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Where are the cities?
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<blockquote data-quote="Jürgen Hubert" data-source="post: 419319" data-attributes="member: 7177"><p><strong>Re: Great Cities</strong></p><p></p><p></p><p></p><p>Well, in <a href="http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis" target="_blank">my setting</a>, 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 <em>rest</em> of the city - straight avenues will channel the streams of magical energies, while crooked alleys will impede it).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p>Naturally, the people in <a href="http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis" target="_blank">my world</a> 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 <em>lots</em>, 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.)</p><p></p><p></p><p></p><p>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 <em>neccessarily</em> on top...</p><p></p><p></p><p></p><p>Well, that's where those Nexus Towers come in handy... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>In general, each city in <a href="http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis" target="_blank">my setting</a> 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.</p><p></p><p></p><p></p><p>Sure, thanks!</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 419319, member: 7177"] [b]Re: Great Cities[/b] Well, in [URL=http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis]my setting[/URL], 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 [i]rest[/i] 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. Naturally, the people in [URL=http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis]my world[/URL] 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 [i]lots[/i], 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.) 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 [i]neccessarily[/i] on top... Well, that's where those Nexus Towers come in handy... ;) In general, each city in [URL=http://enworld.cyberstreet.com/news/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=38&ttitle=Urbis]my setting[/URL] 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. Sure, thanks! [/QUOTE]
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