Re: Great Cities
mythusmage said:
Now where would a great city be located?
Where are the resources? Where is a good place for people to come together in great numbers. What sort of location would have that sort of draw?
Well, in
my setting, the resources of a city are, in a very literal sense, its people. You see, one day certain wizards discovered how to build so-called "Nexus Towers", enchanted buildings that could draw life force from everyone around them and convert it to magical energies (how much energy depends on how greedy you are, and how well you plan the
rest of the city - straight avenues will channel the streams of magical energies, while crooked alleys will impede it).
This caused most rulers to create cities with Nexus Towers, because if you don't have one, you will be gobbled up by a neighbor who has one and consequently has more magical resources. And when both of you have cities with Nexus Towers, the one with better city planning and more people in his city wins this magical arms race.
As a result, most rulers spend a lot of effort in making their cities bigger - finding ways how to increase crop yield (all that magical energy comes in handy here...), improving transportation networks, and so on... Whole realms have been restructured in ways that require most people to live in the cities.
Where is the transportation good? At the meeting of two major rivers is a good place (St. Louis, Missour). Major roads are almost as good, but in a medieval technology rivers are better. The mouth of a river is another good place.
Naturally, the people in
my world look for large rivers to build their cities as well. Failing that, there's still primitive railways where the trains are pulled by stone golems (these can pull
lots, especially if they are quadrupedal) or artificial channels (hey, there are tens of thousands of people in the cities whose sole purpose is to give their life energy. Better give them something to do to keep them busy... and unskilled labour is cheap.)
You need good farmland at the very least to supplement what the clerics can produce, and to keep the priests from starting to think they're indispensable, and so get ideas about their position and power.
Oh, the clerics in my world know full well that they are indispensible for the functioning of the cities - but then again, so do others. And it's not like the clerics of all deities will form an union together... Still expect a few clerics to be a part of the local power structure, though not
neccessarily on top...
What other resources are there? Lumber, mineral (stone and metal). Are there magical resources? Substances that can be endweomered more easily than others. Is it a place where magical energy is more abundant/available. Does magic tend to "pool" there or do magical lines of energy converge on the spot?
Well, that's where those Nexus Towers come in handy...
In general, each city in
my setting tends to have some kind of speciality. This isn't just done for realism, but so that each city is unique and interesting for adventurers.
So there you have an incomplete look at where great cities arise, and why. There is more that could be said on the subject, but I've run out of material. Hope this helps
Sure, thanks!