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Day 17 Q is for Quarters

Q – Quarters

Cities have different divisions or districts. How does this affect the layout of the city?

In March, 2014 I published an article on districts or quarters of a city. That thread had someone ask me for my research, so I posted the links from my research.

While following a chain of Wikipedia articles, I found reference to the Fatih district of Istanbul, which covers the same area as 23 districts of ancient Constantinople. Only 5 of those districts have articles in Wikipedia at the time of this writing. The Walls of Constantinople are interesting, in that much of them still exist today. Some of the districts were near harbors and other fairly clear cut divisions of the city.

Quarters usually mark some sort of functional/rational division of the city. For example, referring to the area of the original or oldest boundaries of the city as the old city. Often the old city features some sort of fortified area, such as a citadel, acropolis, or medina. Naming the district by some feature, such as wall district, for the part of the city near a wall or a more significant wall, such as the oldest or biggest wall. Similar district names could be harbor district, tower district, temple district, gate district, etc.

Today, in the USA, most cities and towns refer to their business district that contains the majority of their businesses. In a fantasy setting, this might be the merchant district, caravan district, trade district, etc. Such a district might be further divided into areas with concentrations of the same or similar trades, such as The Way of Smiths, that might contain blacksmiths, goldsmiths, locksmiths, armorers, etc. Certain businesses occupations might be limited to a specific area of the city, and might further be limited to certain classes/casts/races. The red light district is usually reserved for other than the well to do areas of a city, yet there have tended to be high class prostitutes serving the rich. One group of trades/industries grouped together would be “stinker,” that is, those trades that have an odor, such as tanneries for leather makers, fish markets, stockyards, etc. The district(s) with an odoriferous  byproduct would tend to be in an area lower than or downwind of the upper class area(s) of the city.

Low city and high city might refer to the topography of the city, and can usually refer to the economical and/or social status differences of their respective populations.

Other districts might be named based on their predominate populations, such as the foreigners district. Would the different groups of humans in your world be physically different in some way, or only culturally different? Would this rise to the same level of animosity that we see in our own world? Would other fantasy races be lumped into a non-human district, divided into each non-human race, like elves, dwarves, gnomes, and halflings?

Does or did slavery exist in your world? Is slavery more akin to antiquity, where some or all slaves had certain rights and could somehow expect to return to freedom? Or is it more like more recent examples of slavery, where slaves are absolutely property to the point that their descendants are slaves, and their treatment varies by who their masters and overseers are? Would there be state slaves doing the work projects of the state? Would slaves be limited to conquered peoples, i.e. war prisoners, or criminals? What kinds of crimes would relegate one to slavery? Would all nations keep slaves, or only the most “primitive”, “evil”, or some such? Would slavery be such that even predominately good nations have slaves? (I sense another article is needed….)

When designing your own cities you can use as many districts as you want, and name them after whatever best suits your needs/desires. Will all your cities have the same districts? I can see cities of the same nation/cultural group having similar divisions to their cities. For example, Alexander the Great spread the Greek ideals of cities to the areas he conquered. The Romans built arenas, hippodromes, temples, and other features of their native Italian cities in the cities of the territories they conquered, whether new or existing cities.

Midkemia Press has three free PDFs of things related to cities, one is a sample of their Cities Book. Both The Cities and The City of Carse are available in PDF for a total of $9.00.  I have the Cities Sampler, and just ordered Cities and The City of Carse, and received them the same day via email. I will do a write up, after I read the PDFs. They have one page on the City of Carse Bazaar.

Historically, ancient cities had 3 to five districts, Paris has 18 districts. The old city with some sort of fortification feature, government quarters, lower/upper town, old town/city, and royal quarter, are common. In ancient Alexandria, and many old cities, each new king would often build new palaces, so that the royal quarter was huge. The Gymnasium quarter had the race course and was the largest division of the city, but a lower population density. In Byzantium, chariot racing was a big deal, much like professional sports today. The blue and green teams got in a major riot where thousands were killed and a large part of the city burned.

Burned cities. If a city had enough wood or other flammable construction to burn, after such destruction, the re-built city would either be built of less flammable materials, like ancient Rome in the time of Nero, and/or institute building codes and rules to minimize the chance of another conflagration, as in Chicago after the 1870 fire. Some poorer areas of cities might burn, being of flammable materials, or not well built, or not built to minimize the spread of fire. This could leave the rest of a city relatively untouched by fire.

The poorest of the poor might live in slums built from the scraps and refuse from the rest of the city, most likely outside the city proper, and outside the walls. In modern times, the poorest build on or next to the dump, building huts out of scraps of wood, cardboard, and plastic, and furnished with the same. Such districts would easily be wiped out by fire. Often these fires are set by authorities to force out these “undesirables.” Do your game cities feature this level of verisimilitude?

Table ideas for generating city quarters/districts:

  • Temple quarter
  • Wizard quarter
  • Royal & Noble quarter
  • Government/Bureaucracy quarter
  • Merchant’s quarter – Markets or Bazaars
  • Non-human quarter (for areas where they don’t just mingle right in)
  • Rich/Poor
  • Docks/Wharves/Shipyards
  • Warehouse District
  • Thieve’s quarter
  • Necropolis/Graveyard (Necromancer’s quarter)
  • Arena/entertainment quarter.
  • Barracks?
  • Aqueducts, sewers, water towers, wells, catacombs
  • Smithees and leatherworkers (stinkers)
  • Slave pens/auctions
  • Gallows, Stocks, and Gibbets

Number of Quarters

Pick a die for the highest number of quarters you want to deal with, if you want other than the usual 3 to 5 divisions, like most historical cities.

Elevation

  1. Low/Lower/Valley
  2. Mid/Middle
  3. High/Upper/Acropolis/Hill

Divisions (Most activity in a city can be grouped under the following. See district ideas above for specifics.)

  1. Religion
  2. Trade/Business
  3. Death (gallows, cemetery)
  4. Royal/Government
  5. Entertainment (arena, race track, etc.)
  6. Education/Library
  7. Magic
  8. Race/Culture

Odor

  1. Stinky
  2. Non-Stinky

Wealth

  1. Poor
  2. Moderate/Middle Class
  3. Rich

Street/Road/Location Names

These often incorporate aspects of the surrounding area, like Way of Smiths, Temple Plaza, or Avenue or Boulevard of Temples.

Mix in an occupation, specifically or generally, building type, race type, etc.

  1. Street
  2. Lane
  3. Alley
  4. Road
  5. Way
  6. Avenue
  7. Boulevard
  8. Court/Courtyard
  9. Field (Like Elysian Fields, AKA Champs Elysees)
  10. Place
  11. Route
  12. Carriageway
  13. Byway
  14. High Road = main road
  15. Low Road = secondary road
  16. Parkway

Types of Roads – see tomorrow’s post.

Predominate Building Materials of District

  1. Earth/Mud/Cob/Adobe/Sun Dried Bricks
  2. Wood – Logs or milled lumber
  3. Fired Bricks
  4. Stone – Unfinished or Finished

Roofing Materials

  1. Thatch – Would not do well in a city environment. Better suited to rural environments with less proximity and thus less chance of fire spreading.
  2. Wood – Shakes/Singles, Logs, Milled Lumber
  3. Slate or other flat stone
  4. Ceramic tiles

A helpful set of all the dice tables for generating neighborhoods in a city can be found on pages 10 & 11 of the Winter 2014 Vol. #1 of the Metal Gods of Ur-Hadad zine. Thanks to +Adam Muszkiewicz personally putting this in my hands from +Roy Snyder’s display at Marmalade Dog 20 back in February. You can get this issue for PWYW at RPGNow. Adam and I share a fondness for all the dice tables.

More on Follow Me, And Die!

If you think about it, wandering bands of homicidal vagrants seek hirelings to help guard the horses, carry lanterns and torches, fight monsters, haul loot, and most importantly, to die instead of a player character.

The enticements to follow a band of adventurers are all flowers, sunshine, and gold! Tales of success and riches, minimizing, glossing over, or ignoring foul, nasty beasts with mean, sharp teeth, undead, evil sorcerers, hungry trolls, etc.

The mumbled/whispered/assumed end result, “And Die! [So I don’t have to…]”, is never mentioned to potential hirelings, without a cost in treasure, or only the most untrustworthy and backstabby of sorts.

All adventurers do this, moreso with hirelings than with henchmen.

As for the realm of RPG bloggers, you might as well follow me, you’re going to die anyway, so do it, before it’s too late!

Happy Jacks Podcast – Swords & Wizardry Appreciation Day

After listening to the Drink, Spin, Run livecast and its heavy representation of Michigan residents, I hopped over to the Happy Jacks Podcast for their live broadcast for Swords & Wizardry Appreciation Day.

I was paying attention during the DSR session when they explained what the three Swords & Wizardry books are based on, and I was the first with the right answer on the Happy Jacks Podcast and I won something from +James Spahn of Barrel Rider Games. It is one of his recent White Box series of material. I wasn’t clear if it is PDF, print or both.

Once I find out what I get and have it, I will have an article about it. I think it’s the White Box Omnibus.

The winning answer: Swords & Wizardry White Box = OD&D White/Brown Box; S&W Core = “Extras”; Complete = Every Supplement.

Day 16 P is for Potions

P – Potions – How prevalent is magic? Can one just go a buy it? Is it real magic or a charlatan?

In a high magic setting can one just go buy any magic item you want? In a low magic setting, with any “magic” items one can buy can be mere forgeries, or lies. Perhaps only with Nystul’s magic Aura on them? Or not magic at all? Granted, a high magic setting could have the same issue.

If a current low magic campaign, but the fallen city was high magic, what kinds of items will be found here, and where will they most likely be found, and how will the party discover them?

Will potions, scrolls, and spell books survive the ravages of time? Perhaps surviving books are one of the many librams and tomes suggested in the Dungeon Master’s Guide. Scrolls might be found it airtight and resilient scroll cases, or perhaps magical scroll cases to specifically protect scrolls. Potions could be in special bottles, or one might find a bad of holding or a portable hole with its original contents. Or such things found could be the remains of past adventurers seeking riches and glory.

Will a fallen city be fallen partly because of some dread magic item? Will this be an item they know the big bad is seeking, and seek to find it first?

 

 

Some Thoughts on Swords & Wizardry

Today is the 2015 Swords & Wizardry Appreciation Day (SWAD?). This is something +Erik Tenkar started a few years ago.

I have not played Swords & Wizardry rules, but it is close to original D&D and has a lot of support and interest in the OSR community.

I have collected the free rules, core, white box, and complete, and today, I bit the bullet and ordered the hardback S&W Complete and the GM Screen. There are also a lot of cool and free resources in modules and other game supplements. They all have ideas that help inform me as a DM and a player.

Swords & Wizardry is often the go to ruleset for online contests among the OSR.

One big benefit of these rules, is that +Matt Finch has allowed others to hack them to suit their needs, and there has been a plethora of rules for many genres, including other fantasy variants.

There are also many games of other genres that use S&W rules. Just today, two science fiction genre games were announced, and both sound cool. White Star by +James Spahn and Outer Space Raiders by +Chuck Thorin. Each had their own take on the genre, and since both are based on S&W, I can see taking bits from both.

+Sophia Brandt over at Die Heart has a very helpful article that explains S&W to newcomers. I find her articles interesting, informative, and helpful.

There are many other articles with ideas for in game, and on the experience others have had in play with Swords & Wizardry.

Catch the Drink Spin Run livecast tonight {G+ Hangout link can’t be archived].

There is a G+ page for Swords & Wizardry, where you can catch what others are doing with it, either play reports, new supplements, etc.

Swords & Wizardry also has its own SRD: Official Swords & Wizardry SRD

Get the three different rule set here:

Download Swords & Wizardry: Whitebox

Download Swords & Wizardry: Core

Download Swords & Wizardry: Complete

Day 15 O is for Obelisks

O – Obelisks – Monuments to men/rulers/gods – Buildings, temples, statues, cairns, etc. can all be monuments.

What monuments, statues, and tombs exist for heroes, conquerors, rulers, gods, and deeds? For a fallen city how many of these are damaged and in ruin? Does it matter how they were damaged? Fire might only blacken them or also cause them to crack, or crumble. Earthquakes might only topple them, or make them unsteady.

Is a fallen city being re-occupied and any old stone being used as building materials, as happened to the Coliseum in Rome and to the pyramids in Egypt?

Can the players read the languages or interpret the images or scenes on monuments? For example, on Crete were discovered the Linear A and Linear B writing systems. Linear B proved to be an early form of Greek, but Linear A has yet to be deciphered.

Is there a decree or dedication written in multiple languages, like the Rosetta Stone, that might enable the right sage or character to decipher it without needing magic?

Obelisks, spires, stellae, arches, stones, are all examples. The stone can be worked or unworked. The worked stone can be roughly worked, smoothed, or polished.

Stones can have letters, symbols, or images that are carved in relief or engraved. Stone for monuments can be of a different type than other buildings, or the same type but of a different color; for example, black or white marble, or marble for monuments, and granite for mundane construction. Paints and dyes could be used to color or highlight certain parts, or add an extra flair.

Some monuments may have been damaged intentionally, such as when a successor ruler obliterates the name of a hated or maligned predecessor, or if a once hailed hero has fallen from grace.

Stone can be soft, medium, or hard.

Soft stone examples are chalk, soapstone, pumic, and tufa. They can be worked by almost anything, and chalk can be worked by fingernails.

Medium stone examples are marble and many limestones. Tufa, mentioned above is a type of limestone.

Hard stone examples are granite and basalt. They are difficult to carve with even iron and steel tools and tend to be used for building processes that don’t require much shaping, but there are exampled of granite monuments.

There are also other kinds of stone that might be used for other purposes, like stone tools made from flint or obsidian, a volcanic glass. Decorative items and inlays in stone can be made from any other type of stone, or even gems.

Some ideas for tables are assembled below.

Hardness

  1. Soft
  2. Medium
  3. Hard

Finish

  1. None
  2. Rough Cut
  3. Fine Cut – still has tool marks.
  4. Smooth – Tool marks removed.
  5. Polished – Smooth and perhaps shiny.

Carving

  1. None
  2. Relief
  3. Engraved

What is the Carving?

  1. Letters – Alphabetic with or without vowels/Heiroglyphs & other Ideograms/Other – see Writing Systems
    1. How many different languages?
  2. Symbols (Other than those in the writing system. For example, arrows to show direction, the writing system would use North, left, up, etc.)
  3. Animal Images
  4. Divine Images
  5. Human Images
  6. Demi-Human Images
  7. Humanoid Images
  8. Monster Images
  9. Combinations of the above.

Color Source/Decoration

  1. Natural from the stone.
  2. Painting
  3. Dyeing
  4. Inlays of other stones or gems.

 Construction Quality

  1. Rough/Loosely Piled
  2. Rough with mortar (Mortar can be mud, clay, cement, concrete, or various mixtures to help hold the stones in place.)
  3. Passable (Good enough to get the job done but not pretty or neat. With or without mortar. If no mortar, could be roughly fitted stone.)
  4. Good (Most craftsmen are capable of this level of craftsmanship.)
  5. Master Quality (It is evident that a master mason had a personal hand in the work and direction of the work.)
  6. Dwarf Quality (Depending on your take, dwarves might just be better than other races at stone work and their average work is better than other races.)
  7. Master Dwarf Quality (An experienced and practiced dwarf stone mason, whose specialty is stone work.)
  8. Other (Divine guided/inspired, magical assistance, etc.)

Each table can be further complicated by including magic.

Magic

  1. Writing (Explosive runes, moon runes, etc.)
  2. Images (One or more of the images comes to life and steps out of the carving.)
  3. Construction (Wall of Stone or Mud to Rock used to create the stone, an enchantment on the stone other than writing or animated images.)

 

Day 14 N is for Names

N – Names – All places need a name that fits and evokes a sense of belonging to the setting. Tables for streets, roads, bridges, squares, fountains, etc.

Will their be signposts for streets, names carved on bridges, temples and other civic buildings? If not, how will a party know how to find a square in the butcher’s market for a fallen city?

In a living city, one need merely ask the right person, perhaps for a price. See my prior posting for L – Lost.

In the practical realm of actual play, I find that as a DM the players are always asking about the name of this or that person, place, or thing. As a player, if the DM does not supply it, I find that I too ask about these things.

I find it helpful to have a pre-generated list of names that I can turn to for various random NPCs. The same goes for taverns, villages, streets, geographic features, etc. Every shopkeeper, farmer, peasant, soldier, humanoid,etc. needs a name. If the players capture a kobold, you know that they are going to ask its name. Just like today, there will be popular names, like that of the king, local ruler, family member, etc. It is OK to reuse names.

Make a table, find a table, or a program and generate ridiculously long lists to avoid having to stop play and think of a new name. I find that sometimes, my mind goes utterly blank in the midst of play. I end up with a lot of Sam’s or Bob’s or Jim’s when that happens. If it is an NPC that will be encountered again, make a note of it.

Other postings on my blog related to names:

(NOTE: Each of the following links to a PDF for download.)

Caves of Nottingham

I had not heard of the Caves of Nottingham before, but there is a lot of geology near/under many urban areas around the world that host their own underground city as a mirror, parallel, or predecessor to the current above ground city.

While not as extensive as the recently discovered cities in Turkey, it still shows that such places existed far and wide.

How likely are such caves to be forgotten and discovered by accident, or have cave-ins?

How likely are the things that now live in the caves to decide to explore the outside world for fun, profit, or food?

A sample of what the Medievalists.net describe about the Nottingham caves:

The Anglo-Saxon writer Asser referred to Nottingham as Tigguocobauc = “the house of caves” and some of the caves date back over a thousand years. During the Middle Ages, some of the caves served as a tannery, chapel, kilns for malt and pottery and a secret entrance into Nottingham Castle.

More caves were created in modern times. Historic England reports, “The Victorians also used the caves as stables, for cold and fireproof storage, or as tourist attractions, follies, and summerhouses. In the 20th-century there were catacombs, garages, and air-raid shelters. There is even an underground skittle alley, with a slot carved in one wall for your ball to return through.”

Day 13 M is for Material

M – Material – Quarries for building, wood/bamboo/etc.

A large city requires materials to build it. Where are the quarries for stone for building, decoration, statues, and monuments? Ancient monuments and cities used materials hauled from 50 or more miles away.

Quarries would not be too far away, unless there is a nearby river and stone is transported by barge. Or if a really high magic or technology civilization, or lots of laborers to use without much safety concern, large stones could be moved long distances with relative ease. Quarries might be flooded with appropriate nastiness within. Unused, or unclaimed blocks might still sit there, like we have found in ancient quarries around the world. In my campaign, I have an NPC, Trebor, who is an artist who does odd jobs to bring in enough to support his family, and is away for a few days here and there scouting and collecting materials for making paints and dies, clay for pottery, and stone for carving. The players agreed to help his wife by going to find him, when he was gone longer than usual. They found him beset by a small group of kobolds taunting him.

Wood, bamboo, and other materials would require a somewhat accessible supply within a reasonable travelling distance. A once large forest could be not so large if a city has a lot of wooden structures, or has built a lot of ships. What is the relation of the town to the nearest druids? England was widely deforested in the age of sail, thus the tall pines and other abundant trees of North America were invaluable to maintaining Great Britain’s navy and supremacy of the seas. The loss of a ship when there is no forest to make replacements would be devastating. A forest may not be available because it has been cut down without a replacement strategy, or the available forest is inaccessible for many practical reasons: distance, physical barriers (mountains, raging rivers, canyons, deserts, etc.), unfriendly neighbors whether other kingdoms or hordes of various humanoids and monsters.

If bamboo is the scaffolding and building material of choice, it is fast growing, and some species advance rapidly. The rapidly advancing species would easily take over a city, so such a city would be overgrown, barring new tenants keeping it clear, or some magical or monstrous effect.

For an abandoned city, a forest might recover. Would a novice druid, or perhaps a more ranking druid be sent to restore such a forest?

What are the trade routes to and from the materials used for bracing, scaffolding, cranes, etc? Trade routes for building materials might be totally different, at least further away from the city than closer in.

In March of 2014, I had an article on Resources and Their Source. All the materials used to build a city come from somewhere. Can the city make it all or harvest all the stone, wood, and other needed materials within a few miles of the town, or must they seek far and wide for some things?

As I have mentioned in prior articles, Lost Kingdom has an interesting article on Building Materials.

Day 12 L is for Lost

L – Lost – How handle getting lost in a maze of twists and turns?

In a big city, it is easy to get lost in the narrow streets and alleys in the middle of the tall walls and buildings.

If there are no rangers or druids, then you need a means for tracking, getting lost in the city, and getting unlost.

In a living city, one can always ask for directions, and hope the one asked is honest and not looking for rubes.

In a collapsed city, who does one ask for directions, the horde of undead, the ogre under the bridge, the evil wizard in charge?

In a collapsed city, the streets may not be so narrow with buildings now leveled. Ruble would choke the streets, and in a thousand years, the accumulation of dust and debris would bury lower floors, if not whole buildings. Just look to archaeology in the Middle East. Or jungles would overgrow them like Mayan cities, or those in southeast Asia.

Finding a fallen city could be a chore in and of itself. If it is buried by accumulation of dirt, debris, and vegetation, the now buried city could be the dungeon. Perhaps it has been excavated in such a way that it is dungeon-like? Wide streets of mostly standing walls and buildings. Perhaps an excavation has found the palace that leads down to lower levels. Those who dare, or have the skill, can seek to dig tunnels to other buildings, or try their luck to sink test holes. In this way, an ancient city is exactly like a dungeon.

So finding a lost city requires luck, knowledge, and all the tropes of such an adventure. Getting lost in a buried city like this is the same as getting lost in a dungeon. Make a wrong turn, or a bad map, and then what does it take to get back?

For a living city, or a fallen one that is not yet buried by the accumulated debris of time, if there are no special markings, or no easy way to get one’s bearings with a landmark, getting lost is a real possibility. In a living city, one can always ask for directions, and pay the price, and/or take the consequences. But in a fallen city, the only ones to ask for directions might be the orcs who want to eat your head. Gary Gygax only details becoming lost in a wilderness setting in the Dungeon Master’s Guide, and OSRIC and other Retro-Clones do the same. Becoming lost in a city or dungeon is handled much the same way. Without a guide, a map, or other ways to mark one’s path, it could be easy to get lost.

Standard precautions, such as chalk, string, a trail of something, or mapping would be the best way to avoid becoming lost.

Getting lost in an ancient city would depend on several factors. If there is a big open area, like a boulevard, parade ground, or leveled buildings, it might be easy to pick a bearing and generally get where you want to go. However, towering city walls and tall buildings with narrow alleys could be dark on overcast days or in the early morning or late evening. Streets that all look alike with lots of twists and turns where it is easy to lose track of the number of streets and turns one took, especially when being chased.

One could use a similar formula for getting lost in the wilderness. If following a river or stream, or major road with a fairly straight course would make it hard to get lost. Get away from any form of guidance, and getting lost becomes a possibility. Once out of sight of such features, the number of turns taken, or twists and switchbacks in the road, and getting lost becomes more likely.

This is something that I would handle in game play with what makes the most sense at the time.

If someone did develop mechanic for this, it would need to be simple and consistent, and not slow down game play. I don’t think a mechanic is needed for this, as the characters are in a limited area. I would proceed as in a dungeon. You have an intersection, straight ahead, left, right, or back? What do you do? You can’t get a mechanic simpler than that.