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*TTRPGs General
Creating a giant Metropolis.
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<blockquote data-quote="Tonguez" data-source="post: 493146" data-attributes="member: 1125"><p>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</p><p></p><p>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)</p><p></p><p>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)</p><p>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.</p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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)</p><p></p><p>As to city planning we know</p><p></p><p>1 Dockside (Delta) = Warehouses, Tanneries, some slum housing</p><p>2. Northbank = University - study halls, libraries, halls of residence</p><p>3. Riverside = Residential district for gentlefolk </p><p>4: Boatmans village 1/2 mile east along the River</p><p>5: Between the City and Boatmans village is the Church and its orchards</p><p>6: Slums (near Dockside)</p><p>7: SouthBank = Merchant District Shops, Market square) </p><p>8: Judges Square = Southbank east of Merchants District. Includes Library, Hall of Justice, Royal Treasurer and City Watchhouse</p></blockquote><p></p>
[QUOTE="Tonguez, post: 493146, member: 1125"] 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 [/QUOTE]
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Creating a giant Metropolis.
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