Worlds of Design: Life in the Big City

Cities don’t just happen; as a GM it’s helpful to know how to build one from scratch.
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Picture courtesy of Pixabay.

“Cities are never random. No matter how chaotic they might seem, everything about them grows out of a need to solve a problem. In fact, a city is nothing more than a solution to a problem, that in turn creates more problems that need more solutions . . .” - Neal Shustermann

Cities don’t just happen, though it may look that way to those who live in one. As a GM/world-builder you can “do it that way” (they just happen), but I prefer a believable world, which means that cities must have reasons for being there. For this article, a city is a settlement much larger than others locally, but it can also apply to towns.

Centers of Trade and Protection​

Cities sometimes arise at locations that are natural hubs of trade. If patterns and routes of trade change then a formerly prosperous city can be reduced to a hamlet or less. (See also "The Cost of Trade")

Cities are also hubs of agriculture. Specialists within cities provided services that a village could not support. In preindustrial times, cities were surrounded by a network of villages providing food for the city-dwellers. Keep in mind, land transport was expensive so food-producing locations needed to be close by or on a good transportation route, such as a river or sea. Some famous cities had their own seaport several miles away, like Ostia for Rome and Piraeus for Athens. Athens actually had miles-long walls connecting it with its seaport, while Rome was on a river that emptied into the Mediterranean at Ostia (which is now somewhat inland, owing to silting up).

Really large cities almost have to be on trade routes to help make provisioning (“the action of providing or supplying something for use”) the city possible. A city is often a center of production. People in a city rely on those out in the country to grow enough food, so that the city-dwellers can do something else (productive, we hope). The evolution of human history includes improvements in agriculture to the point that many people can concentrate in one place working on something other than farming.

Thanks to production and trade, cities are centers of wealth. In Roman times, the much older eastern cities were not only more populous, they were wealthier. Some scholars have suggested that the East Roman Empire survived when the Western Empire fell, in part, because of the greater population and larger, wealthier cities of the East.

Other City Origins​

We can think of other reasons for cities to arise. Holy cities, for example, often existed before their religion, but became even larger because of their religious significance.

Pre-modern cities are also population sinks – places for disease. People tend to migrate to, not from, cities, but disease holds back the actual population growth. Disease is less likely to spread through rural areas – not many people to carry disease from one place to another, and typically very little movement of people in rural areas. Further, at least in modern times, people living in cities are likely to have fewer children than those living in rural locations.

Population Limits​

The practical limits on city population size are related to transportation, though in a fantasy world the limits may be different owing to magic and fantastic transport creatures. Insufficient transportation meant starvation (See "Medieval Travel & Scale").

How big was a really large city in the premodern world? Rome itself was only about 50,000 people at the time of the Second Punic War (264-221 BCE), a city built of wood, but it later became closer to a million and was a city of concrete and stone. (There were lots of Romans in the Republic, but a relatively small proportion lived in the city; in the Empire five centuries later, vast numbers of inhabitants of the city had no jobs and were there for the dole. Much of late Roman strategy revolved around providing food for hundreds of thousands of dole recipients.)

How does a city become the capital of a large country? Start as capital of a smaller one (e.g. Thebes of Upper Egypt)? As we can see from American states, the capital is not always the largest city or even a large city (Lansing MI, Tallahassee FL). Fayetteville, NC was the capital before it was moved to Raleigh. A lot of it is accidental, really.

Cities can become legendary for many reasons. “Miklagard” (The Great City, Constantinople) was legendary for the Vikings. Rome is “The Eternal City.” I even remember reading James Blish’s Cities in Flight series where “New York, New York” was legendary in the far future. (Written when New York was the most populous city in the world.) In typical RPG play, there may only be a small village or town nearby, with “The City” a long way off, perhaps as legendary as Miklagard. Big cities are vastly complex; RPG campaigns are probably easier to deal with if set somewhere near a frontier rather than in a great city.

City-Building in Practice​

In a fantasy world, better transportation can make a difference to where cities are, and their population. So can differences in agriculture. Non-human species have differing characteristics that will change the shape of a city too. Whatever your approach, thinking about why and how a city grew to its current size can go a long way towards making your fantasy world feel real -- and a place where many people choose to live together.

Your Turn How do you plan out cities in your campaign?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Neverminding that Waterdeep has no source of fresh water. Sorry a major city of hundreds of thousands of people are not going to survive on rain water. I would buy it if there was an aqueduct system or they took the time to divert that river to go through the city, but, nope, we've got a city of 250 k people with no source of water.
That's not a hard problem to figure out. There's obviously a Decanter of Endless Water in there somewhere.

Also, you could go ask Ed Greenwood about it. He probably has a page of lore about it got that never got published because most people don't care to ask questions about stuff like that.
 

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Vancouver, San Francisco, and Los Angeles seem to be doing OK and their situation is similar.

That, however, is a much bigger issue.

Australia's cities follow a similar pattern - nearly all of them are around the coastal rim - so again there's a vague real-world equivalent.
All modern cities that didn't exist a hundred(ish) years ago and would still not exist if it wasn't for trains. Sure, if you D&D world has trains and powered ships, then fair enough. And, note, all three of those places are centers of trade between other countries. Vancouver doesn't do most of its shipping to Los Angeles and San Franscisco. It's doing pretty brisk trade between Japan, China, Korea and India. IOW, if you're a center of trade, then you have to be somewhere on the route between two end points. Italy was a center of trade because if you wanted to get from Asia to Europe, you pretty much had to go through Italy. Viet Nam was a center of trade between China and India. If you're sending ships from China to India, you need to stop somewhere to resupply and Hue was the place to stop. Never minding the Persion traders who were also doing brisk business through that route.

I have no problems with the cities being on the coast. That makes perfect sense, and, if you know the history of Scarred Lands, it makes even more sense - the interior is basically a hellscape of monsters. So, yeah, pretty much like Australia :D It's a very, very bad place. But, again, looking at Australia, you don't have a trade center that only trades with Australia. Sydney is a major port because trade LEAVES Australia. You would not send goods from Perth to Adelaide by way of Sydney, obviously. But that's what's expected in Scarred Lands, because Shelzar is meant to be the "center of trade".
 

Adding a later thought. The problem I have is a lot of fantasy writers pick ideas that sound really cool but, don't hold up under scrutiny. Take Waterdeep as an example. One of the biggest draws of Waterdeep is the fact that it's go a really deep port. The Sword Coast's ONLY deep water port. Sounds great. You need a port for trade and Waterdeep has a great, deep port.

Only, this is where physics steps in. A Hansa Cog, which is the typical ship that you would see of the time, has a draft of 7 feet. A 200 ton Hansa Cog can float quite comfortably in your average backyard swimming pool. Even something later like the Santa Maria had a draft of 6 feet and a bit. The Mayflower? Bit more than 7 feet. Wooden ships until about the 19th century, don't need deep water ports. No need at all and in fact would actually be a bad thing since it would make making docks so much more difficult and often those ships were dragged up on land for repairs and whatnot. They really aren't all that big. A 200 ton Hansa Cog is only 60 feet long. That's about ten feet longer than your average semi trailer. These things are puny.

So, suddenly this whole "Only deep water port!" doesn't actually matter at all. Who cares? Nothing in the water needs anything with that kind of depth. But, it sounds good. It's the DEEPEST, so, it has to be best right?

It's lazy world building and it drives me up the wall. It's the main reason I avoid published settings because all these kinds of mistakes jump out after even a cursory reading.
 

It's lazy world building and it drives me up the wall. It's the main reason I avoid published settings because all these kinds of mistakes jump out after even a cursory reading.
But isn't the point of worldbuilding to make something exciting? Or at least part of it?

Maybe Waterdeep has galleons docking there? Which would be anachronistic, but that's hardly out-of-bounds for D&D and FR.
 

The best advice I've heard about building fantasy cities is to treat them like a body.

  • how does the body get water?
  • how does the body dispose of waste?
  • how does the body get food?
  • what sort of immune system fights internally to keep the body healthy?
  • how does the body defend itself from outside danger?
  • what organ runs the body?
  • what are the veins and arteries that allow movement through the body?

... and do on.
 

I've always wanted to run a campaign in which, over time, the characters' small home town grows into a massive sprawling city. The characters (or generations of characters) can guide its growth, investing in certain industries and fighting back powerful influences of demons, dragons, mind flayers, etc.
 

Stone Town is a city that has existed for a long time. And I think it relies mostly on groundwater; I don't think there is a river of any significance.
 

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