Ecumenopolis Setting Ideas

Post/Author/DateTimePost
#1

gnomemaster

Apr 25, 2009 17:48:37
So I have been thinking about the idea of the world that is covered by city idea. Any thoughts from anyone on this subject? I kind of like the idea of it is a plane that was abandoned long ago, and inhabited by refugees from a plane that died.

what should their population be? how do they get food? thoughts?
#2

sigil_beguiler

Apr 25, 2009 18:36:18
Well first need info on stuff like:
  • What kind of city is it?
  • How advance is the technology?
  • What kind of magic is there?
  • What is the environment like?
  • Related to the above, are there oceans?
  • Are there other planes and is there trade/commerce between them and the city?

Depending on the above some of these may not work but, some ideas:
  • The city is divided up into ruined areas of the city. These "No Man's Land" are the borders between the "Districts". The Districts are essentially nations within the city.
  • The District has formed for various reasons; political, racial, religious and debates over what caused the destruction of the plane.
  • The population is made up of a wide variety of planar races. While most live in peace, it is hardly cosmopolitiain and racial tension can run high.
  • The poor live underground or in the ruins of the old city. The rich live in the ever increasing in height monolithic buildings scattered about the city. They grow in height as they build on top of old buildings. The need for buildings ever increasing in the rapid population growth.
  • Food is gathered by a combination of towers open to the elements where farms are grown. Harvesting from the various overgrown areas of the city and underground and hunting the animals that also inhabit these abandoned areas.
#3

yellowdingo

Apr 26, 2009 20:49:25
So I have been thinking about the idea of the world that is covered by city idea. Any thoughts from anyone on this subject? I kind of like the idea of it is a plane that was abandoned long ago, and inhabited by refugees from a plane that died.

what should their population be? how do they get food? thoughts?

The City of Brass (thousand and one nights): The city has a Circumference that is 72 hours on camel -meaning it is very big and very populous. The City is filled with Corpses and Wealth. But they all perished from a 7 year Drought. No amount of wealth could get them food.
#4

nowiwantmydmg

Apr 27, 2009 12:07:06
This should either be a highly populated metropolis or a sparsely populated wasteland with large areas that are entirely uninhabited by civilised things.

I prefer the latter idea but that's me.
#5

turtlshellz

May 17, 2009 3:20:45
I know I am a little late in posting to this thread but you may want to try Shadow of the Torturer by Gene Wolf if you can find it. The novel is set in the far (millions of years from now?) future and features a protagonist that lives in a immense city. Although most of the action takes place with in the walls of a monastery of sorts there are hints at what life in a fantasy style ecumenopolis might be like.

If the entire plane is covered in this City then you have the possibility of whole nations arising within the ruins. Dungeons (Above and below ground) abound as well.

Obviously the City must trade with other planes in order to get food, unless some parts of it have been cleared to make way for farming (like Trantor, after the fall of the Empire in The Foundation series by Asimov). The second is going to happen even if trade exists. Not everyone will want to, or be able to trade for food.

Alternatively some locations in the City may have access to magical or technological versions of Star Trek's infamous Replicators. Other areas may have access to so-called pocket dimensions (Demi-planes? Maybe they arent the same thing) where they are able to grow their food, and retreat to in case of overwhelming invasion.

Some of the people living there might grow their food underground.

As the City is inhabited by refugees from otherplanes you have the potential to allow your players imaginations to run riot on what races they play. This might be overwhelming for you and your players but it could turn out to be a benefit as well. Allowing players to have a hand in the creation of the game setting can help to encourage them to enjoy it and really appreciate it as well.

As to a name I imagine that may differ from location to location. Of the City was in existance before the refugees arrived they may just refer to it as The Ruins or The City. You will have different peoples calling it by different names. elves, for instance pinning for their lost forests, might just call it Hell.
#6

yellowdingo

May 17, 2009 8:54:55
SETTLEMENT DEVELOPMENT


Settlements can appear anywhere. But in doing so, they will adhere to certain rules. So first off, let’s look at why our settlement is in this location.

A. Location of Settlements

There are four major reasons for a Settlement location: Resource Proximity, Environmental Transition, Connectivity of Routes, or Defensible Position.

...Resource Proximity…

1. Mineral
2. Agricultural Land
3. Building Material
4. Labour
5. Water
6. Wind

...Environmental Transition…

7. Forest-Tundra
8. Ocean-Coast
9. Desert-Plain
10. Foothills-Mountains
11. Lake-Lakeside

...Connectivity of Routes…

12. River Crossing/ Crossroads
13. River Branch/Fork in Road
14. Stop Over/Rest Stop

...Defensible Position…

15. ****/Sea Wall
16. Mound
17. Hill
18. Mountain
19. River bend
20. Gorge/Pass

Ex. The community of Umbrij sits on the river Avon where it meets the Trade Road. Our Community falls under a category 12 location (River Crossing/Crossroads). The River connects Timber up river and the Capital down river. The Trade Road on the other hand extends east and west.

B. Primary Function of Settlements

  • Market - (Description: A centralized community focussed on the collection and distribution of local produce. This type of community can function in isolation while access to a communication network is vital for the export of surplus produce. Prerequisite: Resource (Agricultural Land/Labour)).

  • Industrial - (Description: A community concerned primarily with the processing of raw materials into manufactured goods. Some will specialize in a single end-product. They have access to the resources necessary to process raw materials including labour, power (water for mills). Industrial communities require a communication network to function. Prerequisite: Resource (Minerals/Labour/Water/Wind); Network (Road/River)).

  • Commercial - (Description: A community involved in trade and financial activities (banking and money lending). They do not require traded produce to pass through the town and may be sophisticated enough to deal in document based trade and financial transactions. A communication network is critical to the survival of this community. Prerequisite: Node, Nexus (Road/River)).

  • Mining - (Description: This is involved in the extraction of minerals. It will be located where the minerals are and that can be anywhere. It requires access to a communication network. Prerequisite: Network (River/Road), Resource (Mineral/Labour)).

  • Administrative - (Description: This is the seat of government, whether the capital city or a local administration. This community will sit at a centre of a provincial or national communication network. Prerequisite: Node or Nexus (River/Road)).

  • Cultural/Education - (Description: These are centred on universities and colleges. They are centres of learning and have a selection of appropriate crafts to support the development, recording, and storage of information. There is some need for access to a communication network. Prerequisite: Network, Nexus, Node (River/Road)).

  • Ecclesiastical - (Description: Religious centres drawing pilgrimage, or housing religious associations or shrines. These require access to a communication network. Prerequisite: Network, Nexus, Node (River/Road)).

  • Primary Residence – (Description: This is the residence of a Ruler (Whether President, Emperor, King, Duke or Baron). It is a palace or castle and requires some access to a communication network. Prerequisite: Any Location).

  • Resorts – (Description: Baths, recreational districts, retreats. They require a favourable geographical location that provides both safety and healing. Resorts function on a communication network; Prerequisite: Coast, Hill, Network (Road/River)).

  • Port – (Description: located on the coast as a fishing community, a centre of sea trade and travel or located on a river for the movement of goods and people by river. A port requires communication networks that extend over water and land. Prerequisite: Environmental Transition (Coast); Pit-stop, node, nexus (River/road); Defensible Position (Lakeside)).

  • Residential - Description: These are designed to provide urban peoples with housing away from polluted, corrupted, or expensive urban centres. This specialization requires a second specialized centre in close proximity. Prerequisite: Network, node, nexus (Road/river)).

  • Dispersed – (Description: Isolated independent farms with a selection of skills necessary to support their independent nature. There is little social interaction. Prerequisite: Exploitable Resource (Agricultural Land), Defensible Position (Mound)).


Ex - In this case Umbrij is a Category 9 Function (Residential - the location is selected for its fewer toxins in the drinking water and air) and sits across the river from Ashwash: a Category 2 Function (industrial - Charcoal Production for the Capital down river using Timber from upriver).

C. Settlement Components

…Dispersed holdings…

1. Farm
2. Plantation
3. Ranch
4. Dairy-farm

…Local market…

5. Granary
6. Marketplace
7. Storehouse
8. Well
9. Trade-fair

…Industrial…

10. Mill wheel (water/wind/slave)
11. Charcoal Furnace
12. Potter’s Kiln
13. Glass Furnace
14. Smelter
15. Distillery
16. Barrel maker
17. Smokehouse
18. Winery
19. Blacksmith
20. Leatherworks
21. Tannery
22. Wheelwright

…Commercial…

23. Guild Hall
24. Bank
25. Goldsmith
26. Moneylender
27. Roadside Inn
28. Tavern
29. Stables

…Mining…

30. Clay pit
31. Stone Quarry
32. Peat Diggings
33. Salt Mine
34. Open Cut
35. Obsidian Scrounge
36. Mining tunnels

…Administrative…

37. Parliament
38. Council Office
39. Clan Hall
40. Prison
41. Work-farm
42. Labour Camp
43. Watch Tower
44. Fortress
45. Signal Tower
46. Outpost
47. Border Checkpoint

…Culture/education…

48. University
49. School
50. Bard’s College
51. Wizard’s Tower
52. Theatre
53. Arena
54. Fight Pit
55. Museum
56. Gallery

…Ecclesiastical…

57. Church
58. Temple
59. Shrine
60. Sacred Grove
61. Altar
62. Religious School
63. Abbey
64. Monastery
65. Synod Council
66. Paladin’s Training Hall
67. Barrow
68. Burial Mound
69. Crypt
70. Graveyard
71. Hospital
72. Monument
73. Carved Stone Obelisk
74. Stone Circle

…Primary Residence…

75. Castle
76. Palace
77. Keep
78. Manor house
79. chiefs hut

…Resort…

80. Bathhouse
81. Boarding Houses
82. Bed & Breakfast
83. Recreational Lake
84. Public Gardens
85. Hiking Trail
86. Hot pools

…Port…

87. Fishing hut
88. Ferry
89. Boathouse
90. Ocean port
91. River Port
92. Siding
93. Harbour
94. Docks
95. Shipyards

…Residential…

96. Estates
97. Manor Houses
98. Suburbs
99. Ghetto
100. Shanty

Ex – Umbrij is dominated by its crowded residential district straddling the trade-road on the east bank with a small marketplace where produce is sold to the residents, The west bank is dominated by the Charcoal furnaces, but there are also other industrial facilities polluting the air, ground, and river water. Docks, a timber yard where they dry and chop up logs into manageable timber for the charcoal furnaces and builders, a Tannery, pottery Kilns, and a Smelter making Ashwash a wretched, polluted place. To work.

D. The Debris Of Abandoned Settlements

When settlements are abandoned, due to what ever reason, many components are left behind. These components are often the hardest to remove (they are also characteristic of the settlement purpose) and will last centuries beyond the abandonment of the settlement.

1. Carved Stone Obelisk
2. Steele
3. Monument
4. Statue
5. Mine
6. Quarry
7. Smelter
8. Pottery Kiln
9. Blacksmith’s Forge
10. Charcoal Production Furnace
11. Stone Well
12. Irrigation Canal
13. Agricultural Field
14. Plantation Crop
15. Stone Docks
16. Bridge
17. Stone Paved Road
18. Causeway
19. Cemetery
20. Barrow Mound
21. Outdoor Altar Stone
22. Shrine
23. Buried Temple
24. Druid Grove
25. Ancient Tree
26. Ring of large Stones
27. Signal Tower
28. Watch Tower
29. Lighthouse
30. Fortified Cave
31. Bunker
32. Dungeon
33. Torture Chamber
34. Underground Laboratory
35. City Sewer
36. Catacombs
37. Castle Ruin
38. Foundations
39. Fitted Stone Wall
40. Re-used Rock Wall
41. Chimney
42. Fireplace
43. Partially-buried Brickwork

Ex – While Umbrij is a new community, Ashwash is the site of the original community. Outside its walls are abandoned clay diggings, and inside the walls there is a pulled down mud-brick Shanty where labourers originally resided.
#7

jerichoalar

May 18, 2009 4:32:11
So I have been thinking about the idea of the world that is covered by city idea. Any thoughts from anyone on this subject? I kind of like the idea of it is a plane that was abandoned long ago, and inhabited by refugees from a plane that died.

what should their population be? how do they get food? thoughts?

a lot of replies missed the ecumenopolis point.

a typical medieval city had a population density of approximately 38,850 per sq. mile (think london rowhouses etc.) within the city limits itself. this would be a pretty typical build up for a city in this time: mostly one story buildings, little yards if any, some greenspace etc. If you want to go for a fantastical manhattan you're talking about approximately double that (70-80,000 per sq. mile) this would be magical towers only - 10+ stories each.

so figure out how big a plane you want and multiply from there. assuming you want it to be a weeks travel by cart, at 25 miles per day, x 7 days is about 175 miles - so about 30,625 square miles, or 1,189,781,250 souls. you can subtract mileage if you include lakes/oceans instead of just huge tracts of land.

if the entire plane is a city, the most likely ways they are getting food is either by ritual conjuration (lot's of travelers feasts or a custom ritual for your campaign) or by importing/stealing/farming on another plane.

if you want a lower magic level you can either presuppose early discovery of Hydroponics or they can do either rooftop or subterranean cultivation. - rooftop cultivation gets you greenery, subterranean gets you moss/fungus/etc.

Water is presumably run throughout the city in aqueducts, (eventually pressure piping) waterfront property is at a huge premium - and will mostly be used for milling / nobles. -> if you have no waterfront property, aqueducts still work, either from underground reservoirs or from a portal to a large lake in the elemental chaos. You can also use wells to underground reservoirs scattered throughout the city.

Assuming typical market behavior you'll see the following businesses per square mile (on average):

256 Shoemakers
154 Tailors
96 Taverns
70 Carpenters
55 Coopers
42 Winerys
38 Butchers
25 Blacksmiths
22 Doctors
19 Sculptors
6 Book Sellers

yes, there are 2.9 million taverns in your city. have fun naming them! there are also approximately 5.9 million nobles in your city, enough that there are probably multiple 'kings'. (district mayors?)

there are also approximately 106 intersections per square mile (or about 3500 streets total if your city is a perfect grid)

obviously you're not going to be detailing the entire city at once.

depending on magic/tech level, you could go with mass transit options - otherwise the streets may stink from all the horse manure. You will probably also want an extensive sewer/catacomb/cave system for dungeon feel and may want to consider running some portions of the campaign on the rooftops as well.

In any city this large there will be areas of various levels of disrepair, old unused industrial sites - slums, parks, etc. these can be used for adventure settings as well.