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GameMastery Guide / Creating a World / The Cosmopolitan Society

Urban Planning

Source GameMastery Guide pg. 156
The first question the GM must ask about a city is what drew the original settlers to this specific spot, and why they stayed. Was it the protection offered by a mountainous bluff ? Proximity to a river? Or merely the closest they could reasonably get to an easily exploited natural resource?

Early on, building infrastructure is a communal effort, requiring little management. But as a city grows, someone eventually needs to take charge. Who rules your city, and how are they appointed? Are the leaders mayors, elected by the people, or are they viceroys, ruling in place of a king? How do they make laws, and with what strength do they back those laws? How far are they willing to go to enforce them? Is this a free city, where citizens can speak their mind without fear, or is it a heavily guarded fort where any hint of insubordination is immediately crushed under the governor’s iron heel? If it’s the latter, why do traders run that risk in order to trade there?

Every city requires trade in order to grow. Some grow from fur-trapping settlements, while others rise near especially productive mines. Some are merely waypoints along caravan routes, set alongside natural springs in the desert. What they all have in common is that they are centralized locations for people of varying backgrounds to come together and distribute their goods to others who might need them. Trade is a city’s lifeblood; its tolls and taxes provide support for the infrastructure, its coins enter and help to stabilize the local economy, and its cultural mores quickly come to dominate local customs. But trade requires markets, and markets require marketplaces. What sort of trade defines your city? Is it all based around the same basic good, with businessmen attempting to undercut each other in an effort to sell to outsiders, or is it varied and catering primarily to its own populace? What are the marketplaces like? The larger the city, the more markets it needs, centrally located for business and residential districts, and these markets need distribution channels—which is to say: roads.

Unless a city is planned in advance—a relatively rare occurrence, usually the result of government decree or religious mandate—city streets tend to grow up around existing structures and the paths of the original settlement; as a result, most cities have winding, narrow streets, suitable for foot traffic or small carts, with buildings pressing in above. As the city expands, the streets of the city often change and expand as well depending on their traffic and their usage patterns. If the streets see frequent use by heavy carts, the city leaders might pave them to prevent them from turning into trenches every time it rains. Smaller streets may remain unpaved, and the residents may even toss their chamber pots directly into the gutters, waiting for the rains to wash away the filth.

Cities frequently house a mix of social classes. Some people inevitably become wealthy and develop different living patterns, requiring people of lower station to help manage and maintain their estates. How much of your city do the wealthy command? Is there a middle class? How do the various races mix, and what do residents in general think of those who are different from them? What sorts of political groups or religions does the city have, and how do they interact?

Most of these groups will be interested in power, and many will imagine they can do a better job protecting the city than the current ruling clique. But from what does the city need protection? The Pathfinder Roleplaying Game Bestiary contains helpful lists of monsters grouped by their environment and habitat; these are invaluable tools for outlining the possible monsters that lair near the city. Of course, the presence of monsters also attracts adventurers seeking glory or wealth. The more monsters or other physical threats near a city, the more likely the city will have extensive stocks of adventuring supplies, weapon shops, armories, and the like.