Creating a giant Metropolis.

Laveral

First Post
I have a city I am creating for my world that is set on the mouth of a large river. I am thinking that this will be the largest city in this world and was looking for some extra ideas on how to create the inside of it. How it is ruled. What types of organizations in the city. Sections in the city. Maybe different people that rule these sections. Maybe a back plot for the city.
Any help is appriciated.

Thanks,
Lav.
 

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you could start by creating the city's stats (power centers, demographics, etc.) by using the 'generating towns' section of the DMG (pgs 137-40; if you like to roll dice for that sort of thing...)

or could you use Jamis Buck's town generator:
http://www.aarg.net/~minam/towns.cgi

...to get you started. once the town has been generated, it'll be easier to flesh out the specifics

(for example: a metropolis-sized city has four power centers in it. once these are generated, you could ask for ideas to flesh them out. if you decided the overall leadership of this city was a monarchy, then you could determine how they deal with the other power centers (guilds, nobles, and so on). if each power center had equal (or nearly equal) influence, you could determine how they interact (co-governing the city, each has it's own authority over sections of the city, etc.))
 

Look at real cities and use them as a guide. Something I do is a time line map, it is not detailed and very rough.

First start with the founding of the site - it is on a river, is it a safe harbor? If yes (and it should be) that means it is important, a fort would be built to protect it, a light house added.

Now, start building from the waters edge - first you would have docks, then warehouses, the tavens and homes for the dock workers. Merchants and the rich would want to be off the flood plain.

Start thinking about the boom times - maybe a new fort is needed, one is created a little up the river. The road to it starts to build up with inns and taverns for the men there. Next the area between starts to fill in.

Now the gangs - fishermen and dock workers have issues, it is space on the docks. Someone steps in and takes control, the fishermen decide that they need a dock of their own and build away from the other. This has created a line in the sand, that side dock workers, this one fishers. This can be done for each area as based on nature, rich, poor, fishers, dockers, merchant, anything else.
 

City

I was always partial to Pandathaway in the guardian of the flame series. Its a large town that is a Magocracy. That is to say a city run by mages so more powerful magic replaces technology.
 

To be a large city means it must be an important trade center (or have someother reason for attracting such a large number of people - lets say Trade Center

So we have Merchant Guilds becoming important (one of the 4 power centers) and these Merchants are heavily into International Shipping - they employ the Dock workers. The Provo of the Merchant Guild is also essentially the City 'Mayor' and oversees the Cities Guild Burgess (City Council - drawn from members of Guilds in good standing, a representative of the University, an officer of the Boatman and the Senior Judge)

We also have a group of River Boatmen and Fishers, feircely independent 'natives' who transport mechandise up the river where the ships can't go. They are looked down upon by the Townsfolk and the Merchants often try to swindle them but they are canny and too important to ignore (second power center - the Fishers/Boatman)
The River Boatman maintain a large village in the swamps north of the city and are involved it a significant amount of crime including smuggling.

The North bank of the River is occupied by a Arcane University which is almost a self contained town in its own right (like Oxford). The University is the Seat of the Council of Mages (third power center). There is some tension between the Town and the Gown (ie Scholars) but an uneasy peace is usually maintained.

The Fourth Power Center is the Council of Judges who represent the Monarch. The City operates under a Guild Patent issued by the Monarch giving it a measure of independence (the city is too large and too important for the Monarch to try and impose his will upon it). However the Council of Judges exist inorder to enforce the Patent and uphold the rights of all Citizens (ie the Council of Judges is the local Police force/Fraud squad/Tax Collectors and Court of Appeals)

The fith group in the City is of course your Citizens (NPC commoners/experts/adepts/warriors) who are split between your Gentlefolk (artisans, clerks, priests etc) and your slumdwelling Proles (prostitutes, pickpockets, beggars)

As to city planning we know

1 Dockside (Delta) = Warehouses, Tanneries, some slum housing
2. Northbank = University - study halls, libraries, halls of residence
3. Riverside = Residential district for gentlefolk
4: Boatmans village 1/2 mile east along the River
5: Between the City and Boatmans village is the Church and its orchards
6: Slums (near Dockside)
7: SouthBank = Merchant District Shops, Market square)
8: Judges Square = Southbank east of Merchants District. Includes Library, Hall of Justice, Royal Treasurer and City Watchhouse
 

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