D&D 5E (2014) How advanced/civilized are your cities?

What features does the typical major city have in your game?

  • Academy/ College/ University

    Votes: 31 70.5%
  • Amphitheatre

    Votes: 27 61.4%
  • Aqueducts

    Votes: 12 27.3%
  • Arena (Gladiator) or Circus (Races)

    Votes: 16 36.4%
  • Bazaar/ Trade Plaza

    Votes: 42 95.5%
  • Castle/ Fortress/ Palace/ Stronghold

    Votes: 37 84.1%
  • City guards/ watchmen

    Votes: 42 95.5%
  • Coastline

    Votes: 20 45.5%
  • Colossal Statue

    Votes: 7 15.9%
  • Gallery/ Museum

    Votes: 15 34.1%
  • Gardens/ Parks

    Votes: 30 68.2%
  • Geographical Feature (Volcano, etc.)

    Votes: 6 13.6%
  • Graveyard

    Votes: 35 79.5%
  • Harbor/ Port

    Votes: 28 63.6%
  • Indentured Servants

    Votes: 10 22.7%
  • Jail/ Prison

    Votes: 34 77.3%
  • Library

    Votes: 36 81.8%
  • Magic assisted agriculture/ terrain

    Votes: 12 27.3%
  • Magic controlled/ influenced climate

    Votes: 4 9.1%
  • Magic Shops

    Votes: 20 45.5%
  • Necropolis

    Votes: 8 18.2%
  • Organized Guilds

    Votes: 39 88.6%
  • Open Sewers

    Votes: 12 27.3%
  • Protective Walls

    Votes: 32 72.7%
  • Public Baths

    Votes: 20 45.5%
  • Public Housing

    Votes: 7 15.9%
  • River

    Votes: 28 63.6%
  • Slavery

    Votes: 9 20.5%
  • Standing army or military force

    Votes: 24 54.5%
  • Theaters

    Votes: 23 52.3%
  • Underground Sewers

    Votes: 33 75.0%
  • Waste Disposal

    Votes: 17 38.6%
  • ADDED: Public Transportation

    Votes: 4 9.1%
  • ADDED: Restaurants/ Taverns

    Votes: 21 47.7%
  • ADDED: Hotels/ Inns

    Votes: 20 45.5%
  • ADDED: Churches/ Temples

    Votes: 10 22.7%

Highest race rated ever afaik in real terms were 95% on serfs.

DnD societies are not feudal. They're not analogous to our own middle ages. They more closely mirror our own late renaissance/ early industrial age, or the prior Golden Age of Rome.

In DnD:
  • people are free men, and citizens of nation States
  • Nation States exist,
  • People earn money for labor, and can own land and property
None of those things existed in our own middle ages.

They existed in ancient Rome in its heyday. But all those things were then lost during the middle and dark ages, where nation states disappeared (and were replaced by feudal warlords who owned both the land and the people living on that land), only to be replaced in the renaissance by a system like that of Ancient Rome again.
 

log in or register to remove this ad

There are no typical major cities in my game worlds. Too much variation. Waste removal , cleanish water and markets are basically what it takes to qualify as a city if big enough. Also quite common are public executions and/or judicial slavery as well as walls.

Churches are a bit of an odd item. Religion varies. one has many temples, ones had many churches and another religion isn't very organized.
 
Last edited:

There are no typical major cities in my game worlds. Too much variation. Waste removal , cleanish water and markets are basically what it takes to qualify as a city. Also quite common are public executions and/or judicial slavery as well as walls.
Then is sounds like you would only select 4-5 options. :)

I bet, if you think about it, you would find more options are "typical" of a major city. Note, there is a difference between "typical major cities" (as you wrote) and "what is typically found in your major cities" (what I am looking for...).
 


Rome had a population of 1 million people in 1 AD, and Alexandria wasn't far behind.

The the dark ages happened and that all went pear shaped.

Yeah Rome was a major empire with aqueducts and Egyptian grain.

Bigger than Constantinople, Baghdad and Alexandria.

I think London hit 1 million around the 19th century (no sewer system to 1858 iirc).

Outside China mostly forget it.
 

Then is sounds like you would only select 4-5 options. :)

I bet, if you think about it, you would find more options are "typical" of a major city. Note, there is a difference between "typical major cities" (as you wrote) and "what is typically found in your major cities" (what I am looking for...).
I see what you mean. The options I posted plus taverns and optionally indentured servants and guilds would meet your criteria.

I have two major game homebrew game worlds. One is a very kitchen sink world though plagued with regular near apocalypses . In that world you might have any kind of city. One city there even has a gun shop selling a limited number of modern firearms with ammo all magically duplicated.

The other is more early Renfaire /Romantic Fantasy/Faerie Tale in flavor though more "realistic" and like slightly cleaner historical cities.
 

The only answer I can come up with is "Yes." And also "none of the above". I make widely variable settings. And a major "city" might actually be anything from a full-on futuristic Space Station with magitech fantasy elements, to the classic medieval walled city, to a bunch of mud huts, to a tent city built in ancient ruins, to a grove of trees with no artifical structures.
 

I see what you mean. The options I posted plus taverns and optionally indentured servants and guilds would meet your criteria.
Cool. Did you update your votes with the other features added? If not, please do, and thank you for contributing! :)
 

Yeah Rome was a major empire with aqueducts and Egyptian grain.

Bigger than Constantinople, Baghdad and Alexandria.

I think London hit 1 million around the 19th century (no sewer system to 1858 iirc).

Outside China mostly forget it.
People seriously underestimate how advanced Rome was culturally and technologically. They had invented a primitive steam engine, and had Greek and Arabic math's and philosophy at their disposal that led to engineering, technical, literary, and societal accomplishments that were not seen again till the renaissance nearly one and a half thousand years later.

That thousand year gap was called the Dark ages for a reason. It was dominated by feudal bondage obligations, serfdom and thousands of squabbling warlords.

No DnD setting is based on a a feudal or medieval baseline that I know of. Not Krynn, not Faerun, not Eberron, not Mystara, not Greyhawk and not Blackmoor.

Athas is post apocalyptic really, but it's its own thing.

DnD settings tend to mirror either Golden Age Rome or renaissance/ early industrial Europe sometime after the fall of the Holy Roman Empire and the rise of Nation States, with a free working class, private armies, limited - or even quite sophisticated - democracy, market economies, modern notions of ethics and justice, advanced sewage, plumbing, and medicine, nation States with clear national boundaries and so forth.
 

Actually that’s interesting.

General question:
When building a city do you go for an aesthetic first approach and then populate on an as-needed basis? Or do you put in what’s relevant to that city (or adventure) first and then add an aesthetic as a flourish?

Fantasy or Function first?
I've done both, I guess. Pretty even split.

I had an idea that I wanted one of the truly powerful mages in the world's make-up/history to have a floating tower/complex upon a chunk of floating rock. Stationary, but a few hundred feet up in the air. It occurred in ancient times. Its existence is tied to an "artifact level" item and has historic relevance for the setting. A city basically built up around/in view of it over centuries of legend of the mage's apparent power (and goodly nature) and a supposition that being in proximity to such a clearly powerful wizard granted a degree of protection from some of the more wild and unmanageable (at the time) dangers of the land.

As example of the other, I needed, well, "wanted"...none of this is "needed"... a "jump off" city for campaigns. Some place that was large enough to allow/have characters of whatever races and classes the players came up with make sense and be immediately congruent with internal consistency of the campaign setting. So, I made it a port city. Some place where all different goods, and the peoples that produced them, would be in and out of. A guild tower from the nearby wizard lands. A few various-sized temples of the realm's major religions/deities. Clearly, a well-organized thieves' guild with fingers in many pies (probably agents -if not an entire guild-hall/base- of an assassin's guild if that ever became needed for a plot). An established Guard/watch, plenty of bar brawls, plenty of merchants and nobles and aristocrats in need of bodyguards, scouts and riders for patrols beyond the walls. So loads of places for warrior types to come from. Removed enough from other population centers that the more "wild/rural" classes were easily explained as being from the city's surroundings/outside the walls, farmlands/food production of the region, or traveling from afar.

A central keep/castle because the city sits at the entrance to/watches over a large "bay" body of water that separates two distinct nations. Wharf/port side shanty towns, "uptown" shops and inns, a "Market Street" for most of your basic "beginning to middling play" goods and materials. Surrounding farming villages and hamlets. POOF! Moderately sized, reasonably secured, "city" region for player to be introduced to the setting.

So, "floating wizard's island/tower" led to "put a small city/large town in the surrounding vicinity." Find a place for it in the relevant realm/countryside, if such a specific detail is needed, as the case of "Towerton," it was. Otherwise, just pick somewhere that makes sense and plop it in. Thus the free-city/surrounding region of "Hawkview" came to be.

Alternatively, and maybe it's a bit selfish - as I find it the most fun part of "city[town/village/region]-making" - I start with a Population.

From Population, you then get to come up with the number of "classed" NPCs that would be "in town." And from there the fun begins. Does the settlement have a small shrine or grand temple? Multiple shrines/competing religions? Is there a guild -loose or organized? large or small? influential or a joke?- or fledgling "gang," local bandits or even a few unaffiliated individuals typically responsible for the local crime/thieving? A local mage or witch, maybe a skilled apothecary or "genial but a bit weird" shopkeeper who seems to know a little bit about a strange array of "oddities?" A mysterious potion-maker outside of town that only the truly desperate seek out? What is the size and general skill of the settlement's defenses? High level fighters? Trained and well-equipped cavaliers? A Middling-level "sergeant" or "sheriff" with a few low-level deputies? Is there a local lord who is more than just a rich/arrogant/cruel/beloved fop? A cult that the town's officials don't even know is there? Or DO?! Are there merchants? Dealing in what? What defenses/protections do they keep in service or have access to? How much traffic is coming and going through this settlement (thus how many inns and/or taverns would be necessary or reasonable for a settlement of this size?)?

From population comes the NPCs of particular interest. From there, a number of other factors of the community can come into focus.
 

Pets & Sidekicks

Remove ads

Top