Let's make a city

You need to start with some of the power centers in order to get a better feel for the city.

Since the city sounds like a major trading place, it should be run or governed by a council of merchants. These merchants are collectively known as The Scale or The Balance (Which ever sounds best to you).

In order to have fair representation this council will have at least one member for each race.

The downfall of this council is that they are not the real power in the city. Many of the wealtheir folk in town feel that whoever can sway/bride/pull the strings of the council is the one in power.

Maybe this will help get the ball rolling.
 

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Squirrel Master said:
Hand of Evil: Those are exactly the issues that this thread is supposed to deal with. I gave the base, and I want help on expanding the city. I'll think through the questions though.
The gods and church would be those of sea, travel, work and trade - Olidammara and Fharlanghn would come to mind but I see a number of dogma that are not covered in the PHB and that means going outside for other gods.

The city itself would have a good size warehouse district and while you would have some merchants they would be more brokerage firms/houses, this means they would have agents and shipping lines. This would make an interesting plot hook and conflicts, firms would hire privateers to effect other firms profit. A private navy could become powerful by offering protection services to ships.

Building your city is not that hard but agreement of thoughts and ideas to be present cannot be done by more than one person, as Imperialus said.
 

Name Yet to be named.
Features: Noble Yet Seedy. Known for it's rich high class trading
Sites of Interest The Old Port, New Port, Warehouse District, The Stink, The Foreign Quarter, The 'Merchants Guild'
Geography: many smaller islands surrounding a larger central island
The smaller islands mostly owned wealthy families (how is contact between islands achieved? - bridges or barges?
Races: All of the standard races are available, as well as Orcs and Kobolds.
Humans 29%, Gnomes 35% are the race that controls the island, Halflings (Seafarign)15%, Elves 5%, Dwarves 1%, Orcs 10%, kobolds 5%
History: Trade, Pirates, Ghost Ships locked in a lake
add
Economy Trade and Merchant Houses/Shipping has been mentioned - but trade in what? What is it that keeps the city here and growing? The economy of a city pretty much defines its character
Surrounding Territory & Climate I assume the city sits off the coast - how far? what is the surrounding district like? what are the main resources avaiable (eg Fish, Arable Farm land, desert with known diamond mines, what is the climate (tropical, temperate, desert etc ) each of these factors will make the city very different depending on the mix
The Political StructureWe know that the nobles exist what is their political status? is their a senior Arch Duke? a ruling Council or is it an Oligarchy or worse Plutocracy? or perhaps the Merchants Guild holds the real power the the Provost of the Guild is City Mayor...
Culture There seems to be a melting pot of many peoples and cultures with tolerance for diverse beleifs but is this really what the city is like?
Also are there any unique traditions that define the city? - like the Preston Guild in Preston, Lancashire or say an annual Yatch race amongst the nobles
 

Your city starts out with some very unusual for DnD assumptions - the more of these you have the less likely people are to get involved. That was the key reason I never got involved in the old 'daemonforge' EN world project - the premise was so far out there that even in pieces it had no appeal for me.

It would probably be a better idea to not do so much of the typing for the city upfront, before anyone else in involved.
 
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For this island city to be a large trade city, it would have to be in a good location -- the middle of a sea, for example. Then the city could make most of its money from tariffs, shipping fees, and overpriced inns and restaurants for the visiting merchants. It is also reknowned for its shipwrights. Given the location's pirate history, the rules on trading would likely be very relaxed; that is, very litle is considered contraband (but almost all of it is taxed).

The Merchants' Guild is obviously the major power center. It is the <i>de facto</i> government, if not the <i>de jure</i> government as well. If a separate government exists, its officials are almost all from the Merchants' Guild or in its pocket, so to speak. There is probably a large Thieves' Guild as well.
 

Is there going to be a central merchant's district or will you have to go to some merchant's island to purchase somthing? Or will it be more like the merchants each have an island compound where they store the goods they control coming into the city, they then move the goods to the central merchant's district. The poor live on the central island the rich have private boats for transportation of people and goods. there are water taxies but they are not cheep.
 

DiFier said:
Is there going to be a central merchant's district or will you have to go to some merchant's island to purchase somthing? Or will it be more like the merchants each have an island compound where they store the goods they control coming into the city, they then move the goods to the central merchant's district. The poor live on the central island the rich have private boats for transportation of people and goods. there are water taxies but they are not cheep.

I speculate that the center island features a Large Market square and the Merchant Guildhall which regulates all trade (merchant and artisan) in the city, has its own court and is recognised authority in the city. The Guild Merchant enables it to issue charters to the various Merchant companies (many of which are owned by Nobles and are based on the small islands) to conduct business in the city.

The Nobles are thus involved in the Merchant trade and may historically have bought their titles. They control their own island-properties and hold the Guild Charter (and thus a monopoly) to a particular area of trade

- the scene each Market day would be of barges moving goods from the small isklands towards the New Port and Market (I suspect the Market is very close to New Port (it may even be part of New Port)

Last thought - is the city part of a larger nation (from which it gained its own Charter) or is it an independent city-state?
 

Big City, Population 79,062

Size: 1.57 square miles or 997 acres
GP Limit: 100,000 gp
Total Liquid Wealth: 395,310,000 gp

Power Centers (alignment)
1. Magical (LG)
2. Nonstandard (N)
3. Conventional (LE)
4. Nonstandard (CN)

Constable: Highest Level Fighter

Law Officers 527
Clergy 1,976
Shoemakers 527
Noble Household 395
Furriers 317
Maidservants 316
Tailors 316
Doctors 226
Barbers 226
Jewelers 198
Taverns/Restaurants 197
Old-Clothes 198
Masons 158
Pastrycooks 159
Carpenters 144
Weavers 132
Lawyer 122
Chandlers 113
Mercers 113
Coopers 113
Bakers 99
Watercarriers 93
Scabbardmakers 93
Wine-Sellers 88
Hatmakers 83
Saddlers 79
Chicken Butchers 79
Pursemakers 72
Priest 71
Fishmongers 65
Butchers 66
Buckle Makers 57
Plasterers 56
Spice Merchants 56
Beer-Sellers 56
Blacksmiths 53
Painters 53
Roofers 44
Ropemakers 42
Locksmiths 42
Bathers 42
Harness-Makers 40
Rugmakers 39
Sculptors 39
Copyists 39
Inns 39
Tanners 39
Bleachers 37
Hay Merchants 34
Cutlers 35
Woodsellers 33
Glovemakers 33
Woodcarvers 33
Magic-Shops 28
Bookbinders 27
Illuminators 20
Booksellers 13


DMG Stats:

Class PCs by Level
Barbarian | 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
Bard | 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 18 (x1), 9 (x2), 4 (x4), 2 (x8), 1 (x16)
| 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
Cleric | 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Druid | 2 (x1), 1 (x2)
| 1 (x1)
| 6 (x1), 3 (x2), 2 (x4), 1 (x8)
| 4 (x1), 2 (x2), 1 (x4)
Fighter | 16 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 20 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
| 18 (x1), 9 (x2), 4 (x4), 2 (x8), 1 (x16)
Monk | 16 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 16 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
Paladin | 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Ranger | 3 (x1), 2 (x2), 1 (x4)
| 2 (x1), 1 (x2)
| 3 (x1), 2 (x2), 1 (x4)
| 1 (x1)
Rogue | 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 19 (x1), 10 (x2), 5 (x4), 2 (x8), 1 (x16)
| 17 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
Sorcerer | 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
Wizard | 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)
| 14 (x1), 7 (x2), 4 (x4), 2 (x8), 1 (x16)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8), 1 (x16)

Class NPCs by Level
Adept - 388 level 1
| 16 (x1), 8 (x2), 4 (x4), 2 (x8)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8)
| 18 (x1), 9 (x2), 4 (x4), 2 (x8)
| 16 (x1), 8 (x2), 4 (x4), 2 (x8)
Aristocrat - 388 level 1
| 16 (x1), 8 (x2), 4 (x4), 2 (x8)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8)
| 13 (x1), 6 (x2), 3 (x4), 2 (x8)
Expert - 2,327 level 1
| 21 (x1), 10 (x2), 5 (x4), 2 (x8)
| 18 (x1), 9 (x2), 4 (x4), 2 (x8)
| 21 (x1), 10 (x2), 5 (x4), 2 (x8)
| 21 (x1), 10 (x2), 5 (x4), 2 (x8)
Warrior - 3,878 level 1
| 15 (x1), 8 (x2), 4 (x4), 2 (x8)
| 15 (x1), 8 (x2), 4 (x4), 2 (x8)
| 16 (x1), 8 (x2), 4 (x4), 2 (x8)
| 18 (x1), 9 (x2), 4 (x4), 2 (x8)
Commoner - 70,573 level 1
| 19 (x1), 10 (x2), 5 (x4), 2 (x8)
| 23 (x1), 12 (x2), 6 (x4), 3 (x8), 2 (x16)
| 22 (x1), 11 (x2), 6 (x4), 3 (x8), 2 (x16)
| 24 (x1), 12 (x2), 6 (x4), 3 (x8), 2 (x16)

Data retrieved from here:
http://www.lucidphoenix.com/dnd/demo/business0.asp

Which breaks it down by race, but only in these percentages:
Human 15,812 20%
Halfling 14,231 18%
Elf 2,372 3%
Gnome 29,253 37%
Half-Orc 3,953 5%
Kobold 7,906 10%
Orc 5,534 7%

Which unfortunately don't match those used in the initial post, so I cut out all the racial data.
 
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