Take something core to the understanding of fifth edition Dungeons & Dragons and creating something new with it represents one of the joys of worldbuilding. A fresh perspective on an old topic tends to light a fire under other forms of creation. The trick is creating something new without breaking the logic of the setting you’re creating for your 5E D&D games like I’m doing for the City of Anvil. Once your world has a theme or consistency creating within these guidelines is key.
This post continues worldbuilding for the City of Anvil for fifth edition Dungeons & Dragons (or any fantasy tabletop roleplaying game really). Part 1 lays out the City of Anvil into four distinct quarters and explores the history and socio-economic circumstances within the walls of the city. Anvil’s Royal Quarter received a closer look too and here I’ll visit each of the other three districts — the Dwarven Quarter, Bazaar and Commons. Taken as a whole the City of Anvil presents a vibrant location for 5E D&D adventurers to call home and with the limitless potential within the city walls they may experience epic quests right at home.
People are defined by their culture. In the fantasy genre species tend to take all of this language, education, wealth, beliefs, arts, laws, customs, capabilities and habits into one melting pot and we risk falling into monolithic thinking. In the City of Anvil for fifth edition Dungeons & Dragons citizens have their own take on cultural views but it may also be important to consider larger communities tend to break into zones as well. New York City has boroughs, San Francisco is famous for China Town, London has East and West sides as well as different English accents just in the city alone. The City of Anvil is no different.
“Where do I begin?” Often this is the biggest question any fifth edition Dungeons & Dragons Dungeon Master asks themselves. An idea about a theme, a villain or a narrative conflict they imagine represent common starting points. But in reality where any 5E D&D campaign must begin is a place. This place determines the villain or villains, the environment and the space where characters will first be realized. This part of worldbuilding defines who or what those characters can plausibly be and shapes them as much as they shape the place. This location, no matter how large or small, define its citizens and initial plots. It is the anvil upon which players hammer out a story with the DM.