Worldbuilding Starting City

Nyeshet

First Post
Grr... My post was eatten!

I'll try to cover the two points again:


The first point I wished to make was that if you have not yet mapped out your city, there is a cartography forum at this site that might be willing to help you. You would likely need to supply a few details (how many major roadways, city walls, major structures [and the types and perhaps location within the city of the latter], the local terrain and climate, and so forth). But with these details the minds that post on that forum could perhaps create a city design that would both suit your purpose(s) and also look quite nice as well.

Art Gallery, Cartography, and Miniatures Forum

The second point was a re-iteration and expansion of the comments I have made regarding power sources in the city.

Every social unit needs a certain amount of stability and order to remain cohesive. If law does not exist - and by law I mean only a set of regulations that are enforced, not necessarily being the organization of laws as we know them - then the society will sooner or later fall apart into anarchy.

The order can come from any of the power sources. The local lord(s) might have traditional laws, taxes, rights, and so forth that they enforce through the use of a town guard. Or perhaps the local major temple uses its temple guards to maintain order, the laws based upon religious laws. The local lord in this situation may be a (high) priest, or he may (out of belief or lack of power) defer to the temple - perhaps believing (or stating such a belief) that the temple is the only body with the authority to rule on moral and ethical matters.

Do not forget the crime lords. If the local lord(s) and even the local temple(s) lack the means of supplying order, sooner or later some enterprising criminal will gather such a force as to become the law. During the middle ages such were called 'Robber Barons' - persons who - while outlaws - had such a strength of force that they ruled some obscure town or rural region as if they were the local lord. They collected 'taxes' (or protection money, as it might be called in more recent times), and they typically forbade others from committing crime without the boss's say-so (or at least a cut of any profits that might be made). Or the crime lords might exist in a more mafia styled structure. Either way, so long as a pattern of order is created (even if via force), then the society can continue to exist and evolve.
 
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Raven Crowking

First Post
I'll pdf and attach what I've got so far tomorrow or the next day (depending upon time availability). I am thinking of stealing Mallus's work on gods wholesale. Very nice stuff.

RC
 

Nyeshet

First Post
It took me a while, but I found a map of Golotha and a (very little) bit of information on the city at columbiagames.com. (A google search of the site for the city name will bring up the page. It has a link to a nicely sized color map at the bottom of said page.)

I presume you are striping the city of all its former attributes - such as being arguably one of the most evil cities on Harn (due, from what I can tell, to having a temple to one of the major evil deities).

It appears to be a city of five islands, a couple medium to smaller islands, and an offshore outpost island. From the description given, it sounds a bit like a cross between Venice and the London of Sherlock Holmes - a city of islands and canals known for its mists and fogs that occur almost daily - and sometimes all day. However, it also has more streets than canals, and to the east a vast temple to an evil deity. It was apparently the capital of a notable but somewhat disorganized / savage kingdom held under a harsh theocracy.

Being on the delta of a river, it should be considered to be of significant strategic value - both militarily and economically. However, the harsh reputation and ease of crime on its streets (even during the height of day) notably decrease its value - at least economically.

There are fortifications both across the river, south of the city, and on the land just north of the city. The temple is not on an island but instead is protected by the remaining swamp and marsh that extends for some distance beyond the city. However, north of the city and north of the temple appear to be mostly marsh free lands. Those north of the temple appear planted with numerous orchards, for example. (Note that the river narrows to about 200 ft before opening into the bay.)

This is a hard city to explain. In its heyday it received most of its food supplies from other cities - perhaps as tribute in kind rather than in coin. The scarce farmland to the south - across a river is not enough to supply so large a city, and the fields to the north appear unplowed. The orchards no doubt would help to supply food, as would the supply of fish from the river and the bay, but once the supplies stopped coming in, I imagine the city fell rather swiftly into chaos.

So, if we strip the city of all its prior history to re-create it entirely anew, what do we have?


First, let me further examine the (larger) map (found at columbiagames). First, we can see that there is a necropolis on the north side of the river (although quite a bit of woodland blocks sight of it from the river itself), just ESE of the temple. Second, there is a town of notable size just east of the city, and there is a village and keep on the south shore of the river - about 200 ft from the city at its narrowest point. Lastly, while the south shore of the river is quite swampy, the north shore seems to have been mostly drained - excluding a region between the river and the temple that perhaps acts as a buffer zone to discourage the curious.

The town did not arise as a religious center - that came later, after the town became prosperous. Even its status as the capital of a region did not occur early in its history. Recall that the land it was capital of is considered harsh, disorganized, barely contained / constrained by the power of the evil temple - which as I pointed out likely came later. Indeed, the lands of which it is capital are all to the north, while the city itself is one of several along a major riverway.


So here is how I would presume the city arose.

At some point in the past, settlers from the east came down the river - either seeking its source or merely working their way once again several miles down river so as to settle another colony of a more eastern city or kingdom. Having found the delta of the river, they faced a problem. The land was too marshy to settle. There were two locations where settlements might be placed. The first is to the south, as there is a patch of non-marsh at the mouth of the river there. However, the patch was dry merely due to higher ground - making pierage a bit of a problem, and it was surrounded by marsh on all sides - even (a mere 200 ft away) to the north. Another location was found soon after however, but it was some several hundred feet north of the mouth of the river, making control of the entrance of the river difficult (compared to the former location for settlement).

So I believe that the small town south of the river was the first settlement. A keep was built to protect the small military force there (likely only a few soldiers / knights and perhaps crew for two or three ships - a small but useful navy). Both fishers and merchants bringing wares from down stream soon lived around this keep.

In time, however, times grew bleak, and the taxes became harsher. Already there were likely some pirates and smugglers that used the marsh to the north to get around the security point. (As the city seems based a bit off Venice, I would note that the canals are likely straightened versions of prior waterways that were more meandering and less deep). Some of these miscreants - and likely some serfs and peasants from south of the river seeking to escape some real or false accusation or find another life for themselves - settled amongst the higher points on the islands of the wooded marsh to the north. As the situation grew ever more bleak downstream - likely due to the onset of a dark age and the collapse of whichever cities or kingdoms founded the town south of the river mouth, the town to the south became ever more disorganized. Eventually the raids from the north came more frequently, and aid from the east came less and less often - until it finally ceased, and the town realized it was on its own.

At this point the situation likely imploded. The outlaws to the north realized the near impunity with which they could attack the southern town, and the town itself realized the near helplessness of those that taxed them ever more harshly - perhaps seeking to have ships built to return east, away from the hell hole in which they had found themselves several generations after their founding.

Whatever happened next, it was not pretty, and it lead to a change in power. Now the north settlement - as poor in structure and organization as it was - was in charge. Likely for a time they raided with impunity, until they realized that there was nothing more to take, as no new supplies were coming from the east and the damage they had long caused had prevented fishermen from fishing, artisans from crafting, and farmers from planting and harvesting. Realizing the situation, they faced a choice - move south and firmly take command, or enslave the populous and use them to fortify and renovate their home islands.

This is not as unlikely as it might seem (choosing to live on islands in a swamp rather than on dry land). Venice did something similar. When the barbarians from the north came south, they evacuated to a wooded swampy lagoon, eventually using the wood and what stone they could find to build up the larger islands into mounds that could more readily hold the multistory structures that exist there today.

So the southern population is enslaved. Likely some was forced to remain in the south, farming in the few fields that did not require hard labor to make ready (as would be the case north of the swampy region). The others were brought into the swampy north side of the river and used to change mire into land - dredging waterways, piling logs and what stone might be found to make foundations for larger and better buildings, and so forth. Several generations passed before most of the swampy region was converted into the islands known today. Perhaps it was during this time that the cult of the evil deity formed and grew strong. However, some time after they were secure on their islands they discovered a new threat from the north - necessitating first the fortifications on the north side of town and later the fortified island to the west (likely with a small fleet of perhaps half a dozen ships or so to protect the town).

By this time the dark age was nearing its height. Peoples from the north, seeking ever further afar to find new food sources, began to raid the settlement. At first casualties were high, but the city wall - perhaps initially built to hold off any aid that might one year come from the east - allowed the settlement to survive the initial onslaught. Now they faced a dillema: they did not have enough people to fight against this barbarians of the north. They could perhaps train and arm some of their male slaves, but this would put the masters in danger from their slaves. Eventually they managed to find a middle ground. Perhaps they chose the path of Rome and Greek - allowing slaves a chance to buy their freedom through service or coin.

By this time there was another unifying force, however. The cult of the evil deity had gained such a following, such power, that the populace was loath to attempt any rebellion. Indeed, some slaves might have chosen willingly to enter into service, swearing an oath to the evil deity in the hopes of having power over other slaves similar to what their masters had over them.

However it happened, the wall was enforced and the keep to the north built, and the barbarians were held back. When the dark age eventually ended, the city was transformed, for indeed it was a city (if somewhat smaller than its current form). The two peoples were nearly unified, although the nobles and priesthood were both descended almost exclusively from the former pirates, smugglers, and outlaws that had once enslaved those south of the river. The city population was given to a military zeal - and with the barbarians pulling back, they found themselves restless for action. Rather than risk a civil war, the small but eager army was used to take the fight to the barbarians.

Slavery was never fully abolished - just reduced to a more manageable size: giving the poor someone to look down upon, allowing for a humiliating punishment when death might otherwise rob the society of a valued skill, and granting a means of gathering as many laborers as needed whenever a major work or farming projected needed accomplishing. Those slaves that remained during this time were used to build ever more luxurious manors for the nobles, ever larger temples for the deity, a necropolis for the internment of the nobles and the more secretive rites of the priesthood, a new town to the east for the most menial commoners and slaves, and the orchards that now cover the lands north of the mire.

The army marched ever farther, conquering more and more lands. The lands, however, were quite sparse in population, and few villages existed among them - let alone towns or cities, so tribute was slight from these peoples. Mostly, those conquered were used as slaves and sacrifices. And after a generation or two, those thus enslaved were allowed enlistment for a chance to escape slavery through service - sent back to aid in the harsh treatment if not outright slaughter of their own peoples.

With the bounty of their ever larger, ever more impressive city, they eventually renewed contacts to the east - lost many centuries prior. When ships came into the bay and found the river, it was the marbled city that they first saw, and the city became a major trading hub between those lands further east and those ship from further west. But high taxes and harsh penalties lead to many ships seeking to forego the city for those further down river. The navy of the city - small but fierce - made many examples before merchants proved willing to pay their dues for the right to trade - either in city or further along the river (or into the bay, for those ships coming down river towards the bay). The city grew wealthy, and it used its wealth to ever embellish itself, its temple, and its highest ranking families.

But just as dark ages give way to light and golden ages, so to do these ages wane in time, returning to darkness.

Eventually events conspired against the city. As a new dark age approached, crops began to fail more and more often - leading to riots over grain for food and seed. The norther barbarians - long forced into submission by the armies of the city, found themselves pushed south by new barbaric peoples - seeking food and land as swamps and deserts spread and other peoples migrated into their own lands. Caught between the barbaric peoples further north and the armies of the city to the south, it was inevitable that sooner or later some of the tribes would gather their forces in a desperate bid to overcome one foe or the other - and unlike the barbarians, the armies of the city were often contained in singular places, not spread out over vast fields and forests. They attacked.

First they fell upon the outposts - many such fell before the word reached the city and the armies readied and gathered for the first major attack against their walls in generations. Then the barbaric hoard came south and laid siege to the walls of the city. They held - barely, but there were heavy losses on both sides. The city folk that commanded the armies had themselves become complacent, accustomed to the delights of aristocratic sedentary lifestyles. They were also more versed by this time in arranging maneuvers in the field rather than siege warfare. Also, some slaves within the army chose this time to revolt - small and ineffectual uprisings of a dozen here, a score there - but occurring at the worst of times and places during the siege. Several times a wall or two almost fell due to such revolts. The city faced a crisis - if they could not trust their enslaved recruits, how could they find enough troops to survive the siege?

The priests of the dread deity gave answer. Those that were not at least a quarter descendant of the city were slain in a horrific dark rite - openly performed both to cow those that might choose to revolt despite their status and to frighten the populous so that they would not object should it be necessary to tear down their house to better fortify a wall or some other command given them. The streets and canals were red with blood, but after the rite concluded those slain arose as undead. These horrors were then sent against the remainder of the horde. Despite their terror, the horde fought well, and many of those undead creatures were destroyed. But the horde itself was annihilated.


Peace returned to the city, but things were different. The priests were now utterly in charge. Trade had ceased during the siege, and when tales spread of how the siege had ended, trade did not resume. Throughout the day the streets were patrolled by priests followed by two or three undead and perhaps a member of the former city guard - now attached to the temple guard. For a time those within the city and the town to the east and village to the south hoped that the situation would die down, that true peace might return. But then came the horde that had driven the former horde against them. Again the (remains of the) army was marshaled, again the walls were manned, again the undead were gathered - enhanced in number from those slain but not too terribly damaged during the former siege. But the walls had been damaged terribly before, and not all the restoration was complete. The stores of food had been nearly exhausted during the former siege, and little had been gathered to restore the supply. The city fought well, and most of the new horde died, but in the end the city fell.

The new horde was horrified by what they encountered and the terrible losses endured. After pillaging the city they retreated north, taking the lands formerly held by the former north men. The city, although terribly damaged with most of its wealth destroyed or taken and most of its peoples slain or dispersed, survived - in a sense.

Some of those dispersed returned - either to loot and then leave again or to attempt to rebuild upon the ashes. This was particularly true south of the river, where most of the population managed to disperse before the barbarians even crossed the bridge - itself heavily damaged during the siege as the city sought to prevent its use by the barbarians during their final attempt at retreat.

Those few undead that survived were no longer under anyone's control. Many wandered randomly for a time, eventually becoming mired in the swamp or stuck under a collapsed wall of a building. Others wander the former temple and necropolis to this day - ever completing their last orders: to guard these against intruders.

The priests were few amongst the survivors, and often the other survivors killed them on sight, blaming them for the disaster that befell the city. Those that survived were the cunning ones, hiding in the wilderness and amongst the ruins - eventually starting new cults to the evil deity. A few sought to enter the temple or necropolis afterwards - only to be slain by wild undead, no longer taking additional or adjusted orders from anyone. Some survivors that witnessed such believed the evil deity was punishing his priesthood for their failure.

Those that survived initially stayed south of the river. The farm fields were there, the undead and occasional priest were not there, and indeed most of the surviving population was there. Some of the survivors built up a reputation for courage (or foolhardiness) by every now and again crossing the bridge to gather rare supplies from the ruins. A few even sought to rebuild, but for a century and more that proved impossible. The few undead that still walked the ruins were too dangerous and unpredictable. And some that vanished were rumored to have been taken by half-mad priest for horrific dark rites. Sometimes their body - or a part of it - would be found later.

But in time - especially with the bridges over the canals one by one being destroyed - the region of the city just across the bridge became habitable and (more or less) safe once more. Indeed, while the east isle of the city is still considered dangerous - and even more so the lands beyond the east isle of the city, the west isle has recently been determined to be safe - or, at least, enough consider it safe that a new bridge has been built leading to it. The bridge is under constant watch by the guard, however - just in case. The bridges connecting the west isle to the two isles north of it have been torn down, as undead and other horrors occasionally crossed the bridges. The northernmost isle and the western most isle - both fortified but in ruins - have not been fully explored, as undead, strange magics, and odd creatures (perhaps created by said magics or by half-mad priests of the dark cult) seem to still exist in abundance there.

So it now stands as the dark age once again moves towards light. The village on the southern shore of the river is nearly normal, although with rumors of haunted dwellings east across the wetlands. The city north of the river exist in a half-ruined state, although the southernmost isle is habitable and recently a bridge has been made so that the western isle - still mostly in ruins - might be made habitable. Mists cover the city every day, sometimes all day, but despite this gloom some small hope exists. There is much available for an adventurer to accomplish - seeking lost items of value or interest on the west isle - or, for the more daring, on the northern and eastern isles; exploring the lands of the south - through and beyond the swamps, traveling down river to see what other cities or towns may yet survive that might be willing to trade, and even seeking to explore the bay and the lands beyond, from whence many ships once came and might yet come again one day.

Indeed, on rare occasions a ship stops by from afar - perhaps even one upon which an adventurer might arrive.
 
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Nyeshet

First Post
Now, what are the power sources at present?

There are a few nobles amongst these people. These are not descendants of former nobles, but instead descendants of leaders who rose to the occasion a few centuries back when the time came to reorganized and try to survive. Some were appointed, and after a few generations the fact that they were appointed was forgotten, others might be from foreign lands - via bay or river - and settled after having fled their own lands during dark and difficult times.

The nobles have power, true, but there is also a village council that acts as an advisory board. While a town guard exists to aid the nobles, many have relatives on the village council (even if distant), so they cannot be counted upon should an attempt at coup occur. Some nobles feel this is how it should be. Others chafe at what they believe to be limits upon their inherent rights.

Some missionary priests of other deities now live amongst the village - indeed, some are descendants of those that first came preaching of their deity. The people look upon them with mixed emotions. Some treat all deities with respect but prefer that such keep their distance from the mortal world, mistrustful due to what happened in the past when a religion gained sway. Others look to these deities with great devotion, seeing in them a means of preventing the dark deity from ever again gaining control over them or their community.

Also, the priesthood of the dark god still exists, but they work in the shadows. Several are members - even amongst the nobles, but they do little to suggest they are members to such a terrible cult. And the cult is often a watered down version of the former religion, as most tomes and scrolls were burned or otherwise lost, and word of mouth loses much when only part of it is gained before the mentor is slain by villagers or undead or accident. They do many terrible things, but little of it approaches the horrors that existed when the city was powerful. Some half mad priests or their descendants / converts still exist in the eastern lands, taking some few every year who dare to explore those lands.

Lastly, as trade has revived, merchants and craftsmen have formed guilds and set up shop - in village or in the ruins of the southern isle of the city. They are still gaining power, but none are in and of themselves powerful - especially as, without regular trade, there is little need to craft more than what the society needs. Most merchants utilize caravans - via ship - to towns further up stream or just across the bay. Such trips are difficult, and for every twenty that leave two or three never returns. Rarely do more than five or ten such voyages occur per year, and most of those lead up river rather than across the bay. When such voyages succeed they bring great wealth to the merchants and craftsmen involved, but when they fail they reduce those involved to near poverty for a year or more - before they are ready again to risk much to perhaps gain even more.

There is semi-regular trade with a small town several days journey up the river (a month or more by foot, presuming none of the swamps that awash both sides of the river for a week or more by ship). Perhaps half of the ships that leave seek this town, but there is little wealth to be gained from it, as it is little bigger than this town and produces many of the same things. Medicinal plants from the marsh and some gems and ores mined south of the southern village are most commonly traded to them.

Crime was not as much of an issue in the past, but in the ruins and barely restored regions of the city now in use there are several buildings - seemingly empty, but in truth holding in their cellar or well enclosed room meeting places for pick pockets, scavengers, and the occasional robber. As the city / village is small - barely more than a thousand - such criminals are hunted down regularly, at least in the village. In the city such criminals are considered a danger one must be ready and willing to deal with if one intends to live and do business there. The guard have more important matters to deal with - keeping an eye out for undead, crazed priests, aberrations, and so forth that might attempt to cross the sluggish canals from time to time.

Thus, crime is only just starting to become organized - and that more in the sense of gangs than mafia. But from these seeds might, a hundred years hence, the start of a mafia style crime family arise.


In any case, I need to get some rest before my midnight shift, so I'll sign off here and check back in the morning, or perhaps around noon. I hope this has been of use to you.
 
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Nyeshet

First Post
Other considerations ...

I'm not sure how multi-racial you intend your society to be, but here are some ideas that might work for you.

The initial barbarians to the north were not completely wiped out. Instead the menfolk were the heaviest casualties, and when the women, children, and elderly saw the direction the battle was going, they escaped to the north and east, eventually fording the river branch that heads north some miles from Golotha and entering the hilly region beyond. In the modern times they may have several villages there, or there may be wandering bands there with legends of what happened so many centuries ago.

These initial northern barbarians were wild elves or wood elves. Due to some inter-marrying (or, more likely, inter-breeding) between the slave populations (both from captured barbarians and southern village members) there is a slight strain of elvish in the local population. Every so often it becomes focused enough that a half elf is born.

As so little knowledge exists of the pre-destruction era in the modern day, these individuals are typically seen as gifted - with exceptional long life, better senses, and so forth. Several prior leaders - and therefore some of the nobles - were half-elven born of humans. Indeed, the prevalence of half-elven children is higher amongst local nobles (not foreign nobles) than amongst non-nobles due to the rarity of marriage between noble and non-noble. Also, as some half elven children were born to children of converts to the new religions, some of the priest family lineages have a strong half-elven tendency, as the parents of the new converts would have seen the 'blessing' upon their children as a gift from their new patron deity (and perhaps it was, depending on the deity).

So presume a small but notable number of the population is half-elven, but also presume that the population does not consider them a separate race - having not yet come upon a community with a large elven and half-elven population. They presume such individuals to be blest or favored in some manner.


The current northern barbarians are orcs or hobgoblins. (Or, you could use the half-orc or half-hoggoblin traits and simply call them orcs / hobgoblins, as many GMs I know [including myself at times] occasionally do.) Some amongst these tribes occasionally stop by the ruins to trade with the various criminal elements - as such are typically the only ones willing to sail north around the marshy and ruined areas to risk doing business with such persons.

The criminals receive rare hides, ivory, and such in exchange for metal items, woven clothes, perhaps gems and so forth. There might be some drugs and medicines also being exchanged between these groups. Most of the settlement considers the orcs very dangerous, and those found to have traded with them are often presumed to have given them information on weaknesses the orcs might later exploit to destroy the town. And indeed some orc traders may very well wish to gain such information. Trading is often sporadic and irregular, but it is possible a criminal organization has arranged a year or seasonal trade with one of the nearer tribes of orcs.

Orcs / Hobgoblins - when seen in town - are treated with suspicion if not outright hostility, but on rare occasions they have been seen in town.

The lands to the south are a mystery, but it is possible that dwarves live in the arid and mountainous regions farther south (Ternum Heath, I think the region is called on the Harn maps).

As the elves exist in the north and east, it is possible that trade might exist with a village of (pure blood) wild / wood elves, so such may not be entirely unknown - although if said elves ever learned the origin of such traders they might become hostile towards them (due to their tales regarding the decimation of their people during that period). Indeed, it is possible that some of their oldest members might have been children who watched as their fathers, uncles, older brothers, etc were slain by the undead horrors unleashed upon them by the city.

Gnomes and halflings present a bit of a problem, but if you follow the 4e idea regarding halflings, then perhaps you could place small mobile floating villages of them in the various swamps along the river.
 

GlassJaw

Hero
Great thread. Nyeshet, your posts are awesome. Thanks for taking the time.

I'm a big fan of urban settings but always find them to be a daunting proposition to both create and run.

Assuming you have your city "created", do you have any tips or advice on "bringing it to life" at the table during actual gaming? This is something that has already thrown me for a loop. How can you really capture the feel of adventuring in a big city?
 

Mallus

Legend
Assuming you have your city "created", do you have any tips or advice on "bringing it to life" at the table during actual gaming?
Sure. Cities are only as interesting as the NPC's that live there. You can't talk to history, architecture, or civil engineering... if you want to showcase a city --or any other location, really-- you need good characters to act as foils. Memorable characters lead to memorable events, which reflect back on the setting that contained them.
 
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Raven Crowking

First Post
This is where I am at so far.

I was going to attach a pdf, but it was too big, and cut & paste from the pdf left a horrible mess. Let me rethink this.

RC
 
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Nyeshet

First Post
I don't have much time right now, but ...

Assuming you have your city "created", do you have any tips or advice on "bringing it to life" at the table during actual gaming? This is something that has already thrown me for a loop. How can you really capture the feel of adventuring in a big city?
Mallus' advice about memorable characters is very true.

Another bit of advice is to not give them a map at first.

They have just entered a large town or city. It not only makes sense that they do not know where things are, but it helps give the feel of the immensity of the setting they now move through. Quickly they will realize the need for landmarks - and while the cathedral or castle might work for determining which general part of the city or town your are in, in the long run it is the more memorable structures that will aid them most - an interestingly named tavern with a certain oddity of clientelle, a street corner where a particularly dressed bard often plays, the ruins of a house consumed by fire but never rebuilt for fear of a curse, and so forth.

Even without a map, they will soon realize the largest landmarks and the names of the general districts, and before long they will have found particular structures within such districts that they use as landmarks of their own. It might not even be what you had expected. You might spend some time describing a large structure built of odd materials - only to have them end up using the strangely named tavern a block away as more of a landmark. And it may be that you only just came up with that name on the spur of the moment, having not thought they would have as much interest in that particular tavern.

And, of course, do not forget the town guard (or whomever maintains order). Chances are that the PCs will spend a lot of time with them - aiding them, evading them, or even just asking questions of them while on a mission. Who works in the guard? How do they act? This technically falls under memorable characters, granted, but even less memorable characters might become well known just because of how often the PCs interact with them.

One guard might be slovenly, often wearing stained clothing barely fit for duty. He goes along with what the others say, but he doesn't really care overmuch if something little goes wrong or some information slips - just so long as he can get back to his rest or meal. Another may be incredibly strict, not even speaking of information that is publically available out of some strange worry that some word or two might not be. His uniform is perfect, and he delights in pointing out how many and what types of medals he has won. These are extremes, of course. But adding little details to the names of specific guard members can help form an impression. Perhaps the PCs will take note of an oddity when they find a member of the guard that normally works in the east district working in the south district - something they might not have noticed were it not for the mannerisms of the guard they are observing at a distance. Maybe they will come to know that this guard may wave them through for a little 'bribe' - just enough for a drink or two, really, but even suggesting a bribe - however indirectly - to this other guard will result in trouble.

Merchants can be fun to work with. They are always seeking to compete with each other for customers while also seeking to follow rules of their guild - which may stipulate that technically this merchant is not supposed to offer to these people or in this place. But some may seek ways around such, perhaps living in one area while working in another - and having a little secret shop hidden in their home, where 'guests' might happen to have a look after the pleasantries are dealt with. Also, some may only stock certain types of items - certain that they will sell well - regardless of whether they actually do or not. Another may have a mish mash of several items - common, rare, normal, odd - out of the belief that something will sale, but they are never quite sure what will or will not be wanted. Describe their clothing, for perhaps they come from another town or village where such differs somehow. Or perhaps they once traded in a caravan and now often where the clothing of another town - their own chosen style, even if it sets them apart from those of the town they live and normally work in.

Don't forget the little details of the area of the city. Perhaps the party has moved from a region where the roads are paved with cobbles to one where the roads are only compressed dirt. That could be important later, but even if it is not, it helps set the feel; they know in this instance that they are likely entering a poorer part of town.

Don't forget that despite what your map shows, there are sometimes narrow alleys between buildings. It could be that what looks like a dead end actually has a way out - or a way in for reinforcements or surprise attacks. It may be that a five foot wall - or even a couple crates or wooden boards - technically blocks yet another avenue of travel. These alleys may only be three or four feet wide, or they may be nearly as wide as the narrowest streets - perhaps five or six feet wide. They may be hidden in shadow, hard to notice unless you know about them already. They might be fully visible, lit by lamps by doors or windows - an unofficial street, as it were. It might even be that two shadowy alleys lead to such an unofficial street. The criminals know of it, as perhaps do a few others. Some of the guard might even know of it and check the area regularly. Or perhaps they ignore crimes in that one area, as the common 'good' folk never wander down these half hidden alleys. Indeed, it may be that many of the nobles and those they live and work with do not even realize that such shady places exist.

These could act as means of escape or confusion. An NPC owns an inn or tavern, and occasionally people wander into it only to disappear. Perhaps the windowless back wall of the tavern has a door leading into such a hidden streetway / alley that the NPC allows use of - for a price. A N/PC worried he is being watched or followed might use such a door to escape, leaving those following wondering where he went and how he got there.

Some places - particularly the more arid ones - have flat roofs. These can act as a second set of roadways and places of business for those in the know of how the building roofs interconnect. On the other hand, in places where the roofs are often tilted, it is often the case that those below do not think to look up - especially during (even light) rains or snow. A person with a steady step, little weight, and a knowledge of the city might still use roofs as a means of travel - and one less known than is the case in more arid towns and cities.

Knowledge (local) can come in real handy in the city, allowing knowledge of such alleys, colorful and shady characters, quick routes across roofs, down alleys, and through hidden doorways (and the fee to use such).

As a last note, despite what I said earlier about not giving them a map, once they have been there a while, give them a map of the general outlay of the city - the major roadways and canals, the names of the districts, the largest structures, and so forth. After a few days to a week or so in the city it can be expected that they know that much, at least. They can add on the locations of other streets and landmarks as they find them, but at least this way they had the experience of being nearly overwhelmed when first arrived and the sense of familiarity after a while. You don't need to place every building on their map - it can (and probably should) be just a rough drawing of the most basic aspects of the city.

Another fun thing to consider is the issue of guides. During those first few days, one might expect them to seek guidance on where to find things - and all sorts of NPCs might be willing to aid them, for a price. How useful their aid is, is itself an issue. Some might take them where they wish, while others might have fun leading them on a convoluted route, only to vanish in the crowd or around a corner (or down an alley, into a building, etc) after they've had their fun. Meeting the 'guide' later can also be a fun interaction.

Of course, if one of the PCs grew up in the town, then he should already have a map - likely one with more of the major buildings marked and labeled. But do not forget that just living in a city does not mean absolute knowledge of the city. As I mentioned earlier in regards to living and working with nobles not knowing of the hidden alley-streets, a PC might grow up in a city and still not know about large sections of it.

"I grew up in the masons' district. I don't know too much about whats to be found on weaver's lane - beyond the fact that it probably has something to do with cloth."

And, of course, just as those higher up may not know of the alley-streets, so too do those lower down likely not know about a lot of the inner halls and courtyards of the noble quarter - and likely only a little of the intrigue that exists between those families. And those common men in between likely know little of either - and perhaps prefer it that way.
 

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