All trade routes lead to Celunipolis, as the saying goes. This moon is barely a planetary size C object, just over 100 miles in diameter. It orbits an earth world of size E named Tempiscant. That world has 11 other moons in addition to Celunipolis. The tidal forces of so many moons have rendered large stretches of Tempiscant uninhabitable for at least part of the year.
A bit of warning about placing Celunipolis: it is the heart of a powerful spelljamming empire in the spirit of the Galactic Empire of Star Wars fame. It dominates Tempiscant and all 12 of its moons. Be aware that in placing Celunipolis in a sphere, it will likely be a major (if not the dominant) spelljamming empire of that sphere.
Celunipolis is entirely covered by one gigantic city, broken only by glaciers, canals, a pair of large lakes, and large parks. It is one of the largest cities ever built by humans and survives only through trade and the import of vital resources. The city stretches from glaciers in the north pole to the sewer-lake at the south pole. Twelve somewhat straight canals bisect the planet, fed by the northern glaciers and empty into the sewer-lake. A two-mile wide canal cuts across the equator. This canal is the main docks, where ships from all across the Known Spheres can dock and trade. There is a second lake in the northern hemisphere, about twenty miles in diameter, where warships are berthed. At the center is a round dry dock. The facilities can easily handle the hundreds of war galleys that the city owns.
The climate of Celunipolis is somewhat mild, with cooler weather close to the northern glaciers and towards the southern sewer-lake is hot and humid. There are occasional storms that are rarely severe. The glaciers are covered by a constant blizzard that feeds those glaciers with a constant source of ice and snow.
Celunipolis is an orb with swirling clouds obscuring a cityscape that stretches from horizon to horizon. The night side of the moon is dimly lit by countless torch lamps and magical lights, such that major streets and canals can be seen even from orbit. The canal on the equator is very well lit and visible at all times of the day and night.
None; the whole of Celunipolis is one solid landmass.
Whatever creatures that once were native to Celunipolis are long extinct. They have been replaced by the usual assortment of city-loving creatures, such as rats, gullions, wild dogs and cats, faers, wererats, undead, and other monsters of the sewers and streets. Natives have imported a bewildering number of animals as pets, from dogs and parrots to exotic creatures like psedodragons and dinosaurs. Horses and like hoofed animals are used as beasts of burden.
Trees are rare, but not entirely unknown. The city has several enormous park-like areas, packed with trees, to help manage the air and prevent it from fouling from overpopulation. Note that the parks are regularly patrolled to prevent poaching and destruction of precious trees. Cutting down a tree without a proper permit can land the offender in hard labor for ten years.
The majority of residents are humans, with lesser populations of dwarves, elves, giff, hadozee, gromman, lizardmen, half-elves, and half-orcs. Although neogi, mind flayers, beholders, and like creatures are officially banned, there are individuals of virtually every race somewhere in Celunipolis. In all, there is at least 25 million people living in the city, although census figures are notoriously inaccurate. The city is divided into five districts.
In the northern hemisphere are the Citadel and High districts. The Citadel includes all land surrounding the naval lake to a distance of 10 miles. The whole district is protected by an 80' high stone wall that is pierced by eight castle-like gates. Travel to the district is controlled to stop spies and saboteurs, although with a structure this large, security is a daunting task. The High district is the domain of the aristocrats, successful tradesmen, and merchants. The farther north one travels, the cleaner and more posh the homes. The cleanest lands are those nearest the polar glaciers, and thus the most highly prized. There are numerous parks and well-manicured estates of the well-off.
Dividing the northern and southern hemispheres is the Docks district. It is a wide, belt-shaped district sprawling north and south of the equatorial canal. Inns, taverns, warehouses, and seedy businesses are the hallmark of the Docks district. Pier space is a premium, with some ships having to wait as much as three days to dock.
In the southern hemisphere are the Guild district and the slums. The Guild district is home to guilds, laborers, and anyone else who has some skill to live off of. The buildings are tightly packed, with streets ranging from well-maintained to run down, often within blocks of each other. The Guild district encompasses most of the land immediately south of the Docks district. The Slums are quite poor and the most undesirable place to live. The air stinks, and trash litters the streets. There is little law in the slums beyond patrols of heavily-armed watchmen. Dozens, possibly hundreds, of thief guilds wage constant wars upon one another over territory.
Citizens are called Celunipians (common) or Celunipolians (proper). Anything owned by the city is said to be Celunipoli. The colors of the city are a white crescent moon rising over the horizon, surrounded by nine golden stars.
Although Celunipolis has few natural resources remaining, it has an abundance of skilled and unskilled labor. Raw materials are brought here to be turned into all manner of finished goods, such as weapons, armor, clothing, wagons, ships, barrels, magic items, and so forth. The city controls the rest of the moons of Tempiscant as well as large sections of that world to support itself. The city thrives on trade. Thousands of ships land and depart every hour. Ships congregate at the equatorial canal, but can be seen flying over every part of the city. Taxes can be fairly high, but to most traders, it is well worth it. Celunipolis is a thriving hub of trade stretching across a dozen or more spheres. If one has something to sell (or buy!), Celunipolis is the place to go.
The whole worldlet of Celunipolis is one giant port-of-call. Most ships dock at the equatorial canal, which has the most piers and the best facilities, but there are thousands of private docks throughout the whole city. These can range from a simple field large enough for a mosquito to set down all the way up to lakes capable of handling a small fleet. There are several taxes and tariffs imposed on ships landing at Celunipolis. There is a flat fee of 5 silver squids (silver pieces) per every ton of ship per day to use a pier or landing field. Imported goods are taxed at various rates, ranging from 2% to 15% of their base price, depending on the item in question. As a general rule, necessities like food are taxed at the low end, while luxuries like magic items and gemstones are taxed at the high end. Of course, there is a thriving black market of smuggled goods. Because of the high costs of importing literally everything, all goods and services in the city cost twice as much as standard list price. There are also restrictions on certain equipment that can drive the price even higher. By law, all weapons larger than a short sword are prohibited, as well as magic wands, thieves' tools, and any armor heavier than leather. Visitors, of course, can keep such equipment aboard their ships without having them be confiscated, but can expect a longsword brandished publicly to be confiscated. Of course, one can hire a member of the "Handler" Guild, which are specially licensed to allow them the carry such things around without being stopped. Fees for a handler are usually 5 gold hammers (gold pieces) per item a day. If there is any combat or travel to dangerous neighborhoods, the fee doubles due to hazard pay. Handlers are fairly trustworthy, but will rarely willing to give their lives to guard their charges.
The history of Celunipolis is far too extensive to detail here. There are endless local legends, heroes, and myths. Only the most broad and significant events can be mentioned here.
In ancient times, the moon that would be Celunipolis was a wilderness. Nothing remains of the early settlements, and records only date back about two thousand years. Even the earliest records speak of Celunipolis as one great city. The Celunipolians believe that their city is as it has always been.
The city has been ruled by a succession of kings, emperors, mayors, councils, and even secret societies. The most memorable recent ruler has been Celestius the Navigator, who disbanded the previous navy (which had fallen into disrepair) and started an aggressive program of ship-building. From this solid foundation, the enormous Celunipoli of today was built. Until recently, the city was ruled by a chaotic government of aldermen, mayors, and emissaries from the other moons of Tempiscant. Power struggles and politics lead to bureaucratic paralysis, which in turn allowed whole boroughs to fall into disrepair. This bureaucracy was done away with by Connivus, who crowned himself Emperor. A brutal dictator, he cracked down on crime, dissidence, and anyone that might threaten his power. Although many hate his methods, few argue with his results. Most of the crime has been shoved off into the Slums, making the rest of the city relatively safe. Rebels and freedom fighters operate out of the Slums, but lack the numbers (and, most importantly, the trust of the people) necessary to overthrow Emperor Connivus.
Although there are no moons to Celunipolis, it does have a magnificent set of ice rings orbiting it. The rings are used by smugglers and pirates alike, so the Celunipoli navy maintains constant patrols. The ice rings are mined for water and ores at their core, which is magically replenished. The ice rings yield a steady stream of iron, copper, nickel, and quicksilver.