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The Shape of Civilization

Source GameMastery Guide pg. 202
If you’re building a settlement from scratch, you’ll first need to determine how many people live there. Is it a tiny collection of houses along a lonely stretch of road? Is it a bustling village that sits at the crossroads of several major thoroughfares? Or is it a full city that serves as the hub for an entire region? Chapter 6 of this book contains a wealth of advice on how societies and civilizations function, but what happens when your PCs actually want to adventure in the city?

Before running an adventure in your city, you must decide what it looks and feels like. The first thing your PCs see as they approach a new city is its skyline. Unless you have a reason to avoid it, consider giving your city’s skyline at least one notable landmark. If a city’s skyline is shown in silhouette, a knowledgeable traveler should be able to recognize it. The landmark could be an unusually shaped building, a huge tower (such as a cathedral’s bell tower), a castle atop a hill, an immense statue of a dragon, a decommissioned warship protruding from a too-small waterfront, or anything else you can imagine, but being able to remind the PCs what city you’re talking about by mentioning this unique landmark gives you an incredibly useful resource.

The bulk of the buildings within any settlement are the homes of the people that live there. Many businesses merely present a storefront, with the rooms above or behind it serving as the owner’s home. If you’re following a medieval model for your city, then the typical home is host to a large number of people crammed into a relatively small space. The average peasant or freeman might only be able to afford a single room or two within a house, living cheek-to-jowl with his neighbors to either side and possibly above and below.

Buildings themselves are products of their environments and are built from materials readily available in the area. The terrain and climate of the land surrounding a city determines what that city is made of. A city in a temperate coastal area might have mostly wooden buildings with some stone structures. A desert town would have adobe or stone buildings, or even structures dug into the earth itself to create dark, cool places for people to live. Cities built in swamps or wetlands might have massive levees and dams to keep the water at bay.

If you’re having trouble visualizing the size and population of a village, town, or city, compare it to real-life locations and gauge accordingly. For example, at its height at the end of the 2nd Century, Rome boasted over a million people (although census records were sketchy—some report nearly 10 times that number!). During the 14th Century, Rome’s population had declined drastically to around 50,000 people. Although these numbers might not seem particularly impressive compared to modern cities, Rome was considered massive and teeming with people.

A heavily populated city does not necessarily translate to urban sprawl. For example, when London reached the 80,000 mark in the 14th Century, the populace was still squeezed within the confines of the ancient walls built by the Romans several centuries earlier, resulting in atrocious living conditions.

Another way to help conceptualize such huge numbers of people is to look at sports arenas, some of which can hold the population of a small or medium-sized town within a single vast structure. The famous Coliseum in Rome could hold 50,000 people at a time. Modern Yankee Stadium can hold nearly 60,000 people.

You should also consider the settlement’s level of sanitation and the presence of sewers. A city with decent sanitation copes with disease considerably better than those where people simply dump sewage in the streets. Settlements with sewers and other sanitation infrastructure also provide ready-made locations for your players to explore, hunting down criminals and cultists or searching for lost treasure, all beneath the feet of the unaware citizens walking the streets above.

Streets and Traffic

Source GameMastery Guide pg. 202
How do people get around in the town where they live? What are the streets and avenues of your settlement like? Is the town open, with wide avenues, or is it cramped, with houses crammed together, casting the streets and alleyways below into perpetual shadow?

Assuming that the settlement doesn’t contain some sort of wide-ranging magical transport network, most people get around the old-fashioned ways—by foot, mount, or carriage. In most cities, these are the only options available. However, depending on the city and the level of technology and/or magic available, how the populace gets from Point A to Point B could be far more interesting.

Adult humans have a walking speed of around 3-1/2 miles per hour. Thus, walking across a small, open town may take only a matter of minutes. Yet as cities grow in size, they become more difficult to swiftly navigate because of the density of people, animals, and vehicles on their winding streets. In large cities or metropolises with moderate-to-high population density, people on foot move at the rate of a single mile per hour.

Rather than walking, those who can afford the fare may also travel in animal-drawn vehicles, such as wagons, carriages, or hansom cabs. They might also travel in rickshaws or something equivalent. This method is probably more common in places where people are plentiful and horses, mules, and other beasts of burden are either rare, expensive, or both. Does your city sit on a river, or is it interlaced with canals? If so, then gondolas, barges, canoes, or other flat-bottomed boats are probably used as a major form of transportation. Cities and towns built in confined spaces may be far more vertical than less densely-built cities; the populace might make use of bridges, ladders, and even lifts to haul people up and down the several stories they need to traverse.

Beyond these mundane methods of movement, magic and technology can create truly bizarre or fantastic conveyances. In a high-magic game, magic carpets or the equivalent may be employed by the wealthy to travel within a city. Alternately, the city (or independent entrepreneurs) may possess its own “fleet” of specially trained griffons or other flying creatures capable of carrying one or more people to specific locations. In extreme cases, teleportation may even be relatively common, with special booths or “stepping portals” scattered throughout the city, allowing instantaneous transportation within the confines of the settlement or beyond. Take care to limit these magical methods in your game, though, unless you want a game where the wondrous becomes commonplace.

Keep in mind that the PCs can encounter danger and excitement even as they travel through a town or city. Besides the occasional assault by thieves, gangs, or other ruffians, the PCs may have to deal with animals run amok, riots, duels (mundane or magical) in the streets, fires, agitators, and any number of other interesting events. If a pickpocket manages to snag an item from one of the PCs, a rooftop chase might ensue as the PCs pursue the thief. A procession of nobles may stop and question the presence of the adventurers in their fair city. A random corpse in the gutters bearing the signs of a ritual murder may open up an investigation or mystery.

The city’s streets themselves bear consideration as well, for it is here that many of your urban-themed encounters will begin or end. A typical city street should be wide enough to allow two horse-drawn carriages to pass each other, with a little bit of additional room for foot traffic—as a result, well-traveled city streets should never be less than 30 feet wide, with major thoroughfares being 60 feet wide or wider. Back streets might be only 15 or even 10 feet wide—anything narrower than 10 feet will be difficult to navigate on horseback or via carriage. These narrow lanes are usually your city’s alleyways, only 5 to 10 feet across and often taking complex, winding routes between buildings.

Additional rules for city streets, for moving through crowds or across rooftops, and for cities in general can be found on pages 433–437 of the Pathfinder RPG Core Rulebook.