I have a BA (Bachelor of Arts) degree in History. I like the ancient and medieval period, Meopatamia, Egypt, Greece, Rome, etc. I like following different websites and one of those is the archaeology page on about.com.
Last week they had an article about Roman aqueducts.
That article got me to thinking about other types of construction, like Roman roads, buildings, city walls, etc. I have ancient cities that I will need to plan at some point in my campaign. Large cities need things like water and food, which mean ancient wells, cisterns, canals, irrigation, aqueducts, etc. and ancient fields and farms. Farms for simplicity sake would include cropland, grazing land for herds, fishing banks along the coast or a lake or river.
Huge stone structures require quarries for the source material. Abandoned quarries and still used quarries would be places an adventure might turn. Granite, marble, sandstone, etc.
Large building project of wood, whether a temple, fort, fleet of ships, or housing for the masses will require access to a large amount of forest. Were ancient forests depleted, are they restored to their former bounds after a thousand years? Stone building projects usually rely on wood for bracing and scaffolding. Without fast growing wood or woody plants, like bamboo, a large city would quickly deforest a huge area. How do sylvan creatures, elves, and druids react to this?
Metals require mines for coinage, armor, weapons, tools, etc. Copper, silver, tin, gold, platinum, iron, mithril, adamantite, etc. FYI – Copper and tin make bronze, copper and zinc make brass. The working of metals will require either large forests to supply wood for making charcoal, or coal mines for coal.
The above mentioned herds for food would also supply the leather for armor, belts, pouches, saddles, etc. Exotic herds could be culled for exotic leather items.
Other types of materials used in civilization are bricks, from simple mud dried bricks of earth, straw, and water, to fired bricks of clay. Again back to using wood for charcoal or mining coal to handle a large number of brick buildings and walls.
Glass is not a necessity, but does require sand and other ingredients, plus wood for charcoal or coal from coal mines to fire it.
Add to that the bakers in a huge city and all their ovens for bread.
One does not need to stat out or write up every little detail of an ancient city. However, keep these things in mind when there is a city or town adventure in a living town or the remains of such things in and ancient ruin of a town or city. For example, the fountains of Rome were the pressure release for the aqueduct system and were the source of fresh water for those who could not afford to have water piped to their homes. Will there be ancient fountains that are silted in, but contain coins from wishes? Or fountains filled with rainwater, but stagnant and smelly, but also have coins, or a monster and coins?
Roads are needed to connect cities and towns, to tie an ancient empire together. Roads, walls, and buildings can all be constructed using mud to rock, for sandstone; or wall of stone, for granite. Yes, they can be dispelled, but in AD&D you have to be a high enough level to do it. If an ancient empire was magic rich and had lots of high-level friendly wizards making buildings, it would explain a lack of or fewer quarries than is otherwise needed. Was a temple devoted to creating food for the masses, and the cities thus needed fewer farms and herds? I can see a very lawful civilization doing such things. Would there be ancient magical fountains that never ran out of water? Magic bread ovens that never ran out of bread?
What problems and challenges of modern civilization would a high magic society be able to solve using magic as their technology?
- Sanitation: Sewers send it all to a pit of a permanent disintegration to avoid stink and disease. Or if they didn’t have that level of magic available, would use carrion crawlers and otyughs.
- Construction/Infrastructure: Magic to assist with building roads, walls, forts, castles, etc.
- Ships and wooden construction: Cooperation and trade with sylvan creatures, elves, or druids would provide all the needed wood while preserving the bounds of the forests.
- Food and Water: Can be created magically, as suggested above.
- Communication: Crystal balls, palantirs, mirrors, or other devices could facilitate communication between an emperor/king and his governors, nobles, and generals.
- Travel: Magically created roads for the less well to do and caravans. Teleportation rooms/chambers/stations for travel between cities, or across cities, or to neighboring kingdoms.
- Trade: By the use of superior and coordinated magic in the running of an empire, it could simplify trade due to superior communication and travel capabilities.
- Health: Sanitation as described above. Health care by clerics of temples.
- Education: There would be great centers of learning, colleges and universities for the study of magic for the benefit of all. Great temples and seminaries for the study of divine magic.
- Light: Donations to temples or commerce with wizards would mean everyone has a bulls eye lantern with continual light. Streetlights would have continual light. There would be less need for candles and lamp oil, other than for the poor or ritual use.
A strongly lawful society learning to good with a high level of magic would have a tendency to have these things. War would be far off and the orcs and goblins would be far away, just a story to most people. But if something happened like a strange disease that spread rapidly via the teleport system faster than it could be cured, chaos would ensue. The chaos caused could bring down the whole system. Wizards who survive try to keep things going and end up fighting for turf, thus accelerating the collapse. Troops are needed to keep order, generals who are lawful, but not good would be tempted to pay orcs and goblins to help fill their depleted ranks. Soon wizards are mistrusted and on the run. Civilization as we know it is gone, cities are abandoned as the masses flea disease and civil war. All the neat things that the ancients knew are mostly lost to the knowledge of all but a few after a thousand years. This is the scenario of my campaign. The players don’t know or need to know any of this, just that centuries ago, there was a lot of magic and many wonderful things that a brave and successful adventurer can find.
In a way, my campaign is a “post apocalyptic” world, but there is no radiation and mutants. Although there might be strange creatures brought about by ancient wizards and their experiments. There are powerful ancient artifacts and devices that require study to use without destroying one’s self.