Armor/Weapon Seller (Forging takes place in forge cavern). Sub-locations and Jobs are kinda same here.īutcher. Sewer maintenance guy (apparently in 5e, good-aligned kobolds help cities maintain sewers?) Hawkers, pamphlet distributors, missionaries, rickshaws. Jobs: City Watchman, Janitor, Ventilation Technician, Coal-man for winter heat furnace. Some cities may have regulations against operating a business in the grand hall. Sub-locations: Passages/bridges to all other locations. Same as above, though very deep and with more security. Jobs: Watchman, Squire, Customs official, Package Inspector, Caravan Loader/Unloader, Mechanical Defense Technician, Package Delivery Technician/Mailman, Janitor Sub-locations: Main Guardroom, High Rampart Guardroom, Armory/Arsenal, Mechanical Defense Control Room, Goods inspection room, interview room, package delivery chute. Please leave a comment to help me out here! And thanks in advance :) After finding little to nothing on the Forgotten Realms wiki, I wanted to completely think out everything that such a city would contain. Partly for a DM project, and partly for a fantasy story I'm writing, I did some research, or tried to. It creates a very interesting atmosphere-kind of "cozy" in a way, a real feeling of safety and security. Every place is "inside." There are no roofs except natural stone. There is no windows, no balconies, no "outside". Every room is completely surrounded by solid rock walls. Even Drow cities are positive-space oriented, with well-defined buildings, streets, towers, windows/balconies, but not dwarf cities-you want to get somewhere, you're taking a tunnel or hallway every time. I've always thought of dwarf cities as a really interesting place to live because they're all carved out of negative space rather than positive space as our own real-life cities. Rooms, Roles, and Responsibilities in your standard High-Functioning Dwarf Fortress City