What Should a Large City Have?

DerianCypher

First Post
I am in the process of making a large city for a city based campaign and I was wondering what should it have? So far it has taverns, inns, marketplaces, docks (it's a port city), mage guild, warehouses and a few guardhouses. Am I missing anything crucial?
 

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Maerdwyn

First Post
Houses :D

Other than that, any of the following amy or may not be appropriate:

Temples, parks, baths, arenas, libraries, schools, theaters, wells (or aqueducts, etc. - some sort of water supply), sewers, thieves guild, slums, outlying farms (and vinyards, etc.).
 
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SHARK

First Post
Wonders!

Greetings!

I think any large city should have a rich history. An off-shoot of that line of thought, is that there should be a great Wonder or two. A great landmark. Imagine a huge tower of glowing crystal that is enchanted with music, for example. Perhaps it has a great enclosed waterfall, that is lit up at night. This might be some greta thing, a hundred or more feet high, and sixty-hundred feet or more wide. Imagine the spectacle!

Perhaps a great arena, or Collosium. Imagine a huge enclosed park of incredible trees, and beautiful lakes.

A vast fortress, and perhaps a war-memorial. A great tower, or a great lighthouse. Imagine a vast theater, partially above ground, and partially tunneled out into the sea with hallways of crystal and polished coral, all with breathtaking views of the sea from underwater. Imagine this vast building having unique auditory effects, and a magnificent amphitheater. It would be an entertainment mecca for the entire region! It could have famous troupes of gorgeous dancing girls, and a guild of renowned thespians; There could be several of the greatest singers and musicians that work there. And so on.

Think about brothels, gambling casinos, labor guilds, as well as governmental offices. Royal Agricultural Center, or the Royal Maritime Guild, or the Royal Museum of Sea Creatures. (or Zoo)

Ancient Rome had a number of similar things, so there is nothing preventing you from even a *realistic* standpoint of being really diverse with what your large coastal city can offer!

Semper Fidelis,

SHARK
 


dave_o

Explorer
All cities are large for a reason. First, consider the reason why this particular city is large! Perhaps a precious material mine close by? Perhaps there is a religious relic, and the city has grown from the influx of pilgrims to it?

Always make a large city exceptional. Make it that way, with many magic users in town and such, it can stand to be a little gaudy. And powerful people will live there, make powerful things occur.

Also: Inagural Post. Hello nurse!
 


wrabbit37

First Post
I agree with everyone who has been mentioning unique places, but it's also important to have memorable NPCs. And not necessarily just the Head of the Mage's Guild or the or the High Priest, but also the cat-loving landlady of one of the characters or the drinking-budy who didn't quite make his dreams for life and keeps repeating other people's stories as his own. The great thing about playing a city-based campaign is watching the relationships between NPCs and PCs develop. Since the players spend all their time in the same area, the NPCs are more likely to be recouring.

-Mike
 

Fast Learner

First Post
It's hard to imagine a large city without a substantial legal/rulership presence. Some kind of palace or similar, courthouse, jails, etc. are all necessary to keep the peace and, commonly, rule the surrounding lands as well.
 


Palcadon

First Post
Maerdwyn said:
Houses :D

Other than that, any of the following amy or may not be appropriate:

Temples, parks, baths, arenas, libraries, schools, theaters, wells (or aqueducts, etc. - some sort of water supply), sewers, thieves guild, slums, outlying farms (and vinyards, etc.).

Yep, that about sums it up.

A city should also have something that is keeping the residents happy and busy. Make sure you have a large economic force. Large mines or a large harbor. This would make for many rich NPCs and a hubub in the political arena.
 

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