This post is part of a series on worldbuilding; links for the whole series can be found on this page.
"On the left bank of the river the population is sparse; from time to time one sees a troop of slaves loitering through half-deserted fields; the primeval forest is constantly reappearing; one might say that society had gone to sleep ... but on the right bank, a confused hum proclaims from afar that men are busily at work; fine crops cover the fields ... on all sides there is evidence of comfort; man appears rich and contented; he works.
"On the left bank of the Ohio work is connected with the idea of slavery; but on the right with well-being and progress; on one side it is degrading but on the other honourable."
Never mind which side is which; it doesn't matter. Consider instead the possibilities for two cultures to be a mere 200 meters apart and yet starkly, culturally different. De Tocqueville describes such a situation in a world where there's a railroad, a telegraph, photography, newspapers. Take all that away and imagine the situation in a medieval world where no such communication or transportation devices exist. For many game worlds, not even a printing press, so that a witness to the difference can publish a description for even hundreds of other people to read.
A distance of 20 miles, as much as a person could walk in a day, might thus be on the other side of the world, for all the news coming from that place. Is it any wonder, then, that the much smaller basins of the Rhine and the Danube were filled with hundreds of micro-cultures, with individual languages, clothing traditions, means of picking their leaders, eating habits and artistry?
Just as the whole Mississippi-Missouri basin has a natural boundary that surrounds the whole, each part of the basin also has a natural boundary made by the main river and the headwaters of all its tributaries. The Ohio is separated from the Tennessee, the Red is separated from the Canadian, the Platte is separated from the Smoky Hill and the Kansas. Even if these places all produce the same goods, all possess the same dearth, all have the same homogenous DNA ... the way each group tries to solve the problems of survival, tribal cooperation, threats to their hunting grounds and so on changes how this group is from that group in a real, permanent way that lasts dozens of generations.
So in designing the frontiers of our game world, we don't want to just think of separating them by mountains and river banks ... but ALSO by the individual strategies that each culture has hit upon as it's moved forward in time. This one has become more intensely religious, that one has hit upon commercial success, this enclave is xenophobic, that one is militaristic, this one is run by a king, that one is run by a Matriarchy, and so on. The characteristics of the land bound by its natural frontiers matter deeply in this!
A commercial culture can only arise in places where movement and trade are easily accomplished, where lots of customers must travel through the town, such as is true of Antwerp and Constantinople, or on a smaller scale, in Arhus or Cadiz. A militaristic culture requires much staple food, to produce many babies, who will be expended in war ... so cultures like this arise out of Sparta, Aragon, Rajasthan. Places that are also naturally harsh and unpleasant, serving as an encouragement for soldiers to be fine with leaving home and plundering the "haves," as they see themselves as the "have-nots."
This means getting out the designer's paint brush and adding iron deposits to one hillside, where the people living there will make weapons and armour. We add sheep to another plateau, so the residents will get rich supplying textiles and fine clothing, while making paper and contributing to the spread of learning and perhaps magic use. We add a fishing ground to another place and encourage boatbuilding, seafaring and exploration. This place has fine, unusual groves of rosewood and hornbeam, encouraging the creation of musical instruments, furniture and other fine crafts, with artistic traditions and the spread of pacifism. This place is blessed with kaolin, from which they make porcelain and again, another artistic tradition rules over the place. That place has deposits of tin and copper, encouraging metallurgy, fine instruments, scientific studies, universities.
And on the flip side, the "have-nots." Regions that have nothing of note, except lots of babies and bitterness; or sub-groups who are refused the privilege of participating, who must instead re-invent themselves as traders and wanderers. Mercenaries who work for hire. Foreigners who come in and will take the lowest jobs, because they're the only ones who will do that work. Familiar themes that reflect the real world ... but not everyone is born atop a gold mine. Not everyone's home is adjacent to rich bottomland. Not everyone has something to trade. But everyone, everyone, has dearth ... and if they are to survive, they will do whatever they must.
So in setting up our frontiers, and our "nations" within the boundaries created by mountains, rivers and whatever other topographic boundaries there are, stratification matters as well. Most societies, particularly those in the pathways of trade, aren't homogenous.
We have a lot of directions we can go from here ... and we will talk about stratification more, later on. For the time being, we still have a physical world to make, so let's keep on with that for now.
This one is a real A+ post. Lot to chew.
ReplyDeleteThis post shows exactly why I keep telling people geography is essentially the study of everything. Studying geography is great because I don't have to decide to specialize in any one subject. :)
ReplyDeleteI certainly started with geography where my education was concerned. And I'm constantly surprised at how little influence it's had over corporate D&D.
ReplyDeletestarted chasing ore/mineral placement this week. Learned lots of high falutin' words that will do me no good unless I go back and recreate a few million years of geological history with quite a bit of detail. Might you be touching on that in a coming missive? Because if NOT I gotta ton of work do do (not a BAD thing) otherwise I'll sit quietly in the corner and wait.
ReplyDeleteYou said "geological" so I assume the high falutin' words are Silurian, Devonian, Ordovician and so on. No, you don't need to sink yourself that deep into "reality" because, probably, your players have zero experience with what rocks produce what material resources. Climate is something your players deal with every day; they live next to rivers; they work in cities or visit them. So with those things, the player's expectations need some massaging. But whether or not the rocks are old enough and extrusive enough to make granite, and therefore beryl and quartz? Relax.
ReplyDeleteactually they were more along the lines of mafic, epigenetic and "Skarn deposits" but your point still applies. Thx as always for the prompt informative response
ReplyDelete