Building a Better Civilization [Archive] - Wizards Community

Post/Author/DateTimePost
yellowdingo

10-07-07, 07:14 AM
There are several areas you will want to address in creating a Civilization for your Campaign world.

1. Multiple Large Urban Centers:This is going to be VILLAGE or better.
2. A Writing System: It could be simple Pictograms, Marks identifying an individual family, or images describing a larger spoken story.
3. Specialist Labor: Certain people become valued for their skills in certain areas. They become Artisans, Priests, Leaders, Slaves.
4. Social Intergration: How do your Slaves get along with the other specialists? Does your ruler even look on them or are they kept out of sight.
5. Trade Networks: The development of Trade networks linking communities.
6. Mass Trade: How is surplus produce collected and traded.
7. Religious and Political Art: What have your Artisans created to prop up the religious and Political Authority of your civilization?
8. Important Structures: The Palace, The Grainaries, The Temples, The Monuments, Mass Irrigation Systems, Water Supply, and Drainage.
9. Authority Figures: These are your Priests, Your Kings, your Special organizations like the Kings guard, the Merchant Guild.
10. The Buracracy: The rise of Mathematics, Geometry, and Record Keeping.
11. The Ruling Elite: More than just authority, these are the families of the rulers. They have access to material goods and special education.
12. A Legal Code: The development of Writing for expressing Laws and rules.
GoriceXII

10-07-07, 07:18 PM
Nice, a helpful fill in the blanks.

Here's some of mine.

Large Urban Centers:
Touchstone (capital) 15,000
Fineberg (city) 9,000
Harbourtown (city) 10,000
Glasstower (city) 20,000
Ironbeck (town) 950
Restenford (town) 350
Westmark (town) 425
Lookinghaven (small city) 2100
Highport (town) 415
Verity (town) 350
Sterry (village) 200
Eveningfold (village) 220
Bethel (village) 300
Haran (village) 180

Writing System: the Republic of New Edom uses Yasg writing which is similar to cuneiform, and also runic writing for road markers and way signs.

Specialist Labour: New Edom particularly excels in brewing, brickmaking, dairy products, river fishing and animal husbandry focused on sheep. (both raising fine animals for wool and meat as well as wool production)

Social Integration: New Edom is a republic and is semi-aristocratic. The patrician class tends at this time to be local community leaders, largely in an organizational and military capacity. There are no slaves in the republic, though there are social struggles vis a vis people who are long established residents of the country and relatively new arrivals who if they don't come with money are often relegated to servant positions or day labour.

Trade Networks: The cities are largely near main avenues to trade and also near major resource areas that have required the building of mills, quarries, weaving houses and breweries. Two major rivers in the country enable easier as well as a coastline, thus the major trade avenues are from Touchstone downriver to Glasstower to Harbourtown and then coastal to Fineberg and the villages, thorps, fishing communities and farmsteads supporting it.

Mass Trade: There are three major Markets per year, at which harvested or gathered or crafted supplies are presented.

Religious and Politican Art: Four main deities are patrons of the republic: Ishtar, Moraddin, Osprem and Tammuz. These decorate public parks, mills, wharfs, city entrances, granges, and triumphal avenues.

Important Structures: Lords' Keep, the Temple of Ishtar in Fineberg, the Temple of Moraddin in Touchstone, the College of Lookinghaven, the Great Animal Market in Glasstower, the Tower of Glass in Glasstower, the fortified harbours of Harbourtown and Fineberg.

Authority Figures:

The Great Council of the Republic
(Council of Lords, Council of Ministers, Council of Representatives, Guilds-General Council, War Council, Council of the Guardians of Justice, Nocturnal Council)

The Council Police (enforcers of the law, intelligence operations, agents of the Council of Lords)

The War Council (the republic's 4 generals and the regular forces they command--each commands one infantry regiment, one cavalry squadron, one engineer battalion, one windrider squadron, plus the regional militia in time of war)

The High Lord (ruler of the Council of Lords, who rule as long as they are demonstrably sane and able, and are the executive rulers of the land)

The Bureaucracy:
The Archives (records of all government matters)
The Collectors (taxation)
The War Council Inspectorate (supply and military organization)

The Ruling Elite:
These are the patrician families which tend to fill military offices and other higher offices, though it is expected that the members prove themselves through junior service first. For instance a young patrician might be expected to serve in a regular military unit after personal training and refinement at the College of Lookinghaven, possibly for several years until they make a name for themselves. If they do not continue in the military service then they might end up representing their family on the Great Council and perhaps after a time of legislation being appointed to the Council of Ministers.

The Guilds-General are making strides in rivaling the patricians, as what they provide is vital to the life of the nation. Nevertheless they have their own voice in the republic, and most are content for now to serve there, since it gives them a powerful direct voice in trade and commerce and the laws pertaining to it.

The Laws:

There is a code of laws called the Code of the Republic, which is occasionally amended to or added to. Only the entire Great Council can make amendments or additions.