Tag Archives: Cities

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.

 

Day 11 K is for King

K – King/Queen, governor, authority/power/figurehead

Who is in charge here? Is it the capital of the kingdom or empire? If so, where is the palace? If not the capital city, where is the palace of the governor, satrap, or prince?

Is authority held by the head of state, or are they merely a figurehead?

Is the real authority known, or a power behind the throne?

How might this look to adventurers exploring a fallen city?

Is the fallen city the capital of an empire or kingdom, or one of it’s many cities? If not the capital, who is in charge?

For an empire, it can have many different looks.

  • A client king, like the Romans used. They appointed kings over their territory who owed their throne and their power to Rome. The most well-known example is King Herod of Judea, from the Bible.
  • A governor/satrap/viceroy/or other appointed official. (This may not start out as hereditary, but become so over time.)
  • A prince of a cadet (junior line) of the royal family.
  • A prince (noble title, not of the royal family)
  • An Archduke/Duke or other noble.
  • A cleric (Perhaps the main temple of the city is of the predominate religion that is favored by the Empire/Kingdom.)
  • A magic-user (Certain cities may be located in area where knowledge of magic is essential. Or it may just be a tradition that happened, and has no real requirement beyond tradition.)
  • One need only look to Gary Gygax’s list of government types, in the Dungeon Master’s Guide, to see other possibilities.

If there is a power behind the throne, who is it?

  • The Guild Master of the Thieve’s Guild
  • An even more shadowy Guild Master of the Assassin’s Guild
  • Plot complication – The Thieve’s Guild’s master is secretly also the master of the Assassin’s Guild.
  • A powerful member of a prominent family.
  • A group of members of the most prominent families.
  • The head of the merchants’ or crafts’ guilds, or a group of the heads of each such guild.
  • A group of very rich, powerful, and successful adventurers.
  • A magical creature, that can shape shift to hide it’s true nature. (This could be a dragon, or any variety of several creatures. It will have other means to exert power without revealing it’s true self. A magic using dragon could present themselves as a wizard, for example.)
  • A demonic creature, if of a chaotic bent, it may not care if the ruler knows their origin.
  • A doppleganger who has replaced the ruler. (Is this a doppleganger acting alone or with or for someone else?)

How is the ruler determined? 

  • Hereditary (There may still be a ceremony of a secular or religious nature, or travelling to swear loyalty to the Emperor/King, etc. to make it official.)
  • Appointment by the Emperor/King
  • Appointment by regional ruler
  • Election by regional nobles from a set eligible group.
  • Election by the guilds of the city.
  • Election by the people. (This could be limited to very specific groups who are eligible to vote, as we have seen in our own history of voting.)
    • For example, only land holders, soldiers, merchants, members of a certain social class or group of families.
      • Certain families could include those whose ancestor(s) fought in a significant battle, or who founded the original settlement, or through tradition have a power that originally belonged to all, etc.

 

 

Day 10 J is for Joust

J – Joust – games, tournaments, festivals, celebrations. Calendar.

Entertainment is a common way to keep the commoners distracted from their lot in life. In ancient Rome it was “bread and circuses”. What sort of celebrations and contests will there be? Will they be regular events on the calendar?

Is there a spring festival, a harvest festival, midsummer? What seasonal things are a big deal in this culture?

Will any of these elements survive down to the present culture near an ancient, fallen city?

Hippodromes, stadiums, coliseums, jousting yards, etc.

Will there be statues or other monuments to memorialize famous sports stars?

Will elements of the calendar be evident in orientation of buildings, or specific types of buildings? Will the calendar be  a series of buildings, stones, or landmarks? Is the calendar based on the sun, moon, stars, seasons, or seasonal event?

Would their be massive stones used for having the light of the rising, midday, or setting sun to mark the beginning or end of a festival? This would be for dramatic flair. What remnants of such calendars would survive in the towns and villages of the present day in your campaign, if this refers to a collapsed city?

See my article on Calendars And Random Generation, which can be useful for picking random dates for different kinds of festivals.

Humans, demi-humans, and humanoids would all have different days and times for their celebrations.

Types of Festivals/Celebrations/Events:

  • Planting
  • Harvest
  • Calving/Birthing
  • Spring Roundup
  • Party (Birth, Birthday, Wedding, Anniversary, Death, Victory, Just Because, Special Day, etc.)
  • House/Barn/Church Raising (The whole community gets together to build something and has a big feast at the end.)
  • Seasonal Event determined by the calendar, season, start alignment, eclipse, comet, etc.
  • Civil Holiday (Foundation of the city, kingdom, king’s birthday, etc.)
  • Religious (significant day in a given faith, holy day, etc.)

Types of Contests:

  • Cooking
  • Eating
  • Wrestling
  • Archery/Spear/Javelin/Dart
  • Jousting
  • Fencing/Swordsmanship
  • Lumberjack
  • Harvesting/Plowing
  • Drinking
  • Gambling
  • Feats of Strength
  • Poetry
  • Riddle
  • Races (Foot, horse, chariot, wagon, cockroaches, etc.)

Contest Resolution:

  • Roll to hit vs AC for Archery – Can be tedious. Quick resolution for speed of game play. If there are 20 contestants, rolling to hit for all 20 for three shots each will take a lot of time.
  • Flip a coin
  • Pick high/low card
  • DM/Player story interaction
  • DM Tells the Story
  • Player Tells the Story
  • Players Tell the Story for what other players do
  • Mechanic from other system, like Fudge/Fate, Apocalypse Engine, Advantage/Disadvantage from 5e, etc.
  • Roll vs. Ability Scores

In addition to festivals, or even as part of them, other forms of entertainment were gladiatorial combat, as in ancient Rome. In the Middle Ages, and at many other times, putting animals in a pit or other structure and letting them fight, either like animals or dogs vs. bulls, i.e. bulldogs, or cockfighting, or people vs. animals or monsters. I have been in some campaigns where you start off as a slave fighting for his life in the slave pits. This was common after Conan The Barbarian came out in the early 1980’s. It was one of those tropes like you meet in a bar. Every new group of characters in our various games, if they met in a bar, we had to have a bar fight. I haven’t played or GM’d in a session where the players got in a bar fight since high school.

Players will ask what is there to do in this town for fun? Gambling, wenching, drinking, eating, fighting, etc. are all common for some players. In my current campaign, my players haven’t asked that question. They are content with the tavern that caters to adventurers. They happened to be in town when there was a festival and took part in that. I determined on my game calendar when certain events would happen, and if the players are not in town, they only hear about it, if it is shortly thereafter, or if they ask about the time since they were last in town.

Mythoard Arrived

My March Mythoard arrived two days ago. I had time to take pictures, but that was on the same day as my Wednesday night online AD&D game I play in, so I am just now writing about it. There have been other reviews, but I’m putting in my two cents here.

It included Gygax Magazine #5, The Dungeoneers Journal February/March 1981, a one page adventure from +Tim Shorts of Gothridge Manor, a mini module, The Miller’s Blunder, by Thom Wilson, two sample dice of the Inkwell Ideas dungeon Morph dice, and a set of four magnetic monster mash tokens.

This issue of Gygax Magazine is the one with the winner of the 2014 One-Page Dungeon Contest. I have one or two other issues that I have picked up at cons, but I haven’t had time to read the other(s) I have. It reminds me of the old Dragon Magazine from back in the day – Cool art, some stuff for ideas, some stuff I might use, a lot of stuff I will never use, and some comics in the back. I like Order of The Stick, and follow the web comic. I did not learn about OOTS until I found it online a few years ago. There have been a lot of complaints about Gygax magazine being slow to publish, but if you didn’t pay for a subscription, like me, it isn’t a problem. I will read them eventually.

There is familiarity to the issue of The Dungeoneer’s Journal. I think I saw it on the shelves of my FLGS back in the day, and/or some of my friends may have had it. It is familiar. Articles on games I never played, some I dabbled in, and more. Judge’s Guild material is something my brother and I tended to avoid, because it was “rough” in appearance. We had “advanced” D&D and were above those rough looking materials. I have learned in the last few years, that those rough looking things I snubbed had some good ideas in them, and I have them now in PDF, and some I have backed Kickstarters to get. I plan to read through this when time allows.

I did not realize that the adventure materials put out in all the Mythoards use a standard campaign setting, so they are set in the same world, or can easily be crafted to your own world. Tim Short’s “Guardian of the Sale Spring”, is printed on a slick, heavy card stock that is three-hole punched. The material is high quality. The printing and art is well done. I have not yet seen one of Tim’s adventures in person. This format of a small map, area description, and a random chart are so simple that I find that I could easily incorporate this into my own campaign. I am the type of DM who has to take way more time to read and understand a module designed by someone else to make it “mine”. It would be quicker and easier just to develop my own adventure. The simplicity of this overcomes my barriers. A series of mini-modules in one larger module would also get past my issues of running stuff written by others.

The Miller’s Blunder is a mini-module by Thom Wilson of throwigames.com. It is a center stapled, card stock covered booklet. It is only 17 pages with the inside of the back cover as the last page. The text is enough to set the scene and make it clear what is going on. The goals are clear and the various outcomes for the players are covered. While a lot more information than a back and front mini adventure, Thom Wilson has presented the pertinant facts in a way, that I could also easily make this fit into my campaign. I have not yet read the whole thing in detail, but reading the set up and skimming the rest, it is well designed and presented. The quality of this booklet is quite high.

I already have a set of dice from Inkwell Ideas from backing the DungeonMorphs 2: Cities & Villages: Map Generator Dice/Cards Kickstarter. They go well with the ones I already have, that I wrote about here. I am still waiting for fulfillment of the new dice in the series, so I’ll have more on that later. I backed the Kickstarter because I wanted some dice to help map/guide exploring the ruined city in my campaign, that my series for the 2015 A to Z Challenge is helping me collect my thoughts. These dice are large and have heft. They are loud on my plastic table, and would be on any table. Perhaps a padded box to roll them in would help if it is too loud for you, or too annoying for others you live with. Quick random dungeons are helpful. I like the ideas of the geomorphs, and Inkwell Ideas has started a series of contests for generating more geomorphs.

Finally, there are four round, magnetic monster tokens from gamemash.com. I’m not sure how I would use these other than on my refrigerator. I suppose they might come in handy to show placement in live play. For those who have to have more than scribbles on paper to do placement of characters, NPC’s, and monsters in play, these might be your thing. They are not my thing. I am not knocking the product. The art is good, and firmly attached to the magnets. The magnets have some heft to them, so they would not be easily moved, even if you don’t have a magnetic playing surface.

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Day 9 I is for Innkeepers

I – Innkeepers/tavern keepers/barkeeps, etc.

Travelers need a place to stay and sailors and merchants and the common people need a place to gather for drink and gossip.

How dense are the bars? I once lived in a town of 300 people that had five bars. It was a farming community, many miles from any big city, and not much to do. I was an outsider and did not fit in, and never felt welcome.

The quality of inns and taverns will vary by the socioeconomic power of the area where it exists. The wealthier districts will tend to have the more expensive accommodations. The least expensive accommodations might be suitable to the upper middle class, for example. While the poorest districts would seldom have anything beyond upper lower class or maybe lower middle class quality/cost.

A quick assumption that by the book equipment costs are middle middle class prices. One could add 10 or 20 percent for each step up, so that a pint of ale that is 1 s.p. by the Player’s Handbook is 1.1 or 1.2 s.p. in an upper middle class inn or tavern. Similar increases for each step of lower upper class, middle upper class, and high upper class. Perhaps the increase for the higher class establishments might be a doubling or tripling. It might be questionable if the higher class was related to the quality of the food and drink, most likely not the quantity. Would the cost for the lower echelons of society be much of a drop? There would most likely be a significant drop in quality.

What sorts of things would be found in the abandoned inns and taverns of an ancient city? Would there be casks of fine ale, wine, or whiskey that survived all this time? Would their be grains kept dry all these years that are still edible? Might there be some cheese still sealed in wax?

Would their be scattered coins, gems, or jewelry?

What odd sorts of object might be found in an abandoned inn or tavern?

This list would be good not just for an inn or tavern in an ancient city, but one that was raided in a small village or way station.

What Survived In the Inn/Tavern? (Randomly determine the condition- is it edible, and location of the following.)

  • 1d10 Bottles of the finest ale.
  • 1d10 Bottles of ale.
  • 1d6 kegs of the finest beer
  • 1d6 kegs of beer
  • 1d12 bottles of the finest wine
  • 1d12 bottles of wine
  • 1d20 bottles of the best whiskey
  • 1d20 botles of whiskey
  • 1d12 assorted cheeses
  • 1d6 assorted cured hams, or legs of beef, or mutton
  • 1d12 mugs
  • 1d12 plates (wood, pewter, silver, etc.)
  • 1d12 sets of tableware (knives, forks, spoons, chopsticks, etc.)
  • 1d20 sets of serving utensils (knives, forks, spoons, etc.)
  • 1d20 kitchen utensils (pot stirrers, cooking forks, ladles, etc)
  • 10d20 copper pieces
  • 5d20 silver pieces
  • 1d20 gold pieces
  • 1d6 gems
  • 1d4 pieces of jewelry

Where is the secret hiding place? (1d6) (Determine if this has been found or if not found, does it still contain its original contents? If the contents were moved, are they buried or hidden nearby?)

  1. Under the keeper’s bed.
  2. Under a movable section of the bar.
  3. Behind a brick/stone in the fireplace.
  4. Secret compartment in the fireplace mantel.
  5. Behind a rock/stone in the fire area of the fireplace.
  6. Secret compartment in a post or pillar.

In March, 2014 I published an article on districts or quarters of a city.

Day 8 H is for Heralds

H – Heralds/Proclamations/News/Rumors

How does official government news get around? Is there a chief herald who directs all the district and neighborhood heralds with official proclamations? Is there a place where it is posted for those who can read?

How does news of the exploits of adventurers get around? News of foreign wars and monster incursions? Gossip and word of mouth are how most information gets around.

News will travel from city to city via merchants and the more hops the news makes the more blurred and distorted it is when it comes in. Rumor and gossip is how the commoners will hear of things, much like the game telephone where whispering down the line ends up with a totally different story than what started. How to determine how distorted the facts have become?

For a collapsed city, will there be remnants of a chief herald’s office? Will there be stellae or other carvings that depict information throughout the city? Will there be any trace of how information was relayed?

For some, using a more English flair, a herald would be in charge of Heraldry, as in the College of Arms. Heraldry in the Middle Ages arose out of keeping track of who was who on the battlefield, and it became formalized to indicate the arms, AKA heraldic device of a royal or noble house. Contrary to the belief of some Americans, if you have the same last name as a famous noble house, you do not “officially” get to use those arms. The exception is for those of Scottish descent, the clan lord, often a noble, may authorize a clan badge that all members of the clan may wear.

Inkwell Ideas has a Coat of Arms Design Studio program with a free and a fee version. Designing a coat of arms for even each nation in a campaign, like all the human kingdoms, plus the demi-human kingdoms, can take a lot of time. Some like the added touch of the visual aid. Others prefer to use clear and descriptive language for theater of the mind.

Unless you are going for realism for an RPG campaign set in a historical period or a “clone” of a historical period, going into the detail of a college of heralds, and all the detail involved can be quite daunting. I have tried to do that and end up spending more time on simple touches that I find are not necessary to actual play. As a world builder, I WANT that stuff. As a DM, I like the added touches, but can’t justify spending more time than I already have. Those little touches are nice, but if you aren’t going to use them in play, or as something that helps you as DM tie things together, is it really worth the time spent? My answer is if it helps you run a better game, then go for it. Each DM has to judge for themselves what that means.

Whatever level of detail your heraldry involves, will there be any signs of it in a living or abandoned city? Will monuments contain the insignia or the ruling families? Will merchant houses have their symbols? Will ancient marks of thieve’s long dead still exist? Will its meaning be lost or muddled to a current thief?

Taverns tend to have colorful names and we tend to expect them to have a sign depicting the name.

Will any of the symbols of an ancient empire still be in use? Will it span monuments, banners, tapestries, shield devices, mile markers, and coins? In my campaign, the ancient empire was symbolized by an iron tower or an iron throne. The tower theme has survived into some successor kingdoms. Some petty kingdoms have variations on the iron tower, each claiming to be the rightful emperor, but none able to make anyone outside their small area of influence recognize that.

I have a mercenary group my player’s have encountered, called the Green Shields, with green shields and cloak clasps that are also green shields. Would a famous mercenary group have survived over the centuries and players find an ancient pre-cursor to the current group, or might it only be a coincidence?

What groups can have symbols?

  • Royals
    • Senior branch and cadet branches.
  • Nobles
  • Nations/Countries
    • Could be same or variation on the Royal coat of arms/insignia.
  • Merchants
    • Specific Businesses, like Barber Poles
  • Guilds
    • Merchants
    • Magic Users
  • Adventurers
  • Temples/Dieties/Clerics
    • Theological differences between branches of the same faith need a way to recognize those in schism, heterodoxy, heresy, etc.
  • Mercenaries
  • Taverns
  • Tribes/Clans & their subdivisions
    • Scottish clans and their septs.
    • Orc Tribes, like the Bloody Hand.
    • Plains Tribes of horsemen, etc.
  • What kind of groups did I miss?

In March, 2014 I published an article on districts or quarters of a city.

 

Day 7 G is for Graveyard

G – Graveyard/ghosts/ghouls/ghasts/grue/tombs

What are the funerary rites? If cremation, then there is not much chance of there being a lot of undead, unless the collapse prevented the cremation of the dead. Some cultures have ritual cannibalism.

Large cemeteries with lots of bodies can make a near endless source of skeletons and zombies, and a haven for other undead.

Will the cemetery/graveyard be a single location, or many smaller ones throughout the city? Will the dangers by any undead be merely a barrier to treasure, or just a short trip to a quick death?

Types of Tombs

  • Mausoleum
  • Crypt
  • Tumulus/Burial Mound/Barrow
  • Cist Tombs
  • Cave Tomb (Yagura – medieval Japan)
  • Cenotaph (“empty tomb” in honor of a person)
  • Catacomb
  • Burial Vault
  • Sarcophagus
  • Bier/Catafalque (Platform for a corpse or coffin with a corpse.)
  • Tree and Scaffold Burial also called Sky Burial (Native American plains tribes did this.)
  • Domed/Thalos Tomb/Beehive Tomb
  • Columbarium (Building for storage of cremated remains/cremains.)
  • Ossuary for holding bones after decay of the flesh (Jewish and early Christian paractice)
  • Bed Burial (an Anglo-Saxon practice)

Will temples have burial vaults under the sanctuary? Are the royals/rulers of the city buried in a grand manner and somewhat on display, from a stone sarcophagus to some form of artwork?

Will there be battlefields where the fallen were buried en masse? Will there be any form of tombs with multiple burials, with multiple platforms, niches, etc., like a catacomb?

If cremation is practiced, is it done with an individual fire built as needed, like on a riverbank, or like a viking funeral? Are they so sophisticated in their technology as to have a crematorium? Do they let the wind scatter the ashes, or do they gather them up and scatter them later? Perhaps they preserve the ashes in urns and place the urns in a special building, called a columbarium?

If mummification is practiced, this is an indication that there will be the possibility for a lot of mummies as monsters. Mummification can happen in various ways, via dehydration of the corpse in a dry climate, like in Egypt or the deserts of South America. Mummification can be more invasive, including removing the blood and major organs to ensure removal of moisture from the corpse. With a more “modern” twist, the corpse can be embalmed, and the process of embalming prevents the decay of the corpse. Would a culture practicing some form of mummification display the deceased for all time? Sort of like Lenin on display in Moscow?

If the culture is a high magic one, or was in ancient times, how many liches are there? According to the AD&D Monster Manual, a lich is at least an 18th level magic user, or a magic user/cleric. If archmages were relatively “common” at some point, how many of them would be of the alignment and mindset to become a lich? Such powerful creatures would be rare and placed carefully. I have an idea for my campaign where the players can find an ancient wizard’s lab with an experiment incomplete, that if they fiddle with it, will complete the process for a long dead wizard to become a lich.

Would players find signs of a vampire infestation where burials involved decapitation, staking, etc?

All known religions or lack thereof, have some form of dealing with the remains of the dead and a ceremonial way to say goodbye to deliver the remains to a final resting place. One need not get too detailed with this, but a bit of thought to how each major group processes their dead will add a bit of flavor to help it come alive for the players.

[Updated] Alternatives to burial:

  • Burial at sea
  • Funerary cannibalism
  • Cremation
  • Excarnation (removing the flesh from the bones)
  • Hanging coffins
  • Sky burial (placing on a mountain top)

See also: Disposal of Human Corpses

Day 6 F is for Farmers and Feeding

F – Farmers/Feeding

Any sizable population needs to eat. There is limited potential to grow food within the city, unless there is a very regimented layout and everyone has access to garden space. There will be farmland nearby, or within easy shipping distance.

For example, when Rome conquered Egypt, they did so in part, to control the grain from Egypt – it was the bread basket for Rome with shipments about three days out from Rome, as I recall. Unseasonable storms and shipwrecks of grain shipments that caused a delay would lead to unrest. The grain ships were the size of the large shipping vessels of later centuries, many with two or three masts. Something not commonly mentioned in school. [I can’t seem to find the book I have where I read about this, and don’t recall the title.]

Cattle or other herds used for meat would also need to be close. Unless salted or cured, meat would not keep long. Thus there would be a market where livestock is slaughtered and the leather makers get the hides, the butchers get the meat, and the glue makers get the bones. There are other groups related to animal slaughter, such as drovers, herdsmen, stockyards, etc. Typically, animals were most often kept for their value in helping to plow or harvest, or the ability to harvest their wool or hair. Meat tended to be a rare part of a peasant’s diet, other than fish or fowl, most meat would be a rabbit or squirrel.

For a collapsed city, the remnants of surrounding farms and the stockyards and slaughter operations would be evident. Small hamlets where the farmers and resident smiths and carpenters and wainwrights lived to support an area of farmland. The module The Village of Hommlet is a farming hamlet with many adherents to druidical teachings and a decent level druid to lead the flock with a holy grove in the center of town, and a low level assistant. What kind of bonuses would such a farming community have to their output with druids around? They would easily have a surplus for sale or trade.

It is important to keep in mind that a portion of crops had to be kept back for planting the next year. Any famine that caused them to resort to eating their seeds for the next year’s planting would be devastating. If this happens, how far do they have to travel to get seeds for next year’s crops? In some areas, this could force a mass migration to get to an area where seed was available for planting.

Surplus grain that wasn’t sold is easily converted to beer. If fermentation is known in your world, the first step in making whisky is to make beer. The grains left after the beer making stage can be used for animal feed. Agrarian societies tended to use all they could and minimize waste.

My mother once told me that she asked her mother what she missed about living on the farm, where my grandmother grew up. My grandmother answered, “Fried blood.” That sounds really gross to me. I have no idea how it was prepared. I have an image of an iron skillet on a wood or gas stove, with cooking oil (lard) and adding blood from the latest beef or hog slaughter. For all I know, it might have been mixed with flour or cornmeal.

Farms will be on land that drains well, so land that floods every year after planting time will not be planted. Bottom land that floods unpredictably might be planted as it is today, but unless they have discovered marine cement like the ancient Romans, and use lots of labor or lots of magic to build flood control levies, the rivers will change course and flood far and wide. Just read about the floods in the 1930’s and 40’s that lead the Army Corps of Engineers to implement flood control with dams and levies to stabilize the course of the major rivers.

There are many kinds of natural disasters that can lead to crop failure:

  • Floods (Unless it is something like the annual flooding of the Nile to deposit silt. That is required for a decent crop in that arid climate.)
  • Droughts
  • Hail (after the crop has sprouted)
  • Frost (on tree buds or sprouted crops)
  • Unseasonable Temperatures (Extremes of cold delay planting or slow growth, and heat burns up plants even with plentiful water.*)
  • Naturally occurring disease or blight
  • Naturally occurring insect swarms or overabundance of crop pests (Without insecticides expect worms in apples, etc.)
  • Disease among the horses, mules, oxen, or whatever plow animal predominates, reducing the volume of land made ready to plant, if it comes before or during plowing.
  • Disease among farm workers during the time for plowing, planting, watering, or harvesting.

Unnatural occurrences affecting crops:

  • Invading Armies Burn Crops
  • Rampaging Monsters Uproot/Dig Up/Pull Up/Burn/Freeze/Etc.
  • Rampaging Monsters go after farmers and livestock.
  • Divine Intervention at the behest of the evil big bad, or some good big good.
  • Area druids, clerics, and magic users coming together to save crops, if they’re the good guys, or destroy them if they’re bad guys or at war with a nation.
  • Any natural disease can be caused by an evil cleric.

There are lots of simple engineering projects that ancient civilizations used that might be evident in your campaign. 

  • Terraces (Hilly or mountainous terrain will use terraces for flat area for growing crops. Only the sheerest of cliffs will not have a terrace. The Incas had impressive terraces in the Andes.)
  • Irrigation Canals (Long distance transport can be 20 feet deep and 50 feet wide. Smaller branches to agricultural lands will be shallower and narrower, until there is a ditch perhaps 2 or 3 feet deep and as much wide that is tapped to let water onto the fields.)
    • Irrigation canals could tie into navigation canals, if it would not limit the effectiveness of the navigation canal.
  • Aqueducts could carry water to hard to reach farmland.

Manure and composted vegetable matter would be the primary fertilizer. Manure was usually reserved for the gardens near farms. In your game, you might have cart loads or wagon loads of manure hauled from the king’s stables to the royal gardens or royal fields.

Every farmhouse will have a garden for herbs and vegetables for the farm family, and surplus for sale. Are there root cellars to keep fruits and vegetables cool and dry into the winter? What methods of preserving fruits and vegetables exist? The most basic is sun drying. Lay out on some sort of cloth or tarp slices of thicker fruit to dry. Smaller fruit, like grapes are laid out whole and dried for raisins, and plumbs for prunes. My last great-grand aunt (my grandfather’s youngest aunt) lived into her 90’s, when I was in my early 20’s. She would lay out a cloth on her bed covered with apple slices and open the curtains to dry them.

Ice houses could exist in areas where it freezes or near mountains. Until the development of mechanical refrigeration, ice would be harvested from lakes and ponds and put in underground ice houses. Dirt, sand, clay, and straw were used to maintain a steady temperature. Ice was able to be kept into the summer months. Toss in a wizard who can make a wall of ice and you have a year round deep freeze, or an air conditioner.

Cheese making is an early technology. Milk from any animal will not keep long without refrigeration and pasteurizing. The best long term storage of milk is to make cheese. Cheese properly sealed in wax will keep for centuries. Butter is related to cheese making. It can last several weeks if it doesn’t get too hot for too long.

Are there beekeepers? Without beekeepers, honey would be more rare and expensive, since it would all be wild honey. This would make mead non-existent to very rare. Honey does not rot, if it dries out just add water and heat it. I have an idea for giant bees being used for an apiary. Perhaps giants would use such bees.

Is the process of pickling known? You can’t have pickles without this. Nearly anything can be pickled, including meat.

Canning was not discovered until the late 1700’s  or early 1800’s. Napoleon funded early efforts at canning to help feed his army. Home canning using Mason jars is not that old. Would the quality of glass and pressure cookers be available to support canning? I don’t see that in my fantasy RPG, but if it works for you, go for it.

Is crop rotation practiced or known? It depends on the degree of realism in your game. Hand wave it unless it serves as a plot point, is my opinion. In the Medieval period crop rotation was letting land lie fallow, unused, for a season or two to renew itself. It was not until much later that it was realized that some crops used up certain things in the soil and other crops put it back. The prime example is corn (maize) using nitrogen and legumes, like peanuts or beans fixing nitrogen in the soil.

Giant or miniature animals.

In a fantasy setting what effect would there be on agriculture if giant or miniature versions of farm animals were used by human sized races? Huge horses and oxen could plow more land and give more manure. However, larger animals require more feed. Miniature as in the fantasy miniature animals could be used to plow gardens or small terraces. Specialized fruits and vegetables might require either giant or miniature animals in the planting for harvest. An extravagant ruler might delight in having miniature horses plow his personal garden for his own table. Of course, halflings would tend to use smaller animals and giants that planted would use giant horses.

Finally, a website I discovered in early March, Lost Kingdom, has many interesting articles on how medieval life can inform fantasy RPGs. I already mentioned The Porcelain Argument in a blog posting last month.

“Surplus food allows cities, trade and a large standing military – all the characteristics of a formidable nation.” From The Porcelain Argument at Lost Kingdom.

Various types of medieval farming implements are discussed here, at Lost Kingdom. I added a note to their article: “The development of the horse collar enabled the move to horses and mules for plowing. The collar distributed the weight on the horse and did not constrict its trachea, and gave it 50% greater capacity to work. The horse then could work more hours than an ox. This lead to the horse replacing the ox in many agricultural areas of Europe.” See Wikipedia.

The Lost Kingdom also has an excellent article on the Farming Year. One thing this article did not mention was pollarding. It was a system of pruning trees for either animal fodder, called pollard hay, or for wood, usually used for staves and poles. Since pollarded trees tend to live longer, I can see druids being in favor of this form of tree harvest.

* Three years ago we had extreme heat and I kept my garden watered. Most of it burnt up, but my pumpkins and squash went crazy.