and forgotten, the links to heaven shattered by evil who also over ran the underworld. When this age ends the new gods will flood the world and establish the ninefold alignment path and restructure the multiverse.

Alignment might be simpler in this setting with no alignment language. Law and Chaos are only just developing cults. Good and evil are more abstract. Neutrality is more common encompassing nature, beast or primal element cults. Dragonlords are neutral even if the dragons have more precise language.


Common is the slave tongue of old
Each barbarian tribe speaks a beast or elemental tongue
Skelos is the necromancer lord tongue
Each of the four elements has a language
Ancient is the monster empire language


Climate and Terrain

Most of the moist and forest lands are higher altitude. Most of the wastes and deserts are former seabeds cleared by the monster kings with black magic.

d10 Basic Terrain Types

1 Tundra - broken frozen waste and permafrost dominated by necromancers
2 Mountains - cold craggy impassable mountain barriers dominated by dwarves
3 Hills - hill country often barren but some with grass and forests dominated by gnomes
4 Broken - blasted broken rocky canyons, some volcanic, occupied by barbarians

5 Wasteland - rough rubble strewn hills and plains, occupied by barbarians
6 Desert - parched sandy mostly lifeless, with remains of ancient evil empires
7 Salt flats - dried plains of salt, some more boggy and marshy
8 Grassland - great grasslands of herds and barbarians, river valleys with cities
9 Forest - thick forests, many are new and dominated by elves
10 Jungle - thick dinosaur filled and ruled by monsters

d100 Terrain frequency

01-05 Tundra
06-15 Mountains
16-25 Hills
26-35 Broken 

36-60 Wasteland  
61-70 Desert 
71-80 Salt flats
80-90 Grassland  
91-95 Forest 
96-100 Jungle

City Cult

1 Single Elemental, hate other elements
2 Single Elemental, acknowledge other elements
3 All elements
4 Para or quasi elemental
5 Beast cult god
6 Elemental god
7 Triad of gods
8 Prime god plus loose coalition of allied city gods
9 Dragon lords
10 Nature or druidic
11 Faux cult (roll d6) secretly ruled evil cult as per 12* 

12 Demon, devil, necromantic, evil god or monster cult*
*Only powerful cities worship evil openly or barbarians and other cities attack


Project for this Setting

Gods and elemental cults and spells
City and cult generators
Expanded terrain tables
Priest variants (some turn elementals or demons)
Maps, replace sea with mostly land
Monster Empire and the old gods
-many demons deified beings from monster empire

Monday, 4 December 2017

A-Z City Key


I have done this treatment for several dungeon types and rural villages. I considered doing one per district type but my pen and paper notes showed too much repeating so one will do. Point is to use key to populate dungeons or areas rapidly with generic room types and variations. Might do a Psychon one and other dungeon zones some time. A cave one might be good.

A-Z Xor Meat Dungeons
A-Z Gothic Dungeon
A-Z Goblin Mine
A-Z Redbrick Dungeon
A-Z Village 

Use this to generate maps and this a-z to populate it
https://watabou.itch.io/medieval-fantasy-city-generator

i might need to make some specialist ones for my suburbs like non human city or mutant slumbs


d100 random location key
A 1-4 A Administration
5-6 B Barracks Militia
7-9 C Church Building
10-12 D Dining House
13-14 E Entertainment Venue
15-17 F Farm Building
18-19 G Guild Hall
20-30 H Home
31-35 I Inn
36-41 J Park
42-43 K Cult Building
44-48 L Penal Building
49-52 M Market Place

53-54 N Vacant Site
55-59 O Health Buildings
60-64 P Common Shop
65-67 Q Rare Shop
68-69 R Exotic Shop
70-74 S Scholarly Buildings
75-77 T Waterway
78-79 U Underground Entry
80-85 V Vice Building
86-90 W Work House
91-92 X Funerary House
93-95 Y Charity House
96-00 Z Criminal Building


A Administration
Buildings used by governing bodies of the cities where laws of the city are written and made and records are kept. Adventurers needing deeds, titles, citizenship, warrants paid, bounties, dungeon claims, exploration permits, mercenary licences, all need to come here.
1 Public Hall - meeting hall for public discussions or common assembly
2 Court House - where trials and court cases are judged often include cells
3 Municipal Stores - government store house often for equipment, goods or food
4 Custom House - where custom staff based who examin incoming and outgoing goods
5 Record Hall - documents of deeds, marraiges, births and deaths and other documents
6 Tax Collector - tax collectors, records and counting house
7 Council Chambers - where city or ward council meet
8 Clerk Office - office of city where bureaucrats work their magic
9 Planning Office - city planing and development often with maps and models of city
10 Palace - palace of senior officials and rulers


B Barracks
City armed forces buildings where militia and army are are based and work from. City will often have a militia, town watch, military and sheriff office connected to courts. A sheriff servers the court and has two bailiffs each with two beadles who aid him. Militia are semi paid local volunteers for defence and public order. The watch patrol by night and are often paid for by local businesses to enforce curfews. Military are permanent regular soldiers for attack and defence in war. Secret police are inteligence agents seeking spies and traitors
1 Guard Post - small cell and several watchmen based

2 Gate House - controll entry into a court or district with gate, guards and murder holes
3 Guard Tower tower - watching or bigger with guards and cell incide
4 Recruiting Hall - office where men offered boots and daily meat to join armed forces
5 Drill Hall - hass where men train and march and assemble in
6 Armoury - where armed forces store and make weapons and armour
7 Militia Barracks - dormatories for armed forces, mostly halls with a dozen bunks
8 Militia Office - office where local militia directed from by sheriffs and bailiffs and beadles
9 Secret Police Bunker - where secret police based with cells, dungeon and sewer entry
10 Fortress - fortified defencive structure possibly holding some goods or important point


C Church

Religious buildings made by various church organisations and cults. Every block has some religious structure. Many act as administration for ecclesiarchy of various faiths. Religions are quite competitive for attendees and buildings. City encourages church charity and tax breaks.
1 Templar Hall - templar barracks where they live, prey and store banking records
2 Hermatige - where pilgrims, monks and hermits live or stay in barracks
3 Holy Monument - statue, fountain, symbol or idol dedicated to a god or saint or hero
4 Monastery - where monks live and work often some industry or scriptorium or winery
5 Inquisition - where investigators of witches, demons and foul spirits based
6 Reliquary - where religious treasures and relics kept for pilgrims to visit for a fee
7 Seminary - school where clerics and priests trained by religion
8 Shrine - small often roadside holy place often attended by a young cleric
9 Temple - larger church with worship for 12-100 people inside run by many priests
10 Cathedral - huge church towering over city 100+ church staff and 1000+ at a service

D Dining

Common eating areas for all kinds of food and drink popular with many citizens with no kitchen at home or travelling or just rich enough to eat out.
1 Street vendors - stall, stand or pushcart offering cheap common snack food from a cp

2 Snack bar - counter selling popular snack items often with a specialty like pie from 1cp
3 Greasy Spoon - Small eatery for common workers who are regulars from 1cp
4 Coffee House - exotic, fashionable places with literate and bards meet from 1sp
5 Tea Room - exotic place for intellectual discussion over mystical herbs from 1sp
6 Canteen - common mass eatery for workers of a single trade like clerks or sailors 1cp
7 Ale House - cheap place to drink often with games or entertainer with no meals 1cp
8 Tavern - common drinking and eating place with a good night out for both from 1sp
9 Restaurant - where wealth and sophisticated persons eat and ponder from 1ep
10 Feast Hall - where groups come to celebrate with all you can eat and drink 1gp


E Entertainment
Popular sports, games and performances keep the masses happy but are also hotbeds of vice and rebellion. Popular with all classes and visited by secret police often. Prices from 1cp common 1sp merchant class 1gp for noble.
1 Theatre - large hall for performances with large boisterously drunk audiences

2 Fighting Pit - small cheap grubby stadium with are for men or animals to fight for money
3 Gladiator Pit - fancy large facility for state spectacles of slaghter for the well off
4 Music Hall - huge hall with band for mob to sing and watch popular common performances
5 Opera House - huge ornate theatre for nobility but some abandoned and ruined
6 Amphitheatre - large ground for races, sport events with covered raised seating
7 Dance Hall - large hall with band, dancing and dancing troupes performing
8 Side Show - cheap stalls and tents with carnies, freaks, games, gimicks and scams
9 Speakers Corner - stone blocks where various people speak to locals on various issues
10 Odeon - hall where singers and poets perform works for civilized audience

F Farm Buildings

Even in the big city agriculture dominates life and there are many work opportunities for farmers in the city.
1 Stables - where horses bought, sold and kept with various qualities
2 Granary - where large stores of grain kept under guard
3 Grain Mill - mill where grain ground into flour for bakeries
4 Barn - for storage of animal feed and other farm animals in stalls
5 Piggery - where city waste and sewerage is fed to pigs
6 Feed Market - where animal feed sold
7 Farmers Guild - where farmers meet and display goods
8 Farmers market - where farmers sell goods to commoners
9 Livestock Market - where animals in pens sold and suctioned

10 Bird House - great house where birds kept for ornaments, messages or food

G Guild Hall
Various buildings of trading and crafting organisations of the city. They meet, drink, feast and maintain industry monopolies and protect members. Some act as banks, pension funds, bulk buyers and other uses. Some even have retirement homes and widows and orphans homes.
1 Artisan Guild - craftsmen of various specialisation guilds

2 Adventurer Guild - dungeon looting adventurer clubs
3 Mariners Guild - sailors clubs and ship owner and navigator guilds
4 Mercenary Guild - various mercenary company barracks and offices
5 Trader Guild - small local traders, stall holders and shop keepers specialties
6 Merchant Guild - trade companies and houses who freight bulk good across land and sea
7 Magical Guild - specialist magician schools, clubs and secrts
8 Trade School - school run by guild to train students often a sweat shop for orphans
9 Post Office - carry messages by runner, horse, bird or sea
10 Banking Office - pure financial organisations exchange or loan money and goods


H House
Where people live
1 Shack - a cramped one room building made from recycled garbage 4-10

2 Cottage - quaint often d3 room wood and plaster common house with thatched roof  1-12
3 Tenements - crumbling single room flats, substandard construction and bad health 1-8
4 Apartments - huge multi story buildings with small rooms and often no stoves 1-6
5 Homestead - multi room house for a family often with a shopfront or a business 1-12
6 Townhouse - pleasant courtyard house with multiple levels for a family and slaves 12-30
7 Fortified House - manor house with easily fortified windows, lookouts and entries 12-50
8 Community Hall - where locals hold community events, meeting and entertainment 100
9 Penthouse - fancy apartment building with owner usually on top floor in best one 12-30
10 Mansion - a sprawling huge house complex for a extended family and servants 20-200


I Inn
Temporary accommodation mostly for travellers of various quality.
1
 Flop House - where drunks, drug addicts and homeless stay 1cp
2 Boarding House - cheap common house with board and meal most have curfew 2cp
3 Lodging House - nicer common house with larger rooms ans service 1sp
4 Dormitory - mass housing often for industry, cramped and filthy 1cp
5 Messenger Station - where traveling messengers stay and refresh and pass on news
6 Caravan Lodge - where traveling caravans stay with animals and workers
7 Hotel - large place with quality rooms and stables 1cp floor 4cp or 1sp or 1gp for rooms
8 Coach House - where travellers using coaches stay on travels between trips 2-4cp
9  Student Lodge - where students establish cheap housing many bawdy and vice ridden
10 Guest House - rental house with servant for more substantial travellers like merchants


J Park
Various parks in the city for various purposes. Many are enjoyed by locals and urchins.
1 Military Monument - statues, graves and other monuments to past wars and battles

2 Religious monument - collection of shrines and religious statues or monoliths
3 Civic Monuments - monuments to civic leaders and organisations
4 Plaza - open area often with stalls where people meet and socialize
5 Hedge Maze - often overgrown thorny mazes often where homeless or stray animals hide
6 Botanical Garden - park with interesting trees and flowers sometimes foreign or huge
7 Zoological Garden - park with exotic animals caged for scolars and popular entertainment
8 Fountain Garden - park with expansive water feature often a common meeting place
9 Fairground - common fair and carnival events held here
10 Common Green - 
common area for various seasonal events, markets and recreations 

K Cult House
Buildings built or operated by evil insane cultists, quite common in the city, remnants of ancient evil
1 Witch House - where witches do or once lived, creepy with strange secrest

2 Cult shrine - where some cultists meet to revere a idol or shrine in secret
3 Cult warren - mess of interconnected shambling buildings turned into a cult nest
4 Cultist House - old large house where cult live and meet serving the master of the house
5 Secret Lodge - secret fraternal order or men's club meet to mostly drink
6 Monster House - house occupied my dangerous creature and avoided
7 Demon House - house known for evil, murder and wickedness, mostly ruined
8 Cursed House - sinister empty house where something happens to every resident
9  Haunted House - old empty house where the dead drive intruders away
10 Black Lodge - evil wizard school entry where demons teach black arts


L Penal Buildings
Prisons are quite common and specialized. Also include buildings for state punishment of all kinds. They can be quite small but most overcrowded and cruel.
1 Debtors Yard - where those who cant pay bills are worked in sweatshops to pay

2 Jailhouse -common prison often divided into seperate classes and standards
3 Torture Chamber - place where authorities torture confessions from victims
4 Asylum - where disabled and mentally ill or troublesome are locked up
5 Oubliette - tiny confined prison built into wall or tower for single inmates for years
6 Execution Point - a block for public beheadings, hangings, disembowelment
7 Punishment Block - a block for floggings, gibbets, stocks and mutilations
8 Star Chamber - where secret courts drag prisoners for questioning
9 Lords Prison - important prisoners kept in luxury quarters under contract for ransoms
10
 Prison Hulk - a ship left afloat with chained up overcrowded prison

M Market Place
Many specialized markets are inn the city
1 Street market - common mixed goods from stalls and traders

2 Artisan Market - for guild approved fine craft items for the rich
3 Craft Market - for ordinary craft goods for commoners
4 Spice Market - where exotic food flavouring herbs and spices sold
5 Slave Market - where live prisoners sold for sale and kept
6 Goblin Market - where goblins sell strange fruit, fungas and strange stuff
7 Treasure Market - where exotic found goods like old coins and dungeon loot sold
8 Black Market - where criminals sell illegal and stolen goods without proper tax
9 Fleamarket - were second hand common household goods and trinkets sold
10 Fish Market - where seafood brought in by fishermen live


N Vacant Site
Places have been abandoned and ruined by neglect. Such places often used by children, gangs and the homeless.
1 Squat - ruined building filled with homeless people possibly paying rent to criminals

2 Shanty Town - collection of shacks and tents on empty or ruined plot for desperate poor
3 Homeless Camp - with neat rows of old tents and some clergy bring food for homeless
4 Empty Lot - empty grassy lot with some trash and potholes and rubble
5 Abandoned house - damaged empty old house often occupied by someone in secret
6 Building Site - slow building side with scafolding, stacks of bricks and builders
7 Ruined factory - old industrial building like workhouse with remains of machines
8 Ancient Ruins - ancient walls and rubble with carvings and other signs of ancients
9 Garbage Mound - lot full of trash and garbage possibly run as a second hand shop
10 Rubble Heap - mounds of rubble from long collapsed building and dumped here


O Health Building
Various services for bathing, laundry, hygiene, first aid and healing.
1 Sauna House - a heated steam house for people that like to sweat

2 Bath House -  small wash house where common folk pay to be washed
3 Apothecary - selling medicine made by alchemist or a complete charlatan
4 Public Bath - large public pool where people meet to be sociable and bathe
5 Barber Shop - common for shaves and hairstyles but also first and and dentistry
6 Holy Spring - place where special spring flows into sanctified holy belonging to a church
7 Wash House - where laundry washed by commoners usually filled with washer women
8 Laundry - a commercial  laundry complex serving well off and better hotels
9 Churgeon - a private healers house mostly with private clients
10 Hospital - a large complex for the sick often maintained by clerics for a church


P Common Shop
Everyday shops as used by commoners
1 Butcher Shop - shop to buy meat and butcher animals

2 Bakery - baking bread and cakes and snacks
3 Produce Store - selling vegetables, eggs, dairy, and some live chickens
4 Tailor Shop - selling clothing repairs, alterations and comisions
5 Tinkers Shop - repairing and selling old pots, tools, knives and trinkets
6 Metalsmith - metal cookware, tools, horseshoes, nails
7 Leatherwork - leather goods like tools and clothes, saddles, bags
8 Carpentry Shop - wooder furnishings and everyday items
9 Stonemason - stone items like idols, bricks, fireplaces, headstones
10 Pottery Shop - pots, bottles, jars, vases, plates


Q Rare Shop
Less common specialty shop used by better off professional and merchant classes
1 Herbalist Shop - selling herbal medicine, charms and drugs

2 Scribe Shop - selling written works and reading and writing services
3 Pawn Shop - selling second hand goods and high interest loans
4 Armourer Store - armour and weapons sold to public
5 Map Shop - cartographer and navigator supplies and old maps
6 Rug Shop - carpets, runners, wall rugs and more
7 Book Shop - mostly second hand books
8 Idol Shop - idols from many cults and religions
9 Jeweler Shop - jewels cut and set, secong hand treasures
10
 Wilderness Shop - selling ropes, folding boats, pulleys, mining tools, traps

R Exotic Shop
Shops in this class are rare and too expensive for the common folk. Most have a guard to keep out rifraff and might refuse commoner or merchants only dealing with the rich
1
 Magic Store - shop selling magic items and services
2 Humanoid Store - selling goods from the old country for non humans
3 Demi Human Store -  selling goods from the old country for non humans
4 Alchemist Shop - selling and identifying potions
5 Engineer Shop - machinist tools and machines mostly for building and industry
6 Gunsmith Shop - blackpowder, guns and cannons
7 Antiquities Shop - old decor items and art objects of high quality
8 Divination Shop - specialist in telling the future my magic or charletan
9 Golem Shop - builds magical mechanisms to be servants, pets or guards
10 Black Magic Shop - sell curses, evil books, poison and drugs


S Scholarly
Educational facilities for learned classes or for specialist teachers of certain skills. Fighting schools a common part of education.
1 Scriptorium - large scribe centre making books and scrolls with dozens of scribes

2 Library - place where you can pay to look at books often scholarly or magical
3 
Museum - where exotic goods kept on display for the entertainment of the idle rich
4 Bard School - where bards go to learn trade from a master
5 Gladiator School - fighting school for martial artists for hire
6 Gymnasium - where people go to train and exercise and practice gymnastics
7 Fencing School - where gentlemen learn to fight for self defence
8 Wizard Tower - where wizards live and teach small groups of students
9 Wizard School - where many wizard students taught in formal boarding school setting
10
 University - where magicians and scholars study advanced degrees

T Water Way
Docklands and waterways where people cross rivers or land trading ships or have fishing fleets. Navy and pirates and merchants main shipping.
1 Shipyard - where ships built

2 Merchant Dock - merchant moorings with storage sheds of merchant traders
3 Criminal Dock - dock full of villainous scum, pirates and theives
4 Cargo Warehouse - warehouse storage for shipping
5 Fisherman's Wharf - where sall fishing boats dock and sell fish
6 Poor Bridge - where commoners permitted to cross
7 Middle Bridge - where well to do and merchant class cross
8 Nobles Bridge - where only the rich and servants may cross
9 Ferry Jetty - where folk await boat or raft to cross water
10 Canal Way - water channel to transport goods with a built waterway


U Underground Entry
Various underground city passages and complexes

1 Catacombs - tunnel complexes where dead buried and people hide
2 Dungeon - complex for state torture but overrun with monsters
3 Drain Passage - manhole entrance to drain system
4 Cistern - entry for underground water storage complex
5 Well - opening to underground water spring or cistern for common use
6 Latrine - public toilet block
7 Tunnel - entry to tunnels used for transport goods unseen
8 Hidden Canal - covered canal entry where goods moved on water in tunnels
9 Garbage Pit - hole where garbage is dumped and possibly gets moved
10 Sewer - enterance to sewer system under city


V Vice
Seedy business mostly run by specialized criminals guilds and tolerated by state that probably gets a cut.
1 Pleasure Dome - perfumed pleasure house of sorcery cult

2 Lotus Den - drug house where customers lay in drugged stupors
3 Whorehouse - prostitute houses with wide range of services and specialties
4 Brothel - large complex with dozens of prostitutes run as business by house
5 Gambling Den - seedy house opened to public for games of chance
6 Pornographic Press - erotic prints made here by earnest fanatic artisans
7 Private Club - private gentlemans club with fancy drinks, foods and rituals
8 Casino - fancy upmarket gambling palace for the rich
9 Burlesque Club - dive for seedy exotic performance, food and drink
10 Strip Club - where cheap live sex shows and services available with grog


W Work Shop
Various places of mass labour often dangerous and polluting workplaces.
1 Warehouse - storage of bulk goods mostly for merchants to store and sell from 

2 Brickyard - where clay bricks made, fired, recycled and sold
3 Dyers - pits of chemical dye with stained workers
4 Abattoir - animals slaughtered on industrial scale
5 Brewery - beer brewed from grain in giant kettles and barells
6 Metal Yard - large scale smelting and refining of metal and large blacksmith projects
7 Lumberyard - trees cut into planks and carpenters make large thingsen mass
8 Textile Mill - fabric factory with weavers looms, spining wheels, fabric and tapestries
9 Artisan Studio - upmarket art studio where artist and students make fabulous work for rich
10 Sweatshop - large factory overcrowded with workers many who ive at work


X Funerary Place
Where dead are buried, prepared and celebrated by population. Most are sanctified and fenced to keep out necromancers, grave robbers and undead. ones where the sanctity expire become haunted and places of evil. Necromancers are unpopular but many wish to speak with the dead so they are quire common in cities just for this
1 Graveyard - fenced blessed field with headstones and possible buildings for dead

2 Mousoleum - huge building for storing rich dead in stone crypts,  a great monument
3 Tomb - stone building for individual or family with some monument on surface
4 Mortuary - building where dead stored, mummified or made ready for funerals
5 Crematorium - where bodies burned by specialist priests for some religions
6 Necropolis - city of the dead, large scale area with many tombs and monuments
7 Corpse Pit - pit where commoner corpses and plague victims thrown in with lime
8 Charnel House - where bodies flensed so skeleton remains can be kept
9 Necromantic Lair - necromancer tomb or tower where they teach and serve comunity
10 Funeral Parlour - where funeral ceremonies held before burial or burning


Y Charity House
Various religions practice charity a good source of new recruits and competing who can help the most. Some professional bodies like sailors guilds run old seamens homes. Orphanages are good profitable business. Some charities make good money.

1 Orphanage - house for orphans often provide training and real sweatshop experience2 Seamen's Home - where old and crippled and mad sailors live after tithing to order for life
3 Poorhouse - place where poor housed, fed and clothed by church workers
4 Missionary House - mission with specific group it aids raises funds and work on project
5 Soup Kitchen - free soup and other donations for poor administered here by church
6 Homeless Shelter - large complex of temporary clean church run dorms
7 Workhouse - live in factory building run fairly well and not over crowded possibly a co-op
8 Pilgrim Hostel - where traveling pilgrims can stay and prey and receive charity
9 Old Widows Home - old women live here in a sweatshop knittong and sewing
10 Almhouse - collects money for poor, hospitals, orphanages, convicts with charity drives


Z Criminal Guilds
Criminal organisations have a long history and many have a legal front and pay tax or bribe the secret police to exist. Highly specialized city crime syndicates operate all over the city in various niches and classes. Non regulated criminals are hated by everyone.
1 Thieves Guild - a criminal gang based here with many living in run as secret society

2 Assassin Guild - clubhouse for prpfesional killers often run like a cult
3 Beggars Guild - beggars allocate turf and pool resources for food and housing
4 Pirate Guild - seafaring plunderers discuss internal matters then get horribly drunk
5 Smuggler Guild - guild for smugglers who pass as shifty traders selling dodgy goods
6 Lotus Cult - drug dealer guild warehouse where drugs stored and refined before sale
7 Orc Gang - gang of orc thugs mostly work as criminal muscle or killing
8 Protection Cartel - guild of criminals specializing in extortion and muscle
9 Spy Ring House - group of spies possibly for hire as a guild or foreign agents
10 Gang Turf - Common youth gang might hold sway over many houses or alleyways