Marketplace:
Large cities can have a number of small establishments which sell food, clothing etc, but goods which enter the city are generally in bulk in a large courtyard area commonly called the Farmers' Market. Shopkeepers buy vegetables, meat etc in bulk and then transport (usually by bullock cart) to their individual shops. These places are crowded, rather filthy at times, and are good places for getting your pocket picked. The city guard will generally maintain a presence here to prevent melees from breaking out. Stalls are usually in the open, but this depends on climate and seasons. Some merchants have semi-permanent setups, while other, typically poorer merchants bring in their wares and sell them from the bullock cart. If there is a merchants' guild etc, they will have representatives here to keep an eye on things. Smugglers, con-artists and fences can be found here if desired.Inns and pubs:
Generally these places are more popular during the colder seasons. A typical place consists of a drinking/eating establishment on the first (ground) floor, and a second floor with half a dozen rooms. Quality varies generally with location. Good places to start riots and revolutions. Traditionally a place for adventurers to get together and swap stories. Some establishments also offer various forms of entertainment: bards, dancers, prostitutes, gambling etc.Streets:
The typical street in a city is narrow, crooked and paved with either cobblestones or bricks. Back streets can be clogged with refuse, and vermin such as rats. The main streets are wide enough to allow two way traffic with bullock carts or horses. The smaller ones require riders to dismount and either leave their horses behind or lead them by hand.Garbage alley:
The 3'-5' spaces between major buildings are called "garbage alleys", and people throw refuse from their lower windows into these areas. These places are cleaned by very poor people for pitiful wages. The cleaners fill baskets (often with shovels or by hand) and search through the garbage in the desperate hope of finding something of value. Improper sanitation ensures that these places are good ways to catch diseases. The lower class areas of town do not always have underground sewers and the garbage alleys reflect this. In some cities, these alleys are frequented by otyughs and other dangerous creatures. Once in a while, desperate thieves will run into these alleys to avoid pursuit.Sewers:
Sewer systems vary from city to city. They can range from extensive to non-existent. Often large areas of the sewers are actually unused and become catacombs and living spaces for the poor, especially during winter. Some thieves guilds like to use sewers as a discreet means of transportation, and some are actually based underground. If the city has been built on the ruins of an older city, the sewers can often lead into the remains of the older civilization.Crime and punishment:
Different civilizations have different attitudes. Most cities have some kind of jail, for holding prisoners. These are generally underground areas, and are not well run. Prisoners are overcrowded, underfed, tortured and beaten by uncaring guards. Some prisoners may be kept shackled, while others may be thrown into a communal pen. Records are rarely kept, and prisoners can usually escape or die without being missed. Most cities also believe in some form of public punishment (stocks, whipping etc), and also have their own form of capital punishment for severe crimes (hanging, beheading etc). Some civilizations also believe in blinding, maiming etc, and it is important to tbe aware of the current regime's views on such things. Most cities also have a number of corrupt officials, and it is possible to obtain release through appropriate bribes/threats/rewards.Thieves' guild(s):
These vary a lot from city to city. Most have some form of hierarchy, with a guildmaster at the top. Some guilds like to specialize in an aspect of thievery while others can be broad-based. Typically, guilds are wary of strangers and spies, and unfriendly to outsiders. First impressions can be vital. Contacting a thieves' guild can be very easy if you don't mind meeting & talking to strangers. Displaying one's skills can often act as a sign, but suspcious guilds will not reveal themselves. Bribes are a good way to get people talking. Thieves' cant can work, as long as the city in question is not too far removed from the thieves' home. Sometimes relocated thieves find that they need a refresher course in thieves' cant or no one can understand them.Smuggling and illegal goods:
Getting illegal goods in a city generally involves a little extra work and money from the buyer. Some of this extra cost goes into profit for the smugglers, hence smuggling is a lucrative business. Smugglers can operate at a variety of scales. At one end there is the cleaner in the jail who smuggles extra food to prisoners, while at the other extreme there are high priest(esse)s who sell ressurections under the counter. There is no general strategy for the buyer. Subtlety is usually required, and the buyers usually control the price in these transactions.Adventurers:
Large cities have a fair number of people who are not really citizens, but are only in the city to relax, recuperate or overthrow. Some of these are viewed as "heroes" by the populace, especially if their deeds have been told in a tavern recently; by and large however, weapon toting, magic flinging newcomers are looked upon with distrust. City dwellers like to think that they don't need that kind of protection in a city --- adventurers should be out on the frontier slaying monsters. In a city, many adventurers decide to maintain a low profile. They strip off their plate mail and wear street clothes. Smaller weapons are wielded etc. Generally humans attract no addition once this is done. However, demi-humans are still somewhat subject to discrimination. Some establishments will try to steer halflings away because of fear of thieves etc. This stereo-typing is an unfortunate truth. In general, normal humans in cities think/react to demi-humans as follows:
- Dwarves:
- Most dwarves persist in wearing chainmail and carrying their axes around with them, and people get worried. However, dwarves are seen as trustworthy folk, and are often tolerated because of this reputation. Gambling joints do not like to let dwarves play lest they get angry on losing and tear the place apart. Taverns often serve them a free drink and invite them to act as honorary peacekeepers.
- Elves:
- Among all the demi-humans, elves evoke the most extreme reactions. Some humans have a deep-seated inferiority complex and this leads to friction. Others persist in worshipping them as magical demi-gods. Elven females are often seen as extremely desirable by many humans and this too can lead to tension. Different elven sub-races evoke different reactions. Unfortunately, many humans cannot really tell the difference between the elves, and look for cues in their behavior to tell them apart. Thus, an elf assumed to be a wood elf might be sneered at by the nobility, yet the same elf if mistaken for a high elf would be pampered. Grey elves are universally misunderstood and avoided with fear by the common folk.
- Gnomes:
- Occasionally mistaken for dwarves, gnomes tend to correct this mistaken case of identity with dramatic effect. Gnomes are generally misfits in human civilization, yet take great pleasure in participating in its activities. Gnomish gem-cutters are highly prized and often welcomed despite their eccentricities.
- Half-elves:
- Often mistaken for full elves, which may either be good or bad depending on the region. Some cities have an abnormal proportion of half-elves, but this usually reflects a pro-elven attitude among the humans. Some half elves are very defensive about their elven ancestry and take great efforts to "act human". Occasionally they may draw oohs & aahs if recognized, and people will say: "Isn't it wonderful what love can do" etc.
- Halflings:
- Normal humans think halflings are cute, and a little slow. Many halfling thieves exploit this to a great degree and become very rich. Some cities are aware of this, and halflings are discriminated against. It is very rare to find any civilization that bears a hatred towards halflings so halfling adventueres with intelligence can excel in a city.
- Humanoids:
- Most humans are scared of humanoids (orcs, goblins etc) and will have nothing to do with them. But, since humans are so different, there are always exceptions to this rule.