We've talked about subterranean environments and about towns ... let's talk about the thing that players interact with while moving from one to the other.
During the medieval and Renaissance periods, roads were funded through a combination of methods. Royal or noble patronage played a significant role, with monarchs and nobles funding the construction and maintenance of roads as part of large-scale endeavors aimed at developing and improving the physical structures and systems necessary for the functioning of a society or region, in ways to enhance transportation, trade, communication and defense. Roads needed bridges and designated resting places along major travel routes, which doubled as depots where messengers could exchange horses or pass letters onto the next messenger. To protect these routes, fortifications needed to be built. Altogether, the assembly of these infrastructures contributed to control of the lands, and therefore the realm, while slowly, over centuries, providing a greater social cohesion.
Roads were, therefore, important to the realm's solidarity ... and represented, in many cases, the largest practical engineering projects of the Medieval period. Few regions could pay for such out of pocket, so tolls were commonly imposed on travelers to finance road maintenance. Commonly, the responsibility for collecting these tolls fell upon local authorities or landowners — who possessed the opportunity to abuse their position by arbitrarily raising tolls to increase their own profits. Without strong oversight or regulation, toll collectors could exploit travelers by charging higher fees than necessary for road usage. This practice could be especially prevalent in areas where toll collection was controlled by local authorities or individual landowners rather than by centralized governments.
By a standard, however, tolls were subject to agreements or regulations set by local authorities or landowners. Excessive toll increases could provoke backlash from travelers and merchants, potentially leading to disputes or even legal action. Additionally, in regions where toll collection was closely tied to trade and commerce, imposing excessively high tolls could hinder economic activity and trade flow, which might not be in the best interest of toll collectors in the long term.
Yet, most nobles and local authorities had to assume a considerable debt to build these roads, and therefore relied on toll revenue to repay debts or recoup their investments. This could necessitate setting tolls at a level sufficient to generate the needed revenue within a reasonable time frame. High tolls might have been justified as a means of ensuring the financial viability of road projects and meeting repayment obligations. A delicate balance had to be struck. Excessively high tolls could discourage travel and trade, potentially undermining the economic benefits that well-maintained roads were intended to facilitate. As such, toll rates likely fluctuated based on factors such as the level of debt, the volume of road usage, and the economic conditions of the region.
So, therefore, the tolls levied against player characters, who honestly should have the money to pay such tolls, may be quite dear to the player's pocket. Bridges, especially, incurred costs that were substantial due to several factors. Materials required for building durable bridges, such as stone or timber, were expensive to acquire and transport. Stone bridges, in particular, demanded extensive quarrying, shaping and transporting of large stones, contributing significantly to the overall expense. Additionally, skilled labour was indispensable for bridge construction, including stonemasons, carpenters and labourers, whose wages further inflated project costs. Furthermore, the engineering challenges associated with spanning rivers or valleys necessitated innovative design and construction techniques, which often required additional investment in expertise and resources. Thus, while bridges were essential for facilitating transportation and communication, their construction demanded considerable financial investment from those responsible for their development.
Any bridge over a substantial river ought to carry a penalty to cross that would cause a merchant to pause. This being the reason for covering the possibility of merchants choosing to go around, and thus cause a reduction in tolls. The goal of those charging said tolls, then, would be to charge enough to make the merchant pause, but pay it rather than go around. Tolls should definitely hurt.
Let's go back to the construction of roads. Another method of funding road construction and maintenance was through corvée labour, which originated in France but became widely practiced throughout Europe. This was a form of unpaid labour imposed on peasants by their lords or the state as a form of taxation or feudal obligation. Under the corvée system, peasants were required to perform various tasks, often related to public works projects such as road construction, bridge repair or agricultural infrastructure maintenance, without receiving wages in return. The obligation to provide corvée labor was typically tied to land tenure, with peasants required to devote a certain number of days each year to working on projects designated by their overlords or governing authorities. Corvée labor was widespread in feudal societies and persisted in various forms across different regions and time periods, serving as a means for rulers to mobilize labour and maintain control over their territories.
This is essentially slave labour, given that the participants could be worked like animals and had no choice but to comply. To travelers passing by, a corvée gang would be seen wearing clothing that reflected their practical needs rather than fashion, simple garments such as tunics or shirts made of coarse fabric, often patched and worn from frequent use. Trousers or breeches, similarly worn and practical, were common attire, paired with sturdy boots or shoes suitable for outdoor labour. The work itself was physically demanding and often conducted in challenging conditions. Labourers could be seen sweating under the sun as they dug into the earth or hauled heavy loads of stones or timber. Dust and dirt clung to their clothing and skin, marking the toll of their exertions. Alongside the physical discomfort, there was often an air of resignation or frustration among the labourers, reflecting the involuntary nature of their labour and the burdensome obligations imposed upon them.
The campsite adjacent to the work area offered little respite from the harshness of the labour. Simple shelters, perhaps consisting of makeshift tents or lean-tos constructed from branches and oilcloth, providing minimal protection from the elements. The workers gather during breaks, seeking shade from the sun or relief from the fatigue of their labour. Some labourers might seize the opportunity to engage with passersby, perhaps out of curiosity or in the hope of receiving assistance or charity. They might approach travelers with requests for food, water or other provisions, especially if resources at the campsite were scarce. However, this would likely be done cautiously, as the labourers would be mindful of their obligations and the presence of overseers.
Returning to the roads themselves, these were typically unpaved and varied in quality, ranging from simple dirt tracks to more robust stone-paved or gravel-covered surfaces. The construction and maintenance of roads were largely influenced by local geography, available resources and the level of investment from governing authorities or private entities.
In urban areas and major trade routes, roads were often more developed and better maintained. They might feature stone paving or gravel surfacing to improve durability and ease of travel, especially in areas with heavy traffic or frequent use by carts and wagons. However, in rural or less populated areas, roads were often rudimentary and subject to the effects of weather and seasonal changes. They could become muddy and impassable during periods of heavy rain or snow, posing challenges for travelers and merchants alike. In such areas, travelers relied on landmarks, waymarkers and local knowledge to navigate their way along the often rough and uneven paths.
A waymarker, also known as a waymark or waystone, refers to a physical marker or sign along a road or trail used to indicate direction, distance or points of interest. These markers could take various forms, such as stone pillars, carved stones, wooden posts or even natural features like distinctive trees or rock formations. Waymarkers played a crucial role in guiding travelers along their journey, especially in areas where roads were less developed or signage was limited. They provided valuable navigational aids, helping travelers to stay on course and reach their destinations more efficiently.
By "local knowledge" above, I mean the familiarity and understanding that residents of a particular area have regarding its geography, landmarks and routes. This knowledge encompasses a range of information, including the location of roads, paths and shortcuts, as well as insights into local terrain, weather patterns and potential hazards. Local knowledge is often passed down through generations within communities and is relied upon by travelers to navigate unfamiliar areas safely and efficiently. It includes knowing where to find water sources and safe camping places. The locals knew best about any potential dangers along the route. In an era without formal maps or signage, local knowledge becomes invaluable for travelers seeking to navigate the landscape effectively.
This creates numerous instances for players to have to interact with the environment on the road to get anywhere. They can't rely on the road itself to tell them where they are; the practice of seeking out a house, which is probably used to having their day interrupted by travellers, allows opportunities to deliver exposition naturally to the players about doings going on around the region. Taking the word of a fellow traveller, who might not actually be a local, could send the party along the wrong road, which itself might be a literal "side quest," which might lead to a lot more, perhaps even a chance insight into the original intended quest.
Note that I've said nothing about bandits or brigands through all this. I think it ought to be reserved for a post of its own, as well as what might be said about pilgrims.
Maintenance and repair of roads were crucial considerations, as roads required ongoing upkeep to address issues such as erosion, potholes, and damage from weather or heavy traffic. If we think of the occasional road closure in the present day, consider what it must have been like centuries ago, when there were no ploughs or diggers to clear a road in even a few days. Certain roads, suffering a landslide or an earthquake, might be impassable for months, or even until the next summer, if winter is coming on. Apart from this there's the more mundane matter of clearing minor debris, as tumbling rocks or fallen trees delay a wagon, or a long line of them, where the party finds themselves the last in line. There are ruts to fill, and places where gravel or fresh clay is piled for resurfacing an old road. In such cases, the priority is to keep the major trade routes, the pilgrimage paths and the strategic military roads in good health; other roads, though immediately vital for the party, might not be in the sort of shape desired.
Moreover, road construction did advance over the centuries. In the 12th century, the typical trade road would start with a foundation layer composed of compacted earth or gravel. This base layer provided stability and served as a solid foundation for the road surface. Over this foundation, the road builders would lay a middle layer consisting of larger stones or cobblestones. These stones would be carefully arranged to create a relatively flat and even surface for travel. The use of stones in the middle layer added strength and durability to the road, helping to withstand the wear and tear of heavy traffic over time. Finally, the top layer of the road would be made up of smaller stones, gravel or sand, carefully smoothed and compacted to create a relatively smooth surface for travel. This surface layer served to improve traction and reduce erosion, enhancing the overall usability of the road for travelers and merchants.
By the 16th century, advancements in technology, increased trade and evolving societal needs have influenced this construction. A greater access to materials such as bricks, tiles and refined stone would have been utilized to enhance the durability and longevity of the road surface. These materials would have contributed to a smoother and more stable traveling experience for merchants and travelers. Additionally, there would be more sophisticated drainage systems to prevent waterlogging and erosion. This would include culverts, ditches or other drainage features to ensure the road remained passable during inclement weather. Roads would be more plentiful, easier to build, more resilient overall ... especially as 16th century trade itself would have been vastly greater in persons involved and materials moved than four centuries earlier.
While much of this information may seem unimportant for dungeons and dragons purposes, incorporating realistic details about roads and infrastructure can add depth to the game world. Whether the party is traveling along a well-maintained trade route or navigating through rugged terrain, realistic descriptions of the road conditions can help players visualize the environment and make informed decisions about their journey. By delaying the players, confusing them as to the direction they're travelling, while giving them re-usable knowledge about roads they've already traversed in the past, opportunities can arise to hook the players into new adventures and give them a solid basis for the way the overall game world is constructed.
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