Trying to build a metropolis


Homebrew and House Rules


So I'm trying to create a city for a friend of mine that likes Urban Fantasy stories. My thought was that the city would combine Victorian London with Gilded Age New York City. It is going to be magical steampunk and I'm not opposed to a lot of magic devices being around (for instance, street lights could have continual flame cast on them with some mechanism that shuts them off during the day).

I'm not sure how "gritty" the metropolis should be. I'd like a nice balance where the city isn't too idealistic but where it's also not a cesspool of crime and corruption either.

My friend likes Aasimar, Genie-kin, Humans, Kobolds, Tengu, Tieflings, and the Wyvaran so it's my intent to make those the PC races here. Probably there will also be some form of Construct race here since he likes those as well. (The Wyvaran might change - he just really likes humanoid dragons.) There might end up being some kind of fey-touched as well since there are others touched by other planes too.

I'm really not sure exactly where to start. I figure there's something like Big Ben and the Brooklyn Bridge, and some cross between Richmond Park and Central Park - possibly with some more parks spread around.

Suggestions?


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This is one way I start sketching out a large city if I don't have a clear image.

Write down keywords for what you want, you've done this.

You could start with drawing an interesting skyline, then assign a few words to the iconic/defining structures of the city (from that angle). Make an outline of the city directly below the skyline, draw vertical lines to place the skyline structures and major parks/places in the city - not too close, not too spread out these things like to arive together but apart from existing - the areas around these structures are high value property, it's more prestigeous to be closer important buildings and probably safer.

Main import/export hubs: port(s), gates, maybe pseudo-airport, portal hub - some can overlap with important structures. Close to these are your primary marketplaces (often both sides of gates, inside being more expensive). Markets are mostly safe places, so living close is better, ie. more expensive. Where does food come from?

Services: Bigger city, more waste. Messaging. Deliveries. Transportation: public, rickshaw, tracks, private transport (cars/bicycles)? paving, access (who's allowed to go where).

Industry: What is produced? Where? Industry smells bad, around these are cheaper, crappier housing. (where is the product used? a shipyard might be close to largest or oldest port)

Recreation: Parks are a newer invention, prime realestate used for "nothing" - pure luxury, high maintenance. Bars, clubs, paid establishments for all classes, plays, music, movies(illusions?), art.

Defences: Wall(s)? In-city military facilities? City guard? Fliers?

That's a lot of mapping and overview.

Government? Bureaucracy? how does govenment change?
Policies? magic, necromancy, constructs, flying, teleportation? taxes?
Race/class divide? all races in all classes or more segregated?
Cities within the city: China town/Tengu town? Ghettos can be both interesting and annoying.
Names and people: who build the bridge? how long ago? how is the city developing now?
Surrounding area: forests, farms, suburbs, neighbouring towns/cities, roads.
Threats: A dragon? internal power struggle? close border to an enemy?

Once you start filling in the blanks you quickly get a lot of material. Ideas have a tendency to multiply like rabbits.
And don't bother if it won't come up in play, unless it's for the sake of world building.


DonDuckie wrote:


This is one way I start sketching out a large city if I don't have a clear image.

Write down keywords for what you want, you've done this.

You could start with drawing an interesting skyline, then assign a few words to the iconic/defining structures of the city (from that angle). Make an outline of the city directly below the skyline, draw vertical lines to place the skyline structures and major parks/places in the city - not too close, not too spread out these things like to arive together but apart from existing - the areas around these structures are high value property, it's more prestigeous to be closer important buildings and probably safer.

Main import/export hubs: port(s), gates, maybe pseudo-airport, portal hub - some can overlap with important structures. Close to these are your primary marketplaces (often both sides of gates, inside being more expensive). Markets are mostly safe places, so living close is better, ie. more expensive. Where does food come from?

Services: Bigger city, more waste. Messaging. Deliveries. Transportation: public, rickshaw, tracks, private transport (cars/bicycles)? paving, access (who's allowed to go where).

Industry: What is produced? Where? Industry smells bad, around these are cheaper, crappier housing. (where is the product used? a shipyard might be close to largest or oldest port)

Recreation: Parks are a newer invention, prime realestate used for "nothing" - pure luxury, high maintenance. Bars, clubs, paid establishments for all classes, plays, music, movies(illusions?), art.

Defences: Wall(s)? In-city military facilities? City guard? Fliers?

That's a lot of mapping and overview.

Government? Bureaucracy? how does govenment change?
Policies? magic, necromancy, constructs, flying, teleportation? taxes?
Race/class divide? all races in all classes or more segregated?
Cities within the city: China town/Tengu town? Ghettos can be both interesting and annoying.
Names and people: who build the bridge? how long ago? how is the city developing now?
Surrounding area: forests, farms, suburbs, neighbouring towns/cities, roads.
Threats: A dragon? internal power struggle? close border to an enemy?

Once you start filling in the blanks you quickly get a lot of material. Ideas have a tendency to multiply like rabbits.
And don't bother if it won't come up in play, unless it's for the sake of world building.

Okay, thanks! This is really helpful! I just wish I knew how to make the maps correctly. I was trying to find older maps of London and New York but none are very clear. Then too, there's a matter of scale.


A quick google image search for "london map old" or "ancient city map" gave some good city maps in decent resolutions. There are good for references, New York might be a little harder since it's a relatively new city.

Scale is hard - don't worry too much about it. Old maps and cheaper maps before the printing press were wildly inaccurate. The bird's eye view with mathcing scale wasn't really a thing before modern times. Maps were more useful when they showed the relations between places; four cities along a road, a pictogram of an iconic structure, bridges and other crossings. Eg. Theme park maps use this format over 'correct scale' - quickly find where you are and the direction for where you want to go.

Do partial maps of districts and an overview map with less detail. When you're satisfied with some of them scan them to digital and move them about and rescale using photo editing software. Or do cutouts and clear tape.
I redo a lot when making maps, I still don't have a good way to make complete maps.

Complete maps are difficult if the city doesn't exist yet. Many cities spring up around resources; a river (delta), a natural harbour, mineral deposits, traderouts crossing, natural defences, magical leylines, or even a wartime fortification repurposed in peace time. Start small and build the history.
NOTE: History may never come up in play, so skipping this might be worth it. I mention it because I enjoy that particular approach.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

There are many fantasy cities available, some inexquisite detail. Find one of those and adapt it. Google is your friend.

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