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Month: March 2021

Worldbuilding 102 – Magic and Technology

Magic and technology are two sides of the same coin and are inextricably linked. Therefore when building your fantasy world, consider whether to include magic and at what level.

Similarly, think about what level of technology your society is at. Whatever level you choose, magic will influence it. Magic might replace certain technologies. On the other hand, the existence of certain magic might render certain technological advances irrelevant.

What do I mean by level of technology? Is it medieval, classical, bronze age, stone age? What inventions have been made and discoveries found?

Most fantasy stories default to a semi-medieval level of technology with some magic thrown in. Before you use default the default option, think about the implications. What technologies are available? Do you want to take some away to make life more difficult for your characters? How does magic affect the development of other technologies? Above all, because the semi-medieval level is default, it is also cliché.

Magic and Technology

Remember, many of the factors in worldbuilding have to be considered at the same time as others. Magic is one of those. I don’t want to get too deep into designing a magic system. After all, that could fill an entire course higher than 101-level.

More importantly, when deciding on a magic system for your fantasy world, think about how pervasive magic is. You needn’t get into too much detail initially. All things considered, if magic is widespread and common, it would likely replace other technologies. If you have a fireball spell, who needs gunpowder?

On the other hand, some magic might spur other technologies. Like technological development, magic might give a society certain advantages over others. For example, the fireball spell will give a military advantage over those without it. Controlled use of it might advance metallurgy.

See the source image
Fireball. Mark Tedin 2006 Copyright Wizards of the Coast

One possible scenario is living in a society that has fallen from its peak. It had magic, but lost knowledge of it. Such a society might be stunted in its technological development. Some people would be seeking to retain or relearn certain magic. Others might strive to find technological developments to replace it.

Available Resources

Another factor that determines available technology is what resources are available to the society. We spent some time in Worldbuilding 101 – How to Map Your Fictional World – Landforms thinking about where resources are located in the fantasy world.

For example, if society developed iron weapons, what is the source of the iron? If your fantasy empire is in the center of a broad plain, it’s unlikely they are mining iron. Without an energy source such as wood or coal, they would not likely be smelting ore either. They would have to trade for iron and coal. What do they have to trade? If they’re in the middle of a broad plain, they probably have a surplus of grain. I’ll discuss trade in more detail in a future article about economics.

Perhaps the technology never developed in your society. Bronze and iron smelting didn’t reach the Americas until the arrival of Columbus. Even without widespread metal tools, pre-Columbian societies had complex societies.

On the other hand, one society might benefit from the developments in another. For example, the peoples of the Northwest Coast or America did have access to iron that drifted in from Japan.

Knowledge vs Technology

Another factor in the level of technology is the level of knowledge in the society. The difference between knowledge and technology is like the difference between intelligence and wisdom. Knowledge is information. Technology is turning that information into useful tools. As an example, mathematics is knowledge. Engineers use it to develop technology.

Mathematics developed when people began counting and measuring the natural world. From there, they began to calculate those measurements. Finding patterns in the measurements and calculations allows prediction of other measurements. This was important in developing astronomy, astrology, and calculating time.

In a world that uses technology and magic, mathematics might not develop. If it does, it drives the accumulation of other knowledge. It might even drive the development of magic in the form of numeromancy. In fact, the three magi or “wise men” of the Jesus story were widely believed to be astrologers, which was dependent on mathematics. The word “magi” originally meant a Zoroastrian priest whom the Greeks perceived to be magicians.

File:Albategnius.jpeg
Al-Battani (850-926) Unknown author, Public domain, via Wikimedia Commons

Technology Through History

The history of technological development looks linear. The makes intuitive sense. For one advancement, others need to be made first, right?

Technology often unlocks more advanced activities, increases wealth and population, and gives societies advantages over other societies. For example, western Europe had ocean-going ships and gunpowder, giving it an advantage over other societies.

Gunpowder and steel allowed Europeans to subdue pre-Columbian civilizations and enslave Africans. Once disease depopulated the Americas, these technological advancements allowed Europeans to plunder the wealth of the newly conquered continents.

Pizarro seizing the Inca of Peru by John Everett Millais. Used on the cover of Guns, Germs, and Steel by Jared Diamond.

On the other hand, some inventions are made that never lead to other inventions. For example, the Chinese invented gunpowder, but not guns.

In some cases, one society developed a technology well before others did. For example, the crab claw sail drove Austronesian expansion across the Pacific beginning at around 3000 BCE. Lateen sails reached the Mediterranean in the Roman era (Lateen = Latin). The lateen sail developed from the crab claw. This sail type allows sailing into the wind and is necessary for ocean-going ships. Without it, the Europeans would never have conquered the Americas. The Austronesians also developed double-hulled catamarans, which are more stable on the ocean. The Europeans never did.

File:Hokule'aSailing2009.jpg
Hōkūle`a, a modern Hawaiian wa’a kaulua or voyaging canoe, via Wikimedia Commons

Metalworking

The main technology driving social change for thousands of years BCE was metal. The great ages of human history and pre-history are named for advancements in metal. The Stone Age, the Bronze Age, and the Iron Age. The Iron Age corresponds to slightly before the classical era of Europe.

Metal is a prime technology because it is needed for weapons. As bronze weapons replaced stone, societies with bronze weapons had a significant advantage. For a swords and sorcery adventure story, technology and magic matter. It makes a difference what the swords are made of.

Neolithic Era

When one says Stone Age, most people think of Paleolithic cave men carrying clubs and wearing fur pelts. In fact, Neolithic societies were far more advanced than widely imagined. They had developed agriculture, pottery, and irrigation. People lived in villages and towns, fought wars, and traded with faraway places. They wore jewelry, woven clothing, and used a variety of tools. Social life was organized with clans, tribes, priests, and warlords. The main difference between this society and the Bronze Age society was the lack of metal.

File:Neolithic house.JPG
Reconstruction of Neolithic house in TuzlaBosnia and Herzegovina. Prof saxx at English Wikipedia, CC BY-SA 3.0, via Wikimedia Commons

Bronze Age

The development of smelting led to the development of copper tools. When combined with arsenic or tin, it led to bronze (ca. 3000 BCE). Tin didn’t often naturally occur in the same area as copper. For most societies, trade networks brought the two metals to them.

While metalworking didn’t change the basic aspects of daily life, it did lead to major changes in social structure. The Bronze Age is characterized by the development of cities with hundreds of thousands of people. It is in this era we find the first written records.

Writing allowed people to measure the stars and earth, leading to astronomy and mathematics.

Technological advancement led to a more centralized government, hereditary monarchies, a caste of priests, and written laws. City states became kingdoms and empires.

Iron Age

In constrast, iron is more abundant than copper or tin, but melts at a higher temperature (1535ºC). This means the civilization must have access to wood or coal and a furnace to maintain the heat. The technological advance that made iron possible was the furnace. In order for society to develop this furnace, knowledge of smelting was necessary.

Catalan Hearth. Copyright Encyclopedia Britannica.

Iron was more common than bronze due to the scarcity of copper and tin. On the other hand, steel is an alloy of iron and other ingredients, mainly carbon. The invention of steel didn’t make a huge difference in the life of the average person. In the default setting of medieval Europe, steel was available, but expensive. Only the fabulously wealthy could afford a full suit of plate steel armor.

China entered the bronze age much later (ca. 1600 BCE). Consequently, they progressed to iron later as well. It wasn’t until China was unified under the Qin dynasty (221 – 206 BCE) that iron technology fully developed.

Later Eras

After the Iron Age came the classical Greek and Roman periods in Europe, both of which advanced in other areas of science. In western Europe, the Roman world degraded to medieval society. The real difference between classical Roman Empire and medieval society are the loss of technology and development of the feudal social structure.

In the Middle East, the Umayyad Caliphate replaced the Roman Empire. Later, technology and learning continued to advance under the Abbasids in Baghdad.

Writing as Technology and a Source of Magic

Writing was a major technological advance. Whether and what kind of writing a society has can determine how knowledge is collected and passed on. Consequently, for a fantasy society, writing is a major consideration in magic and technology.

Do your wizards write down spells? Are they invoked by runes? Is other knowledge and technology recorded or transmitted through writing?

The Codex Gigas, 13th century, Bohemia. Kungl. biblioteket, Attribution, via Wikimedia Commons

Think about how widespread reading is. If writing requires expensive materials, the poor won’t be able or even have the opportunity to read. Instead, it will be the technology of the rich. In societies where magic can only be written, it would be the domain of rich wizards. On the other hand, where spells can be memorized, the poor will have their own witches and sorcerers.

Widespread writing and books requires cheap materials. The earliest records were recorded on stone, wood, bone, clay, wax, cloth, or metal. The Egyptians used papyrus as far back as 3000 BCE. Parchment replaced papyrus in the 2nd century BCE . The Chinese invented paper in 105 CE, but didn’t reach Europe for another thousand years.

Stone, clay, and, to some extent, metal tablets don’t travel well, so are impractical for mass storage or transmission of knowledge over distances. Parchment, papyrus, and paper work better, but are subject to deterioration over time.

Men splitting papyrus, Tomb of Puyemré; Metropolitan Museum of Art, CC0, via Wikimedia Commons

Energy Technology and Magic

Any society requires a power source to drive its economic activity. Before the domestication of cattle in the Neolithic era, agriculture and hunting was done by humans. Later, domesticating cattle and horses to pull plows allowed increased agricultural output and importantly, the surplus needed to feed the animals.

Egyptian ard, heb, with braces, c. 1300 BC. Burial chamber of Sennedjem, Public domain, via Wikimedia Commons

Other civilizations made use of slave labor. This is easy and cheap if the society has:
1. a high population of people available to enslave,
2. the means to subdue others, and
3. agricultural surplus to feed them.

Slaves in chains during the period of Roman rule at Smyrna, 200 CE. Ashmolean Museum, CC BY-SA 2.0, via Wikimedia Commons

Industrial Development

If there fewer people available to enslave, societies might innovate new sources of energy such as water or wind power. Does your areas have flowing water? If not, is there enough wind to drive mills and pumps? After all, harnessing water and wind requires machines, which implies a level of technology that might not develop if the society relies on slave or animal labor.

Industrial development in western Europe grew when engineers used the steam pump to raise water out of tin mines in Cornwall. The steam engine was cheaper than importing slaves, which is ironic given the slave trade spurred the British exploitation of colonies in North America and the Caribbean.

Magic and Energy

Likewise, think about how magic determines power sources. Does the magical system in your world require an energy source? What is that source? Is it provided by technology? For a more sinister source, perhaps it comes from human sacrifice in the form of slaves.

Do magic users have the knowledge of how the energy is called upon or the technology to create it? If magic is free and easy, why invest in enslaving other people when you can make things magically move?

Finally, when thinking about the society of your story, ask whether slavery exists. If it does, it doesn’t preclude other technological advances. On the other hand, there would be less incentive to develop other energy sources and other technologies. In addition, think about whether your society domesticated horses or oxen. After all, it’s hard to think of a fantasy story without riding horses, though it’s certainly possible.

Other Technologies

There are many technologies that might or might not be present in a fantasy world. The clichéd default option of medieval Europe gets boring. As a thought experiment, try removing some technology and think about what happens to society if that technology doesn’t exist. Will someone use magic to invent a replacement?

Here are some topics and some of the technologies to think about in each category.
Navigation: Compass? Astrolabe?
Measuring time: Mechanical clocks? Sundials?
Literature: Writing? Paper? Printing? Movable type?
Agriculture: Irrigation? Windmills? Plough? Wheel? Pottery?
Architecture: Building with stone? Brick?

There are probably more topics under technology, but for every one you think of, think about why it would develop. What need does it meet? Are the resources and knowledge available for it to develop? Can magic meet the need? In order to answer these questions, you need to have a good understanding of your society’s level of technology and magic.

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Worldbuilding 101 – How to Design a Fantasy City

I have to admit, I love designing fantasy cities, but drawing city maps takes so much time. I could create shortcuts, but I want to know where all the streets and alleys are as well as all the major buildings. For this reason, I never really finish most of my maps.

When you are designing fantasy cities for your story or game, you don’t need that much detail. You will need detail for the specific settings, but for the most part, as long as you have an idea of where the major landmarks your characters might interact with, it should be good enough.

Fantasy City Terrain

The terrain of your fantasy city is dependent on the world or continent map you drew. In my last article, we looked at where cities were placed.

In order to stay as close to your original map as possible, clip a bit of your continent map where your city is placed. Past it into the graphics program and expand it to show the area you want for your city map. You will use this as a template for drawing more detail. I use Inkscape for my drawings. It’s free and works remarkably like Adobe Illustrator. If you have access to a full blown professional drawing program, by all means, use it.

The first thing you’ll need to do is adjust the size of the elements on the map. When I blow my own map up, I find the tiny dot on the continent map is now more than 20km across. You might have to move the now-gigantic dot.

City C of Pancirclea. Image by Michael Tedin

In any case, you’ll have to shrink the dot to a reasonable size. Most pre-industrial cities were no more than 1km to 2km across. That corresponds to 100-400 hectares or about 250-1000 acres. The largest, like Rome at the height of the empire, were up to 5km (2400 hectares or 6177 acres).

Most people in pre-industrial societies did not live in cities, but on farms, in villages, or even small towns. It would be a good idea when designing your own cities to think of what they would look like if they grew from a small village. For cities founded by outsiders, you can design it as you wish. Just remember that cities are the exception, not the rule.

Focus in and add detail

When you blow up the map to the size you want to see, you can fill in the detail of the terrain. In my example below, City C is at the edge of the floodplain of the river to its southeast. It has four trade routes going southeast, northeast, north, and northwest.

I have added a stream because all cities need a watercourse. Some elevation lines give a better idea of the terrain. The topography includes a valley for the stream and a slight ridge to the northeast. I wanted the ridge as a defensible area where a fortress will be built later.

Pancirclea City C as a village. Copyright Michael Tedin

Major Features of Fantasy Cities

Unless you are reinventing the city wholesale, the major features of designing any fantasy city will mirror the major features of real life cities.

When designing a fantasy city or town, I like to recreate it historically. This allows the city to develop over time, giving it historical depth. If the city grew organically, I start by thinking about what it looked like as a village, then add features as it grows.

Most ancient cities were much smaller than what we think of cities now. None grew any larger than 1 million inhabitants until around the time of the Roman Empire, when Alexandria, Egypt reached that size.

Before that time, the first cities started out no larger than 1-2 thousand people. The first cities were Jericho or Çatalhöyük in about 7000 BCE. Over time, the largest cities grew in size, to one hundred thousand inhabitants (Ur in 2100 BCE), to two hundred thousand (Babylon 500 BCE), to five hundred thousand (Carthage 200 BCE).

The medieval era in Europe saw population decline, but other parts of the world saw growth. Rome shrank to fifty thousand inhabitants in 800 CE, but Chang’an in China grew to 1 million in the same year. Baghdad grew to as large as 1.2 million in 1000 CE.

City Centers

The major features of the city normally cluster around the city center. The central features depended on the main function of the city within the kingdom or empire. Some cities were sparsely populated political capitals, others were trade centers, and still other cities had a primarily religious focus. The largest cities served all three purposes.

The obvious city centers of each of these would be the palace or citadel; market or bazaar; or temple, cathedral, or church.

Palace or Citadel

In cities where rulers live, they would have a palace. The homes of the richer nobility clustered around the ruler’s palace. The word palace comes from Palatine, one of the hills in Rome where that ancient city was founded and where its rulers lived.

In a more warlike society or one with external enemies, defense is a high priority, so cities might have a citadel. Literally meaning “little city”, this fortress usually sat on a hill within the larger city. Rulers had responsibility for the defense of the realm, so they often lived in these citadels, building palaces within them.

Often, the citadel was there first as a hill fortress. Often, a city grew around these fortresses as tradesmen and nobility settled nearby to take advantage of the protection of or access to the ruler.

File:Casale Monferrato map (018 003).jpg
See page for author, Public domain, via Wikimedia Commons

In more peaceful time, the ruler might abandon the need for a fortress and build a palace in a more serene setting. For example, the official residence of the Mughal Emperors in Delhi was the Red Fort, within which was the Chhatta Chowk bazaar and multiple palaces. Zafar Mahal, their summer residence, was in a hilly and wooded area in south Delhi.

Where a city included a large enough citadel, the nobility might be able to own a home within it. Prague Castle is such an example.

Peter K Burian, CC BY-SA 4.0, via Wikimedia Commons

In a more democratic society, there would less need for a citadel. Instead, you might find an assembly hall of the senate or public assembly. The ancient Roman Senate building was in the Forum, the central gathering place and market of the city.

File:Curia iulia 02.JPG
Curia Julia, Rome. I, Sailko, CC BY-SA 3.0, via Wikimedia Commons

Religious Centers and Temples

Religion played a major role in most human society throughout history and prehistory. As such, major cities had major religious centers as well. Even after Rome lost its place as the center of Roman political life, it retained its preeminence as the center of the Roman Catholic religion. The same is true of Mecca and Jerusalem.

In cities that are the center of a religion but not a government, the religious site becomes the focal point of the city. In medieval times Rome had no more than 100,000 inhabitants, but the Pope’s residence remained in the Vatican or Lateran palaces.

File:Chor Apsis San Giovanni Laterano Rom.jpg
Choir and Apse Saint John Lateran Rome. Stefan Bauer, http://www.ferras.at, CC BY-SA 2.5, via Wikimedia Commons

Jerusalem has been a pilgrimage destination Jews, Christians, and Muslims for thousands of years. Except for a 200 year period when the crusaders ruled the Levant, it hasn’t been the capital of a kingdom since the Babylonians captured it in 597 BCE.

Religious sites pepper the city, though the Temple Mount is the central focus, the site of the Western Wall, revered by Jews, and al-Aqsa Mosque, revered by Muslims. Christians have multiple holy sites, including the Church of the Holy Sepulchre. Any one of these would be a major draw as a religious center.

Jerusalem – Holy City for three world religions. Copyright dierecke.com

If you are designing a fantasy city with a religious focus, Rome or Jerusalem would be good models of cities with a single focus or multiple focuses.

Trade Centers

Wherever people congregate in large numbers, trade follows them. Cities that have religious, governmental, or defensive centers almost always have large markets as well.

Conversely, wherever trade goes, people follow it. some cities are trade centers but have no governmental or religious significance. This is less common in times of war and strife. Trade needs defense. In more peaceful times, trade can flourish.

Cities whose main purpose was trade include Florence and Venice in Italy, Carthage in Tunisia, or Mumbai in India. Romans, Phoenicians, Greeks, and western Europeans built or developed many colonial towns for the purpose of increasing trade with the home country or city.

File:PhoenicianTrade.png
Yom (talk · contribs), CC BY-SA 3.0, via Wikimedia Commons

Multipurpose Cities

Some cities had multiple purposes, especially in societies where religion was closely tied to government. Constantinople, for example, served all three purposes. It was the seat of the Byzantine (late Roman) Empire, the seat of the Orthodox Patriarch, and a major trade center at the crossroads of Europe and Asia as well as the Mediterranean and Black Seas.

Baghdad under the Abbasids was the same, though for a different ruler, a different religion, and different trade routes.

Even when cities have multiple purposes, the palace, market, and temple normally cluster close to the center. Remember, the city center is usually not more than 1km across.

Rome, showing the temples on the Capitoline, the palaces on the Palatine, and the market of the Forum. Copyright mapaplan.com.

Residential Neighborhoods

Your city’s inhabitants will mostly live in the neighborhoods beyond the center. These neighborhoods usually cluster tightly together. There was nothing like the suburban sprawl that we see in modern cities. In addition to being crowded, these neighborhoods were usually dirty as well, with no running water or sewers.

Travel was by foot in the cities, though richer people owned horses. This limited the physical distance a person wanted to walk. If you take the rule that a person won’t normally walk more than 20 minutes for an errand, it keeps most day to day functions such as local food markets close.

Streets were normally about 10 meters across, wide enough for two carts to pass, though they were narrower in places.

The broad avenues of most major modern cities were built in modern times to ease congestion through the city, bypassing the narrow confines of the neighborhood streets. In the 18th and 19th century, city planners designed the radial patterns of of avenues in Paris and Washington DC with this in mind. Compare Paris in 1223 to 1702 to 1765, and finally 1874, when major routes were added. We see little change from 1223 through 1702, the beginnings of a radial street pattern in 1765 and a major change in 1874.

File:Erhard frères, Plan de Paris indiquant le tracé des voies nouvelles dont S. M. l'empereur Napoléon III a pris l'initiative, 1874 - Gallica.jpg
Paris in 1874 Bibliothèque nationale de France, Public domain, via Wikimedia Commons

In many preindustrial cities, tradesmen lived where they worked. Shops would front the street while the family lived behind or above the shop.

Larger cities such as Rome built multi-story apartment blocks called insulae (islands) to house residents. These were usually crowded and dangerous, contributing to disease and fire. Cities in China and pre-Columbian America also had apartment blocks, though they were not as crowded as in Rome.

Ostia: Plan of Regio III – Insula IX – Case a Giardino (Garden Houses) Source: smarthistory.org

Defense

As I said in my previous article, people live in cities for defense. For this reason, most pre-industrial cities built walls for defense. In peaceful times, this might not be as important and the population settled outside the walls, but when outside enemies threatened, the walls became quite important.

Some city walls were massive, such as those of Constantinople. Others were simply masonry or field stone piled on top of each other.

File:Walls of Constantinople.JPG
Restored walls of Constantinople. en:User:Bigdaddy1204, CC BY-SA 3.0, via Wikimedia Commons

Frequently, cities took advantage of water not just for personal needs but for defense, locating on islands in rivers or lakes. The Aztecs built Tenochtitlan in Lake Texcoco.

File:Map of Tenochtitlan, 1524.jpg
Map of Tenochtitlan, 1524. Friedrich Peypus, Public domain, via Wikimedia Commons

Water and Sewage

In addition to needing water, cities need sewers. Removing human waste and excess rainwater is a necessity for the health of the populace.

The Sumerians first used clay sewer pipes around 4000 BCE. The city of Uruk first used brick constructed latrines around 3200 BCE.

Waste removal in medieval Europe was sadly deficient. Usually, cities disposed of waste in open streams or ditches running through the city. This led to high mortality due to disease, plague and pandemic. Paris didn’t clover its sewer until 1370.

For the most part, the poorer neighborhoods lacked high quality sanitation. They were crowded and dirty.

Public Baths

On a week-long trip to Budapest once, I decided to tour all the public baths in the city. Maybe some day I’ll write about my experience in the Turkish bathhouse there, but not today.

Many ancient and medieval cities also had public baths. Cities in Rome, Greece, and as far back as Mohenjo Daro had them.

In ancient times public bathing included saunasmassages and relaxation therapies. Neighbors met and discussed community concerns in these communal places. Think of the cliché of the mafia don meeting his rivals or lieutenants in a public bath.

Public baths improve the health and sanitation of the city, but they require adequate public water supply and sewer systems.

Baths of Caracalla, Rome reconstruction. Copyright Avinash Kumar Srivastav

You don’t need to map out the sewers when designing your fantasy city, but you should decide how adequate the sewer system is and whether there are adequate facilities for bathing. Which of these models you want your city to follow is up to you. I like a cleaner city, but if your story wants a filthier, grittier setting, opt for the European model.

City Layout and Urban Structure

In designing a fantasy city, you will need to decide its geography. Where are all the main features in relation to one another? City layout and urban structure is a complex topic with many facets. It would be easy to get lost in the weeds in inventing a realistic city. However, one doesn’t need a degree in urban planning to design a fantasy city.

Scholars define five different city layout types: geomorphic, radial, concentric, rectilinear, and curvilinear. The most common ones were geomorphic, rectilinear, and radial. As an amateur city planner, you are free to invent your own as well. Just remember that people must live in your city. Even if they are fictional, they they will adapt the city you design to their own use.

Geomorphic

Geomorphic patterns follow the layout of the terrain. These are common where there is no central planning. In such situations, cities grow organically according to the needs of its inhabitants. People walk according to the route that requires the least expenditure of energy. My own home town of Sitka, Alaska is laid out in a geomorphic pattern out of necessity.

There is an urban legend that the settlers of Boston followed cow paths when laying out the streets. This is probably not far from the truth. Just looking at the map, one can see that it followed geomorphic patterns.

File:Boston, 1775bsmall1.png
Thomas Hyde Page, Public domain, via Wikimedia Commons

Rectilinear

Also known as the grid plan, rectilinear cities are the favorites of city planners. This plan is among the oldest of city layouts, from Mohenjo-Daro to Roman coloniae, to Chang’an, China, to Teotihuacan, Mexico.

The most familiar of these to students of European history was the Roman grid plan. The Romans founded multiple cities throughout western Europe as Roman colonies. One can still see the grid on the map of the city centers of Florence, Italy, Cologne, Germany, Zaragoza (Caesaraugusta), Spain.

As you can see from the maps, these cities grew beyond their Roman cores in stages. By studying the maps, one can see the rings of medieval, renaissance, industrial, and modern era growth.

Radial

In a radial structure, main roads converge on a central point, usually a market or plaza. Cities such as Amsterdam or Erbil, Kurdistan follow this pattern. This radial pattern became popular in the renaissance and can be seen outside the Roman core of Florence.

File:Aerial view of central Erbil, Kurdistan.jpg
Aerial view of central Erbil, Kurdistan. Lamacchiacosta, CC BY-SA 4.0, via Wikimedia Commons

The radial plan needn’t have its focus on the center of the city. In larger cities, avenues might radiate out from satellite centers in neighborhoods, linking them together. Later cities such as Washington, D.C. combined the radial and grid plan in just this way.

Designing Your Own Fantasy City

Hopefully, this exploration of city structure and planning gives you enough ideas to design your own fantasy city. Remember that any city has to be used by people. Design has to conform to their needs. Whether you lay it out following terrain or in a grid, set up city walls, or have adequate water and sanitation, these factors will influence the people in it. The people living in a city also have their own ideas of how they use the infrastructure they are given.

Once you have the design of the city, you can start populating it. The major districts imply the existence of rulers, priests, and merchants. Once you understand the environment they live in, you have a better understanding of who they are and how they would act in certain situations. Once you have characters, you are well on your way to creating a fantasy story.

Final Comments

I will leave you with one of my favorite maps, though it isn’t a fantasy city. It is Berlin ca. 1855. It captures the development of the city from its founding up to that time. One can see the original medieval city in the center and the river that protected it. The imprint of the renaissance walls and moat surround the medieval core. Outside that are the rectilinear grid of Friedrichstadt and the radial pattern of streets in the northeast and by Hallesches Tor. The city at this point is encircled by a wall used mainly to collect customs rather than for defense. Outside that wall are the beginnings of industrial development in the train stations (bahnhofs). The city grew beyond these walls in the later 19th and 20th centuries to the city we know today.

Sansculotte (talk · contribs), CC BY-SA 2.5, via Wikimedia Commons
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Worldbuilding 101 – How to Map your Fictional World

In my original Worldbuilding series, I covered how to draw maps for your fantasy stories. If you want a fully-fleshed out world for novels, movies, D&D, or other games, this is a great place to start. The Worldbuilding 101 series covers mapping a fictional world. The Worldbuilding 102 series will cover creating fantasy societies.

Click on the links below to see the articles

  1. Mapping Your Fictional World
  2. Continents & Plate Tectonics
  3. Climate
  4. Landforms
  5. Biomes

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