Urban Development!

Greetings!

Just imagine the vast array of resources that a fully integrated city can harness, both natural and magical? The possibilities are endless!:)

Semper Fidelis,

SHARK
 

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SHARK said:
Greetings!

Just imagine the vast array of resources that a fully integrated city can harness, both natural and magical? The possibilities are endless!:)

Semper Fidelis,

SHARK

My world is very wierd in many ways, especially regarding cities. With my default assumption that magical offense is 3x better than defense cities become undefendable.

Big cities are surprisingly poorly defended IMC

Sure you could put up a big wall and spell reinforce it but why bother?
Someone will just fly over it and blast away with fireballs or use move earth or whatever to wreck it.

They might have walls to slow down entrance to the city but they offer little military advantage

Rural cities OTOH often have bandit problems or raider problems (from horse nomads) so they might be walled and are a lot more like a traditional middle ages city.

With these changes cities are basically just trade spots with army enough to protect the wealth therin.

Mustering power is an odd thing IMC as well. While cities and empires can produce more wealth than more primitive areas, the more primitive areas tend to have more higher level spell casters.

Essentially if you invade an opposing nation and do not destroy the Wizards/Sorcerers/Psions there, they will gain more xp than you will!

All of you material advantages actaully slow down the gain of EP

Sice the powerfull invader has it easier it means less challenges and lower levels overall

Also the role of clerics has a strong influence too.

Cities depend on Clerics for healing, purifing, keeping undead away and so on.

War is almost never equated to be a good act and clerics must be good (other than a handfull of them) Druids can't fill in, they don't do cities. Bard (and Sorcerers IMC) can heal but they often doen't have the spells needed.

The side effect of this is that any nation waging war risks having clerics depowered and having amazing carnage result.

No more cure disease spells is a disaster in a city!

Therfore cities are just trade spots and not fought over as much as in real life.

. Why risk divine backlash?

The biggest risks in cities are gangs, crime, organized crime, sewer monsters and sharp traders :)

Plenty of opportunities there :D
 
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Ace said:
...Aslo the role of clerics has a strong influence too. ...Cities depend on Clerics for healing, purifing, keeping undead away and so on. ...No more cure disease spells is a disaster in a city!

...From 'A Brief History of the Greatwood'....

Word of what happened has been confused, because there were very few people that came north to tell the tale and very few who venture south ever return. Divination by the Keepers of the Faith has revealed this to us: The Emperor’s son had become base and decadent, and wished to take a second bride when the first bore him no children. Informed by the Keepers of the Faith that he had a good and loving wife, and so they could not bless a second union, the son took the royal staff of office and struck down the Hierophant, saying that Men ruled in Herath, not the gods.

The Hierophant, as he lay dying, said that then it would be so.

During the great spring festival of the Daughter, a strange ship came into the harbor of Herath bearing a cargo of dead men and gold. Authorities recognized what happened, but the lure of gold proved too strong for the baseborn. While the ship was being readied for burning, many foreign coins started to appear in the marketplaces. A few days after that, the first deaths began. The Crying Plague could lie dormant for weeks, then kill in days, causing the person’s blood to erupt from his eyes until he died. As if that was not enough, sometimes then the pale dead would rise and seek blood from the living.

People flocked to the temples, crying for the gods to save them. And the gods were silent, for did not Men rule in Herath?
 

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