I am, as some of you already know, a tremendous fan of the Vampire: The Reckoning supplement
Damnation City. I do think it's one of the best, most tremendously useful resource books for any game line published this decade. It is, of course, first and foremost a gloriously useful tool for...
...yes, this has D&D content, the subject line isn't misleading, hold your horses....
...for V:TR chronicle building. It's also good for any modern-day game with an urban environment full of corruption, decay, and evil.
It just dawned on me tonight that Damnation City is
also a great resource for building cities in the spirit of Lankhmar, the City of Wonders, and the like (or for that matter a riff on Helium, or Bey Su, or whatever). Take the districts in chapter 5. There are forty-odd of them, and of those, more than forty survive as is or with the simple change of ethnicity:
Asylum, Cathedral, Chinatown, City Courts, City Hall, Corporate Sector, Elysium, Fashion Circuit, Financial Sector, Gallery Circuit, Harbor 1-2, Industrial Works, Latin Quarter, Library, Little Italy, Media Sector, Medical Center, Mercantile District 1-3, Morgue, Mosque, Museum, Nightclub Circuit 12, Nobility Hill 1-3, Police Department, Projects 1-2, Sewers 1-2, Slums 1-6, Synagogue, Theater Circuit, University
The following work with changes reflecting different technology and magic:
Airport, Bus Station, Chemical Plant, Metro Underground, Power Plant, Rail Station, Waste Plant
Each of these entries has modifiers for physical, mental, and social activity in the area and qualities good or bad as a haven, plus general description and suggestions for using it in play. Mix 'em up, lay 'em out, or just use the provided example of Newcastle, which gets a whole chapter of its own and would make a great...well, how about it being one of the cities that trades with Freeport?
But it's not just locations. It's got styles of leadership, all of which apply just fine to swords & sorcery and the points-of-light style. It's got a discussion of secret travel routes from high above ground to far below the surface. It's got goals for NPCs and memorable personalities. It's got moods and virtues for neighborhoods, with modifiers that work great as circumstance bonuses or penalties in D&D. It's got rules for urban chases, complete with the use of neighborhood and district boundaries to help or hinder the chase. It's got...a lot more stuff like that.
If you want to do up an original yet evocative ancient sprawling city steeped in challenge and peril, you could do a
lot worse than to get Damnation City. It makes city-building productively fun.