How to wrap your head around medieval city standards....
Posted: Fri Jan 31, 2014 7:24 pm
I would eventually like this post to be of some use to future DMs, and have it transferred to Tips for the DM thread if it does fit the requirements for such when everything is said and done, with a moderator's approval of course. Such a transfer would probably only take place though after I finish compiling all necessary information into one or two posts. As a resource material, I don't think people want to have to sift through conversation derailment or subjects that are off topic. And now on to the topic at hand... medieval city development and the standards of such back then.
I originally started to think about this more heavily when working out the setting for my future thief campaign. Here is a passage from the purple worm 2e rules site to help set the groundwork for the situation at hand.
The city life is an ideal scenario to start building upon when one thinks of a thief campaign. Mapping a city by hand or through some generator is one thing, but to have a solid grasp of population density, space allocation and other relevant information for city planning and construction is usually overlooked or glossed over. I look at the sample maps found through out the web, some pulled from actual published content and modules, others hand drawn, and I think to myself: "they sure look legit, but I wonder if they correct when taking into consideration medieval standards of living, even in a fantasy world?"
I look at those same maps and I think to myself okay, this could support say 2-3000 people, comfortably. Those numbers, apparently, are far from accurate. Those are numbers derived from today's examples of cities; back then, they didn't have the luxury of transportation like we did, nor did they have a lot of land to work with. The cities were tight and compact, squeezing thousands upon thousands of people in only under a square mile of land (640 acres) on average. Most cities were small and only a 100 acres big, but held populations of 10,000 or so people, a very crowded scenario compared to the small town rural settings most of us work with.
Let's take that population and space allocation into consideration when constructing a city. If we said that at least 5 people lived in a room the size of an average american living room, and called that their home, then take that number and divide it from 10,000. From a map making perspective, that translates into about 2000 little boxes on a map, with roads, alleyways, and a few open market areas to take into consideration. The burden of such could be alleviated if a percentage of those building were 2-story, but even then, that's only two living rooms stacked on top of each other, those same rooms sometimes broken up into closet sized ones for multiple people (10-20).
A table on urban statistics can be found on this site here:
Taking a look at said table, you can see some general information in regards to population density and number of structures per acre when dealing with multiple community sizes. The small city, the minimum standard setting for any thief campaign (in my way of seeing things) has some numbers that are close to the above example. A small city acre can hold up to about 80-120 adults, with an average of 40-60 buildings holding that group of people in said acre. In a 100 acre city, this translates into into a population of roughly 8000-12000 people, with an average of 4000-6000 buildings. Now admittedly, the table lists more buildings constructed than I originally thought, due to my number crunching above, but population is about spot on in terms of city density.
Looking back at those city map examples spread across the web, the maps in question now seem to be featuring large towns instead of the label of small city that they readily slap on. Sort of puts things into perspective when you decide you want to build a city from scratch for a campaign setting. Your guys' thoughts on this? If this topic were to turn into a resource for future DMs to use, I'm sure that more of the relevant city generation information would need to be plugged in and readily available for someone to read through. First and fore most, I want to see what you guys think of this idea. Would it be worth expanding upon as a resource for this site, or should it remain as a discussion of ideas and concepts?
-Rukellian
I originally started to think about this more heavily when working out the setting for my future thief campaign. Here is a passage from the purple worm 2e rules site to help set the groundwork for the situation at hand.
I look at those same maps and I think to myself okay, this could support say 2-3000 people, comfortably. Those numbers, apparently, are far from accurate. Those are numbers derived from today's examples of cities; back then, they didn't have the luxury of transportation like we did, nor did they have a lot of land to work with. The cities were tight and compact, squeezing thousands upon thousands of people in only under a square mile of land (640 acres) on average. Most cities were small and only a 100 acres big, but held populations of 10,000 or so people, a very crowded scenario compared to the small town rural settings most of us work with.
Let's take that population and space allocation into consideration when constructing a city. If we said that at least 5 people lived in a room the size of an average american living room, and called that their home, then take that number and divide it from 10,000. From a map making perspective, that translates into about 2000 little boxes on a map, with roads, alleyways, and a few open market areas to take into consideration. The burden of such could be alleviated if a percentage of those building were 2-story, but even then, that's only two living rooms stacked on top of each other, those same rooms sometimes broken up into closet sized ones for multiple people (10-20).
A table on urban statistics can be found on this site here:
Looking back at those city map examples spread across the web, the maps in question now seem to be featuring large towns instead of the label of small city that they readily slap on. Sort of puts things into perspective when you decide you want to build a city from scratch for a campaign setting. Your guys' thoughts on this? If this topic were to turn into a resource for future DMs to use, I'm sure that more of the relevant city generation information would need to be plugged in and readily available for someone to read through. First and fore most, I want to see what you guys think of this idea. Would it be worth expanding upon as a resource for this site, or should it remain as a discussion of ideas and concepts?
-Rukellian