The Creating a City Guide
1. Introduction
2. Location, location, location
3. Defences
4. Feeding the population
5. Sewers
6. Animals within the city
7. Transportation
8. Districts
9. Shops
10. Taxes
1. Introduction |
So you have your crazy fantasy city - maybe it's a shining
metropolis of gleaming marble and magic, or an extraplanar Sigil-esque
crossroads, or a great fortress on the back of a huge shambling
creature. Perhaps it was constructed over the corpse of a tarrasque that
is eternally harvested for parts, or it is built over (or in) a volcano.
Maybe it flies, or is buried underground. And then, at some point, a
player asks one of those innocuous little questions. "Where do they get all the food and water from?" "How do they know what time it is? If there's no sky, why do they even bother with the same day cycles as on the surface?" "How the hell does the economy here work?" "Why doesn't everyone just move away?" "Why dont the authorities just burn the crime-infested slum quarter down?" Another old favourite - "So there's a dungeon under the city, and no-one above ground has a clue? It's been here for three hundred years, and no-one has noticed? Really?" Building a fantasy city is easy enough at its core, but fraught with hazards if you want to maintain suspension of disbelief. Strangely, a huge flying clockwork metropolis is relatively easy to swallow for many players, until someone figures out that there's no provision for feeding the million inhabitants. Often it can be these background things that trip one up (or me, at least). If the answer is completely fantastical, that's fine - but if there's no answer at all, that's where the problem comes from. So, in this vein, what kinds of things do you need to remember to account for when putting together your fantastical city, so all the wholes are plugged when a player asks one of those difficult questions? If you plan to run an extended adventure—or even a whole campaign—in an urban environment, it’s important to put some time and effort into describing the details of your city. |
2. Location, location, location |
Follow the water. Water is life. It’s drinking, it’s cooking, it’s washing,
it’s life for animals, it’s a source of food (even if it doesn’t have fish, it
might have shellfish, or seaweed), it drives mills and other keystones of
fantasy technology, it makes trade a good deal easier, it puts out fires
(especially important if the city is made partially or mostly of wood), it makes
other things, it attracts game animals, it defends against invasion. And cities
will use a great deal more of it than a farm, a village, or a castle. Trying to
establish a city in the center of nowhere, such as a barren wasteland or the
heights of the mountains or an underground cavern, with no water nearby, is stupid, asking for trouble, and just not worth it. No, I don’t care how many fire mages live in the city to put out fires or start them in hearths, or that your people don’t use mills, or that it’s against this particular culture’s religion to eat fish. This is one of those times when inventing magical or cultural ‘fixes’ to the ‘problem’ is much more complicated than just putting your city near water in the first damn place. If you plan a city in a more exotic location, don’t forget about the water. It might be grand to have a city in the middle of a giant tree, but if it doesn’t rain very often, what are they going to drink? (And what is the tree drinking?) A floating city will need to capture clouds, perhaps, and milk them of precipitation. A city high in the mountains could use snow, but there are some problems involved with that, and being near a tiny trickle of a stream wouldn’t help much. Good places for cities: -Rivers. Rivers will provide all the advantages described above, except perhaps perfect protection against invasion. At least it will make it a great deal more difficult for anyone to come up on the city from that side or cut it off from its supply of water in the event of a siege. -Ocean. Not fresh water, but there will probably be freshwater springs somewhere nearby, and the supply of food and trade is more abundant than it is with a river. -River flowing into an ocean. In addition to everything else, it’s an excellent place to establish a lookout on the craft coming down the river to the sea and collect tolls. -Lake. A city on an island in the middle of the lake, or out on docks in the middle of it, will have extra protection. -Oasis. If there’s a city in the middle of bone-dry desert, it can get away with an oasis, but it better be a fucking big oasis. -Inland sea. You’ll probably have to adjust your city’s priorities depending on if the water is salt or fresh, but it could be interesting to read about several cities set around the sea and trading between each other. |
3. Defences |
What is the city's capability of defence and attack. This is not automatically a corollary of its
population. Remember, if 50% of a city’s inhabitants live in teeming slums and
have never held a weapon, it’s unlikely that they’ll make good trained soldiers.
Sword fodder, maybe. Their overlords might not be comfortable letting them have
weapons, either, because what if they decided to turn on enemies closer to home?
Simple defences: stone city walls, ditches, mazes.
Stretch chains across the river to slow or stop boats passing. Scuttle
ships to create blocks in the channel. Clear the forest away from the
walls to create a clear field of fire. Have all the buildings built with
arcades fronting onto the street to disguise your troop movements and
protect them from attacks from above. |
4. Feeding the Population |
The chances are that your city has a big population and, if they are not exotic
creatures that absorb their energy from their surroundings or other strange
means then they will need to be fed. They will need a *lot* of food, on a daily
basis, to sustain them. The conventional pseudo-medieval city basically feeds
off the surrounding farmlands, up to a certain size. Other types of cities will
have greater difficulties in this matter. Even weirder beings may have a 'food' equivalent that provides a logistical problem in need of solving. Plant-people might be able to photosynthesise but they could well require massive importation of fresh fertile soil (perhaps their nation constantly wars with others to provide bodies to serve as this fertiliser?). Ore-eating subterranean beings need to chew deeper and deeper mine workings to feed such a big population centre. Planar beings that feed of faith itself could well require large organised groups of worshippers constantly focused on them to provide their ephemeral sustenance, and then the temple-attendants in turn need more real forms of food. Covering this issue can be a real helper when it comes to in-game flavour, but is also useful as an adventure hook when it comes to pressure on the flow of food into the city. PC's might be hired or motivated to help solve a problem when bandits burn the nearby grain fields or demons have blocked the portal through which the food flows; equally, perhaps the PC's themselves attack a city's food supply as a means of bringing it down or getting what they want. If the enemy manages to cut off incoming carts or ships, never mind besiege, starvation will come a-hunting. |
4. Sewers |
In the case of many pseudo-medieval fantasy cities, the presence of said sewers
is utterly bizarre, that someone would have the foresight, money and care to
build a great big drainage network for everyone as the city expands out. Often
these are incredible and complex systems that would require a lot of stone and
expertise to create. They are also often built, apparently, by the same
tyrannical nobles that spend the rest of their time oppressing the people,
despite having the conscience to make sure their sanitary needs are taken care
of. Don't want to the poor peasant you're flensing in a torture chamber to smell
bad, after all.
At least sewers *do* help deal with this issue, as many places have no sewers
yet also have entirely clean streets as well.
A few other problems with sewers as-is - the feces have to go somewhere. This is
usually the river. The river is also commonly seen as a water source. If there's
a sparkling clean river running through the city, then obviously the sewers dont
just dump it all in there - so where does it all go? Another sewer-related problem - they always seem to get infested with monsters.
How do these damn things all get into the city limits and into the sewers in the
first place? I mean, things like trolls and otyughs down there? They're huge.
Why has there been a dungeon under the city for 300 years without anyone
noticing? Easy.
The only access is in the sewers. In fact, the sewers empty into the dungeon,
and the city has unknowingly been using its rivers of lava, nigh-infinite
chasms, and other such pitfalls (hur hur sorry) to dispose of its waste products
for centuries. Some fantasy cities all have sewers because dwarves were hired to build them, or because the cities were built on abandoned Dwarven cities. D&D underground cities dispose of poo by having Otyughs, which usually set up telepathic mutual agreements with the other monsters. Not to mention Gelatinous Cubes and Carrion Crawlers to scour the tunnels clean. Lots of
dirty people in one place= disease city. This is why sewers are a
Good Thing, and not just to have convenient places for the hero to sneak into
buildings from. They carry away the waste that otherwise might build up in the
streets and make people sick. If you do the crazy thing I derided in point 1 and
try to establish your city away from any water whatsoever, then no sewers for
you! (I wonder what the people in the floating city do. Do they dump everything
over the side? I can’t imagine that would make them very popular with the
neighbors they’re passing over at the moment. “Gods damnit, they’re raining
their shit on our heads again!”).
But even if you have sewers, lots of people crowded together + dirty state of
most fantasy cities + lack of advanced medical technology = a whole hell of a
lot more plague and localized outbreaks, logically, than most cities seem to The sewer's primary function is obviously to provide a sewerage disposal system for the city above, keeping the city clean and relatively free of serious diseases. It's secondary function is to serve as an underground transportation system, both for legal official city functions, and for, shall we say, the less publicized movement of goods, and people. Thirdly, the sewer acts as a base for the criminal factions which operate within the city above. In the darkness of the older sewer tunnels, thieves and criminals meet, hide, plan and scheme, whilst always on the look-out for the King's patrol of Sewer Guard. Often tunnels become blocked and water is retained within them, requiring either manual unblocking by human intervention or a great surge of water flowing through the tunnels, either caused by long periods of rain, a torrential downpour or storm, or again by human hands (lots of buckets and many willing volunteers). These blockages can be caused by natural debris and detritus, having washed down from street level (sticks, clothing, bones, man-made objects & general rubbish etc.), or by collapsed sections of older sewer tunnel. Occasionally, blockages can be caused on purpose (see the criminal factions for example) or be caused by a cadaver, not always human. The depth of water/muck varies from tunnel to tunnel and from time to time. |
5. Animals within the city |
Horses are extremely common animals in most fantasy cities,
but they present problems. They drop
wastes all over that are hard to clean up and can cause disease. There are many
places—up steps, down narrow alleys—that they can’t go. A reckless gallop on the
back of one endangers people on foot. Carts and carriages can get away from
their drivers and cause more death, or damage to property if they hit a
building. Horses are prone to slipping on cobblestones, possibly breaking a leg,
or dropping and killing their riders. When snow and rain come, the danger of
slippage on cobblestones increases, and dirt roads become hard-to-travel mud. A
noble lord who rides his horse through mud is going to have to wait longer than
normal for a servant to brush it off.
Before you initiate a reckless horseback race across the city, decide whether
they’re allowed, and why. Remember to make arrangements for the problems they
present. Reconsider allowing them in all districts of the city; a noble might
keep his horse for show when trotting to a friend’s house, but wouldn’t ride it
down by the river, where there’s not only stone made slippery by water but
plenty of horse thieves. It’s another easy touch of reality to add. Other animals: -Rats. Often a problem, especially if they carry plague-infested fleas. A good sign of a clean house might be if no rats are in the offing. -Dogs. Why do people have them? Why do they let them roam outside? A pet left to roam the streets stands a good chance of becoming part of a feral pack or someone else’s dinner and gloves in a medieval environment. If the owner keeps hunting dogs, then why bring the dogs into the city? (Unless there’s a private game park). -Cats. They may be better able to take care of themselves than dogs if they roam, but they’re certainly not immune to harm. And cats having babies anywhere they like, or leaving dead rats likewise, may not become the most favored of animals. -Pigeons. Yes, your characters can train them as carrier birds. They’re also absolute pests, given their noise and shit and filth. Other animals in a city are not necessarily going to live in harmony with humans. Think about it before you include them. An urban environment isn’t natural; how do they adapt? |
6. Transportation |
Another thing most Fantasy cities don't take into account is transportation.
Most early cities were kept small because the majority of the people had to walk
everywhere. So most cities were less than a mile in diametre. Where you have
good river traffic or wide open boulevards for horses and carriages, you open it
up to a few miles in diametre.
In a magical city you could have buses, boats and trains pulled by domesticated monsters. Or a magically electrified rail system for trains, transport stones, etc. |
7. Districts |
A district is roughly equivalent to a modern city block or a small neighbourhood. On average, a district represents about 500 people, though some districts (such as tenements) have a higher population density than others (such as noble estates). Because a district is so large, this system is unsuitable for use with smaller settlements. A district has its own population number, gp limit, assets, important NPCs, and character, or “feel.” It’s much easier for both the Game Master and the players to think about a metropolis made up of eighty districts than to contemplate a teeming population of 39,761 individuals. The city structure becomes even easier to deal with if you assume that wards or neighbourhoods are just clusters of identical districts. Thus, a metropolis might have a dozen wards: waterfront, noble’s villas, shantytowns, merchant’s quarter, temple quarter, and so on. As a starting point, use twenty districts for a small city, forty for a large city, and eighty for a metropolis. If you need to, you can always add more districts, but the total population number you get by doing that may bump your city up a size category. Most cities are made up primarily of lower-class districts, simply because they have more lower-class residents than any other sort. An average small city (twenty districts) has two upper-class districts, six middle-class districts, and twelve lower-class districts. In larger cities, the upper class grows while the lower class shrinks in proportion. A typical large city (forty districts) has six upper-class, twelve middle-class, and twenty-two lower-class districts, while an average metropolis (eighty districts) has forty-two lower-class, twenty-four middle-class, and fourteen upper-class districts. One way to distinguish your city from others of similar size is to adjust how many districts of each social class are present. A particularly wealthy city might have more upper- and middle-class districts and fewer lower-class districts than normal, while a poor city would have the opposite ratio. A city heavily engaged in trade would have a larger middle class (and more middle-class districts) than one that is mostly isolated and self-sufficient. Generally, districts appear adjacent to others of the same social class, forming neighbourhoods that share a single social class. In some cases, a neighbourhood may include one or two districts whose social class is one step higher or lower than that of the other districts nearby. A neighbourhood typically consists of five to eight districts, and its total population ranges from 1,750 to 4,400. It is rare, but not unknown, for upper-class and lower-class districts or neighbourhoods to appear side by side. When such a situation does occur, some geographical or artificial feature, such as a small cliff, a river, or a wall, usually separates them from each other. Merchants sell goods of any kind to the public. Examples include
jewellery stores,
furniture stores, weapon dealers, armour dealers, decorative items stores,
clothing and book stores. What follows below are examples of what districts might be available
in city or large town. Each district’s description includes the following key
information. Low Population Districts Average Population Districts High Population Districts |
8a. Ancient Era Shops |
The following businesspeople and organizations
occupy the various building types noted in the
descriptions above. Trades, Exotic: Alchemist, art dealer, calligrapher, costumer, imported goods dealer, magic armor dealer, magic item dealer (general), magic weapon dealer, pet merchant, potion dealer, rare wood merchant, scroll merchant, soap maker, spice merchant, trapmaker, wand merchant. Trades, Upscale: Antique dealer, bookbinder, bookseller, candy maker, clockmaker, cosmetics dealer, curio dealer, dice maker, distiller, fine clothier, gemcutter, glassblower, glazier, goldsmith, inkmaker, jeweler, mapseller, papermaker, perfumer, pewterer, sculptor, sealmaker, silversmith, slave trader, toymaker, trinkets purveyor, vintner, wiresmith. Also found here are average trades performed at fine quality and increased cost (masterwork). Trades, Average: Armourer, baker, bazaar merchant, blacksmith, bonecarver, bowyer, brewer, butcher, carpenter, carpet maker, cartwright, chandler, cheesemaker, cobbler, cooper, coppersmith, dairy merchant, fletcher, florist, furniture maker, furrier, grocer, haberdasher, hardware seller, herbalist, joiner, lampmaker, locksmith, mason, merchant, music dealer, outfitter, potter, provisioner, religious items dealer, roofer, ropemaker, saddler, sailmaker, seamstress, shipwright, stonecutter, tailor, tapestry maker, taxidermist, thatcher, tilemaker, tinker, weaponsmith, weaver, wheelwright, whipmaker, wigmaker, woodworker. Also found here are poor trades performed at fine quality and increased cost (masterwork), and upscale trades at lower quality and lower cost (80% of normal). Trades, Poor: Bait & tackle dealer, basketweaver, brickmaker, broom maker, candlemaker, charcoal burner, dyer, firewood seller, fishmonger, fuller, leatherworker, livestock handler, lumberer, miller, netmaker, tanner. Also found here are average trades performed at lower quality and lower cost (80% of normal). Services, Upscale: Animal trainer, apothecary, architect, assassin, banker, barrister, bounty hunter, cartographer, dentist, engraver, illuminator, kennel master, masseur, mewskeeper, moneychanger, sage, scribe, spellcaster for hire, tutor. Services, Average: Auctioneer, barber, bookkeeper, brothel owner, clerk, engineer, fortuneteller, freight shipper, guide, healer, horse trainer, interpreter, laundress, messenger, minstrel, navigator, painter, physician, public bath owner, sharpener, stable owner, tattooer, undertaker, veterinarian. Services, Poor: Acrobat, actor, boater, buffoon, building painter, burglar, carter, fence, gambling hall owner, juggler, laborer, limner, linkboy, moneylender, nursemaid, pawnshop, porter, ship painter, teamster, warehouse owner. Lodging: Almshouse, boarding house, hostel, inn. Food: Club, eatery, restaurant, tavern. Temples and Shrines: Any deity, or sometimes a group of allied or related deities. Most cities in civilized lands have few obvious temples to evil deities, but exceptions do exist. Alphabetical list of Shop/Job types Services With No Product Suppliers Examples of shops Flophouse |
8b. Modern Era Buildings |
These are shops and locations you would find in a modern city; Factory Warehouse Mine Refinery Ore Storage Airport Marine Port Corporate HQ Machinery Shop Weapon/Armour Shop Luxury Shop Park Lake Casino Bordello Auction Rent-A-Vehicle Public Transportation Custom Item Shop Standard Clothing Shop Fashion Clothing Shop Vehicle Shop Stolen Items Shop Black Market Shop Illegal Wares Shop Bar Cafe Restaurant Fast Food Hotel Motel Bank Communications Library Church Newsstand News Channel Pharmacy Luxury Items Shop Supermarket Animal/Pet Shop Power Plant Fair/Amusement Park Government Office Printer Delicatessen Pre School Primary School High school University Military Base Military R&D Surplus Shop Art Sales Art Gallery Museum Security Service Mechanic Doctor's Practice Hospital Theatre Embassy Computer Services Fountains Cinema Sports Hall Council/Civic Hall Entertainment Centre Government Chambers Car Park Police station Markets Fire station Courthouse Florist Plant Shop Construction Supplies Secondhand shop Apartment Retirement Home Nursing Home Hostel Pub Night club Car wash Shoppin mall Department store Bank/Credit Union Funeral home Vet Radio station Marina Bowling alley Skating rink Health spa Swimming Centre Tennis club Library Rail terminal Bus terminal Electric company Gas company Water company Golf course |
9. Taxes |
There are generally three types of
taxes: the trade/sales tax (business), income taxes (wages), and land taxes. This is a sales tax imposed on all transactions with the exception of food, clothing, and fixed assets (like buildings). It is levied on all imports, but rebated on all exports (in an effort to promote the sale of goods abroad). Various tolls (including harbour fees) are also levied. There is a fee for exchanging foreign currency (all transactions must be in local currency), the proceeds of which go to the city mint to fund their operations. Lesser tolls, excises, etc. are collected by local agents. This income goes to financing the local administration and community, and in particular it provides major fiscal income, which is used to maintain the city's guard forces, with significant revenue going to the main government for its own purposes. Recently raided lands/communities may have their taxes partially remited (land and hearth taxes, for example, but almost never income, commercial, and military service). Most free landholder pesants pay only hearth and land taxes, and little in the way of either income or commercial taxes (since the goods they buy and sell are generally the types that are exempt from the Commercia). The income tax on the poor is mainly paid by poor townsmen, who recieve wages rather than producing their own food, etc. Wealthy landholders likely pay all three (commercial taxes on the sumptuaries they buy, land taxes on their lands, and income taxes on the rents and other sources of cash income). |