It's only going to be different in perhaps size, wealth, and the "centrality" of versions of institutions here: temples are likely to be the head temples of faiths; merchant companies are likely to have head offices and larger facilities here; etc.
It may also include of a Government district that houses the buildings for national rulership - whether that's a monarch's palace, the seat of The Assembly, or the high temple of the God King.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Building a city can take a huge amount of work, depending on how central it's going to be to your campaign. If it's going to be a real 'hub' of activity for your players, where they'll spend a lot of their time, and where much of the information, plot, quests and intrigue will come from, then you need to flesh it out.
History
Rome wasn't built in a day; and neither was your city. Who founded it? And why? In a campaign I run, the capital city originated as a military outpost for colonising humans, and over centuries grew to become the centre of a new empire.
Consider some of the conflicts that have taken place over the history of your city. Perhaps between feuding families, politicians, or government systems. Has a dictatorship been overthrown by democracy? Does a queen now sit upon an ancient throne?
Location
A city needs a reason to exist. Is it a major port? A trade hub between two warring factions? Located near a vast mine of unimaginable wealth? There needs to be a reason why your city flourished to become what it is today.
Location can play a big part in what's happening in the city too. Is it near a mountain range, where orcs have been massing their forces? Or is it on the site of an ancient city, where a dark evil stirs beneath the foundations of the city streets?
Districts
Once you've covered the background of your city, you can start fleshing it out. What districts does it have? Is there a merchant quarter, a university quarter? Do the poor live in squalor, separated from the rich by a wall, guarded night and day?
Consider sketching out a city map, and use fantasy medieval cities as inspiration. It'll help you with names for places, taverns, shops, civic buildings, and everything in between.
People
Flesh out all of the prominent NPCs - even if you're not sure players will ever meet them. If they might come up in conversation, your city will feel much more alive if there's plenty to talk about. Everyone from the innkeeper, to the Lord, a few details to refer to will help your city feel organic.
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It'd be great to get a little more information about the city, what you're planning and what your campaign is about. I'm sure we'll be able to help you out further with a few more details.
What should I detail about my capital city besides district names, government, etc?
City building is city building. The advice I gave you on the thread where you were asking about building port cities, also works here.
It's only going to be different in perhaps size, wealth, and the "centrality" of versions of institutions here: temples are likely to be the head temples of faiths; merchant companies are likely to have head offices and larger facilities here; etc.
It may also include of a Government district that houses the buildings for national rulership - whether that's a monarch's palace, the seat of The Assembly, or the high temple of the God King.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Building a city can take a huge amount of work, depending on how central it's going to be to your campaign. If it's going to be a real 'hub' of activity for your players, where they'll spend a lot of their time, and where much of the information, plot, quests and intrigue will come from, then you need to flesh it out.
History
Rome wasn't built in a day; and neither was your city. Who founded it? And why? In a campaign I run, the capital city originated as a military outpost for colonising humans, and over centuries grew to become the centre of a new empire.
Consider some of the conflicts that have taken place over the history of your city. Perhaps between feuding families, politicians, or government systems. Has a dictatorship been overthrown by democracy? Does a queen now sit upon an ancient throne?
Location
A city needs a reason to exist. Is it a major port? A trade hub between two warring factions? Located near a vast mine of unimaginable wealth? There needs to be a reason why your city flourished to become what it is today.
Location can play a big part in what's happening in the city too. Is it near a mountain range, where orcs have been massing their forces? Or is it on the site of an ancient city, where a dark evil stirs beneath the foundations of the city streets?
Districts
Once you've covered the background of your city, you can start fleshing it out. What districts does it have? Is there a merchant quarter, a university quarter? Do the poor live in squalor, separated from the rich by a wall, guarded night and day?
Consider sketching out a city map, and use fantasy medieval cities as inspiration. It'll help you with names for places, taverns, shops, civic buildings, and everything in between.
People
Flesh out all of the prominent NPCs - even if you're not sure players will ever meet them. If they might come up in conversation, your city will feel much more alive if there's plenty to talk about. Everyone from the innkeeper, to the Lord, a few details to refer to will help your city feel organic.
---
It'd be great to get a little more information about the city, what you're planning and what your campaign is about. I'm sure we'll be able to help you out further with a few more details.
What about factions/power players? Any suggestions about those?
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/tips-tactics/1493-interesting-worlds-and-cities
This was a thread I made a while ago about this. There is some solid advice and there are some great ideas in it.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Thanks, all. :D