Fantasy Towns


Book Description

50 Towns, Villages, and Cities for Tabletop RPGs with Maps and Adventure Ideas Do you play Dungeons and Dragons, Pathfinder, or another fantasy RPG? If so, these towns and cities will cut down your GM and DM prep time. Each town comes with a map and three adventures ideas. Plus history, government structure, information about the economy, imports and exports, population, demographics, businesses, and attractions or landmarks.




Random Tables: Cities and Towns


Book Description

Make your fantasy tabletop role-playing game even more epic with hundreds of creative and unexpected details to keep your story fresh, your settings vivid and alive, and your friends guessing! Take your fantasy world to the next level, all with the roll of a die! Random Tables: Cities and Towns is a utility book for fans of tabletop role-playing games like Dungeons & Dragons, allowing Game Masters to generate on-the-fly content for adventurers traveling, shopping, or simply passing through towns and cities. Adventurers love to ask tough questions that can sometimes put Game Masters on the spot and put their creative skills to the test. Never fear being stumped when the party asks: What building is across the street from the thieves’ guild headquarters? Who runs the local potion shop? Who is staying in the other rooms of the party’s tavern?




Virtual Cities


Book Description

Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.




Fantasy Town 1


Book Description

Will the Town Watch ever catch Didier, the fastest thief on two legs? Do your players hate urban adventures? Are your fantasy towns just places to rest? Does your heart sink when faced with creating a fresh and original town or city?Welcome to the Fantasy Town series, a new development in fantasy role playing aids.Each book in the series outlines a unique urban setting filled with interesting characters. The books detail a host of townsfolk along with 20 incidents in which they're involved. A governing structure and method of policing is given for each town.The towns are designed as a collaboration between the author and the Game Master. They have no names or maps, so they can be fitted into existing campaigns, and they are independent of any particular game rules, although basic fantasy themes are assumed. The characters and towns are highly adaptable and suggestions are given for possible development. The only limit is your imagination.In Mishaps, Miscreants & Marital Upsets you will find a friendly town with very little violence or serious crime. There is a certain amount of petty crime, which is inadequately dealt with by an inefficient and excessively laid back Civil Watch. The latter is represented by the two watchmen Gavin and Tyce, who reappear throughout these incidents. At the moment, their two most difficult cases involve the inept thief Didier, and a man known only as the Town Flasher.The town is run by a council of citizens, membership of which is based upon wealth and alliances. Despite this somewhat nepotistic approach, the council does its best for all the townsfolk and provides a certain amount of civil relief for the poorest. The town council is represented herein by Fortune Lascelles, who is a member by virtue of his wife's money and social rank.P. A. Johnson has been a Game Master for over 30 years. Her game of choice is Dungeons & Dragons, which she has played in every incarnation apart from 4th edition. Getting bored with two dimensional towns, she started introducing 'irrelevant' events and found her players enjoyed interacting with the locals on a mundane level. Suddenly they felt at home and started becoming part of the town. The Fantasy Town series is her attempt to offer this experience to a wider audience.




Our Towns


Book Description

"In this illustrated book, author David McLennan guides us on an alphabetical tour of 725 Saskatchewan communities. Our Towns: Saskatchewan Communities from Abbey to Zenon Park is the result of many years of travel throughout the province. Meticulously researched, and illustrated with more than 1,000 stunning, previously unpublished photographs (both historical and contemporary), Our Towns is a truly unique reflection of the province's history and people."--BOOK JACKET.




Fantasy Town 2


Book Description

In this town magic users are executed, everyone else is taxed to death. Do your players hate urban adventures? Are your fantasy towns just places to rest? Does your heart sink when faced with creating a fresh and original town or city?Welcome to the Fantasy Town series, a new development in fantasy role playing aids.Each book in the series outlines a unique urban setting filled with interesting characters. The books detail a host of townsfolk along with 20 incidents in which they're involved. A governing structure and method of policing is given for each town. The towns are designed as a collaboration between the author and the Game Master. They have no names or maps, so they can be fitted into existing campaigns, and they are independent of any particular game rules although basic fantasy themes are assumed. The characters and towns are highly adaptable and suggestions are given for possible development. The only limit is your imagination. Enter Poverty, Privilege, & Persecution if you dare, but keep any magic under wraps, because it's punishable by death here. This town is a dangerous place to be. Whether you're strong or weak, good or bad, fighter, thief, or especially user of magic, this is a town where it's wise to keep your head down and your eyes open. The town is ruled by five self-styled 'lords' and is divided into five districts, each paying tax to one of them. Since they lead lavish lifestyles and have small private armies to maintain, those taxes are steep and charged on just about every activity. The lords exist in an uneasy alliance, always trying to gain power over each other and wary of a knife in the back or a poisoned cup. Each knows that four districts would be richer than five, and three districts than four. For this reason, they go nowhere without their bodyguards, and all magic and magic users are forbidden on pain of death. P. A. Johnson has been a Game Master for over 30 years. Her game of choice is Dungeons & Dragons, which she has played in every incarnation apart from 4th edition. Getting bored with two dimensional towns, she started introducing 'irrelevant' events and found her players enjoyed interacting with the locals on a mundane level. Suddenly they felt at home and started becoming part of the town. The Fantasy Town series is her attempt to offer this experience to a wider audience.




English Heritage Book of Roman Towns in Britain


Book Description

Before the Roman conquest there were few settlements in Britain that could properly be described as towns and their rapid growth was one of the first effects of the invasion of AD 43. This book traces the process of urbanization and provides answers to questions about how Roman towns grew and functioned: why towns are sited where they are, who lived in them, what services and facilities they provided, how they were organized, and their role in trade, industry and economy. Roman towns, with their impressive public buildings on a scale not seen before in Britain, must have had a great impact on the native population. They have attracted attention ever since and a vast amount of evidence for the Roman towns, many of which lie beneath modern British cities, has been recovered. This book draws together as much of this information as possible to present a picture of life in the Roman towns of Britain. With over 100 maps, plans, reconstructions and photographs, this is the complete companion to the Roman Towns in Britain - whether you wish to study the sites before or after a visit, or whether you are simply an armchair archaeologist.




Fantasy Town 3


Book Description

The only town in the land with an insane asylum for magicians Do your players hate urban adventures? Are your fantasy towns just places to rest? Does your heart sink when faced with creating a fresh and original town or city?Welcome to the Fantasy Town series, a new development in fantasy role playing aids.Each book in the series outlines a unique urban setting filled with interesting characters. The books detail a host of townsfolk along with 20 incidents in which they're involved. A governing structure and method of policing is given for each town. The towns are designed as a collaboration between the author and the Game Master. They have no names or maps, so they can be fitted into existing campaigns, and they are independent of any particular game rules although basic fantasy themes are assumed. The characters and towns are highly adaptable and suggestions are given for possible development. The only limit is your imagination.In Sightseers, Showmen and Saboteurs you will find a vibrant, colourful town.This town is totally crazy. They say you need to be mad to live here, and some of the residents are. Rumour has it that a large deposit of magical force lies deep under the town and causes all the strange phenomena around it. Nobody knows if that's true, but magicians seem to be drawn here, and those who stay go slowly insane, which has led to the town having a colourful reputation.Strangely, this reputation has proven good for the town, as it draws tourists in appreciable numbers. The town has many inns and eating places to cater for them, and has begun to attract street entertainers, who boost town coffers by buying licences to perform.Most residents have learnt to live with the eccentrics, the rebounding spells, the tourists and the entertainers. But a small number of locals have formed an opposition group they call the Citizens Against Mad Magicians League, which has recently turned militant, and masked members of CAMML have begun throwing strange exploding devices at shops selling anything magical.P. A. Johnson has been a Game Master for over 30 years. Her game of choice is Dungeons & Dragons, which she has played in every incarnation apart from 4th edition. Getting bored with two dimensional towns, she started introducing 'irrelevant' events and found her players enjoyed interacting with the locals on a mundane level. Suddenly they felt at home and started becoming part of the town. The Fantasy Town series is her attempt to offer this experience to a wider audience.




Virtual Cities: An Atlas & Exploration of Video Game Cities


Book Description

Immerse yourself in 45 spectacularly imagined virtual cities, from Arkham City to Whiterun, in this beautifully illustrated unofficial guide. Spanning decades of digital history, this is the ultimate travel guide and atlas of the gamer imagination. Dimopoulos invites readers to share his vision of dozens of different gaming franchises like never before: discover Dimopoulos’s Half-Life 2’s City 17, Yakuza 0’s Kamurocho, Fallout’s New Vegas, Super Mario Odyssey’s New Donk City, and many more. Each chapter of this virtual travel guide consists of deep dives into the history and lore of these cities from an in-universe perspective. Illustrated with original color ink drawings and—of course—gorgeous and detailed maps, readers can explore the nostalgic games of their youth as well as modern hits. Sidebars based on the author’s research tell behind-the-scenes anecdotes and reveal the real-world stories that inspired these iconic virtual settings. With a combination of stylish original maps, illustrations, and insightful commentary and analysis, this is a must-have for video game devotees, world-building fans, and game design experts.




Reproducing the Future


Book Description

These essays, written at the time when the Bill for Human Fertilization and Embryology Act (1990) was going through Parliament, touch on the British debate (on in vitro fertilization, gamete donation and maternal surrogacy) from an anthropological perspective. The implications of the medical developments that lay behind the Act are world-wide and these new procreative possibilities formulate new possibilities for thinking about kinship. The essays are informed by recent re-thinking of models of kinship in Melanesia.