Great Cities of Magic is a system agnostic book that brings 8 ready-to-play dynamic cities, each based on a traditional school of magic. Each city brings its own unique flavor and challenges, but include prominent NPCs, landmarks, places of interest, shops, factions, and adventure hooks. Whether you want a city of intrigue, challenge, whimsicality, or mystery, Great Cities of Magic has it all–just read over a particular city and throw your players in with plenty of flexability to adapt to their agency.
This product includes:
– An introduction by Creative Director Sean Shannon, including a general guide for using the cities.
– Crest, the Shielded City of Abjuration. A city focused on the security of its citizens isn’t all it’s cracked up to be.
– Enchantment, City of Enchantment. In a city that keeps order through manipulating people’s perceptions, will the characters be able to tell what movites are truly thier own?
– Falzreth, the Magical City of Evocation. Wizard duels, gambling, and magical experimentation offer a host of mischief for curious parties.
– Mavli, the City of Bones. The mass of undead servants that support this city give it an ironic sense of life. But not everyone agrees necromancy can be used for good.
– Mira, City of Festivals. In a city where happiness is manufactured (and required) will the party find themselves unwitting sowers of dissidence?
– Nosticar, City of Divination. In this city of free knowledge and rampantly applied foresight, secrets are nearly impossible to hide… hopefully the party doesn’t have any!
– Phinoth, The Glittering City of Transmutation. Perhaps the friendliest of all the Great Cities of Magic, some residents wish to rid the city of magic completely.
– Plenty, The City of Conjuration. A city dedicated to the creation of wondrous and amazing items is the perfect backdrop for a thriving theives guild. Will the party join up in the fun, or seek the good graces of the city by stopping the heist of the century?
This product is priced at $14.99
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