Showing posts with label Rome. Show all posts
Showing posts with label Rome. Show all posts

Sunday, July 21, 2024

How Imperialism, Trade, and Cultural Exchange Affect Your Setting And Your Characters

In the days of ancient Rome, the massive highway system allowed the empire to be traversed with relative ease when compared to rough overland travel where roads didn't exist. These highways also allowed for rapid deployment and movement of the Roman legions, which were the strong right hand of the empire. This also facilitated one of the empire's policies, which was to ensure that legionairres would never be deployed to the areas of the empire they were from. This helped ensure unit loyalty, but it also meant the legionairre would never be asked to stand on the other side of a shield wall against their friends and neighbors, thus helping to remove that conflict of interest from their service. One of the interesting effects of this strategy was that we had legionairres of African and Middle Eastern descent stationed in what would eventually be Great Britain.

While this is a relatively small historical factoid, it illustrates a much bigger point... that imperialism, commerce, and cultural exchange can have huge, wide-reaching effects on any world. And if you're going to be designing a fantastical setting, you should really keep things like this in mind.

Piracy, on a large enough scale, can also become a cultural force!

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Lines on a Map Mean Almost Nothing


I talked about some of these ideas back in De-Coupling The Idea of Race and Nation several years ago, but I wanted to take an even bigger view of things this week. Because when we look at our worlds and settings we have this habit of coloring inside the lines of particular nations, and forgetting that these settlements, countries, and cities aren't completely isolated from one another. As long as there are wagon trains, merchant caravans, shipping lines, tourism, wars, and imperialism, there's going to be exchanges between different groups of people. Some of these exchanges will be good, and some will be bad, but they should always be present in your setting in order to make things feel organic and believable.

Our real world history is full of examples of these kinds of exchanges, good, bad, and otherwise. For example, consider that tomatoes are not native to Europe. Neither are potatoes, for those who are curious. Both of these were brought back by expeditions to the New World, and they were adapted into many European cuisines and dishes so that, after a few centuries, we couldn't picture Ireland without spuds, or Italy without tomatoes. This simple exchange, spurred by imperialism, led to a massive shift in culinary culture. Then when U.S. troops were deployed to Europe during the second World War, particularly those who were in and around Italy, they developed a taste for pizza. This led to a boom in demand for pizza that started in New York, and which less than a century later meant this was a food that was readily available not just across the country, but around the world in many cases.

It's all connected!

The effects of cultural exchange can happen rapidly, or they can happen over the long-term, and they can be caused by all kinds of different exchanges. For example, the American film industry exports all over the world, and so it is our narratives and stories that end up in so many other countries (for good or for ill). Before that, books written by British authors were often read by people throughout their area of influence, exporting their culture, language, and ideas. You can see remnants of this today in that British fashions, slang, and even customs are still practiced in places thousands of miles away from their tiny island even though the empire crumbled some time ago.

So when you make your fantasy world, and you're asking what sorts of things people are going to experience or run into, consider the following categories:

- Commerce: What goods get traded between cultures and nations? Who is most known for trading, and what reputation does that give them? What kinds of exchanges has this relationship led to, whether it be those who are used to seeing the dragon prows of northern sailing ships, or the tents of impromptu markets set up by traders from the distant plains, this can shape the experience, and which culture people tend to associate this experience with. Trade languages and so-called lingua franca often emerge from this kind of exchange, as well.

- Imperialism: When a nation establishes a colony, or occupies another country, one of the major strategies they use is establishing cultural norms (for good or for ill). Did opera and theater become more commonly available after an annexation, using the entertainment of the occupying force as a way to imprint their culture on those they hoped to rule? Did they force a particular religion to be practiced, while outlawing more traditional faiths and practices? Was military conscription more common, hoping to create loyalty and integration through service? Was a new language made mandatory either by law, or simply because it wasn't safe to be able to communicate with the empire? This can often decide what the "common" tongue is in an area, even if the empire that established it has fallen.

- Cultural Exchange: When people meet peacefully, and learn about each other, there is often some kind of cultural exchange taking place. Whether someone is a tourist, a traveler, or two nations have established a friendly relation and are encouraging the mingling of their subjects, this can often lead to a more widespread exchange of norms, ideas, etc. For instance, if tattooing is an art form with a long history in one culture, and enough outsiders and visitors participate, does that create a craze back home that leads to an expansion of that art form? Do certain fashions become trendy, whether it be for clothing, makeup, hairstyles, etc., thousands of miles away because they're seen as exotic and unique? Do students attending foreign universities bring back the knowledge they gained, disseminating it in their own country like planting a seed of foreign ideas that adds to their own culture and capabilities? Or does a natural disaster lead to an influx of refugees, who end up bringing their culture, ideas, language, etc., to their host nation, sharing a bit of themselves with their new home?

All of these issues are complex in a world without fantastical creatures and reality-altering magic... but when you can add in all those extra elements, you can end up with some truly interesting ripples in your world.

For example, do certain dwarven nations or guilds have particular methods of crafting enchanted items? What happens when human apprentices try to mimic those methods? Can they master them, or must they change and alter them, keeping the core of the methods, and imprinting many of these ideas into magical manufacture methods the same way certain architectural styles can shape the entire look of a city for centuries to come? Was slavery widespread enough that the trade led to entire ethnic groups (or even entire diaspora of a particular species) being displaced, and having to rebuild their culture from the ground up once they were freed? And has that experience, even if it was generations ago, left marks on the society that enslaved them, leaving them treated as second-class citizens, and facing unique struggles? Is there a particular job associated with a particular ethnicity, nationality, or species because they're the ones who have traditionally done it, with their unique styles and methods carving out a niche in a particular culture?

So consider whether traditional, elven cuisine is popular among the kingdom of Hartur, and ask why that is. Ask yourself why a particular language became the local common tongue, and whether it was through mass education, trade, imperialism, or for some other reason. Are there slang terms from a local dialect spoken by a particular orc clan or diaspora that have woven their way into common parlance, and if so, why? All of these questions can have interesting implications on the history of your world, why cultures exist the way they do, and it can make your setting feel that much more real... even if it does make it a lot messier.

And for those who are looking for some inspirations to add to your game (along with potential cultural implications) consider some of the following:

- 100 Fantasy Battle Cries (And Their Histories): From ancient armies to modern mercenaries, battle cries can say a lot about where a warrior comes from, and why they fight.

- 100 Fantasy Tattoos (And The Meaning Behind Them): Tattooing is not universal to every culture, but this art form tends to spread the more cultural interaction one has. And if you need inspirations, consider some of these tattoos, along with their histories and meanings.

- 100 Fantasy Foods: Whether you're looking for the kind of street food found in a dwarven hold, or asking what sort of cuisine is considered highbrow among elves, this supplement is full of ideas for you!

- 100 Superstitions For A Fantasy Setting: What becomes a superstition can often say a lot about a culture, and how its prejudices and stereotypes form. So consider some of these to plant as seeds in your world!

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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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Monday, September 25, 2017

Introduce Some "Period" Technology In Your Game

Despite the fact that fantasy RPGs don't take place in the real world (or, at least, most of them don't), players and dungeon masters the world over get their knickers in a twist if you introduce elements that aren't period into their games. Period, in this case, referring to a very wide definition of medieval to mid-Renaissance, depending on how fine the hairs you want to split are. Now, on the one hand, I am the first to point out that as soon as we agree that this game does not take place on Earth, then any argument using Earth history as its foundation is pretty well invalidated. On the other hand, I do think that it's a good idea for us to take fun ideas and inspiration from our actual history, and ask what would happen if we introduced it into our game worlds.

You know, like what if an alchemist guild invented soda? Or the kingdom ran a Dragon's Lottery as a way to make money without raising tax revenue? Or if there were huge billboards advertising the upcoming title fight in this year's Sand and Blood tournament?

The Iron Stallion takes on the Crimson Cad! A battle for the ages!
While that might sound sort of facetious, there is a nugget of honesty in these ideas. Because while we might think of all the comforts and technology that we enjoy today as being thoroughly modern, our ancestors were rocking a lot of the same conveniences we have, and they didn't have electricity or magic!

Cool Ancient Technologies To Make Your Game Unique


If you've never read 7 Modern Conveniences That Are Way Older Than You Think, or 30 Modern Things That Are Way Older Than You Think, you owe it to your creativity to go take a look. Because while we might be used to how we do it these days, our ancestors were no slouches when it came to luxury, convenience, or making money.

Out of these two articles, I have a few favorites.

My first favorite is the ancient Persian air conditioning system. Using the simple science of air flow, underground water, and strategic digging, the empire that went to war with Sparta could build comfortable, temperature-controlled mansions, taverns, or public buildings in the middle of the desert. The same technology was also used to create chill houses where, even in the hottest summers, the empire could store ice and food.

The places even looked like upside-down ice cream cones.
In addition to giving us continent-spanning roads, and bridges that still hold up to this day, Rome also had shopping malls as far back as 113 A.D., and they came complete with fast food joints, clothing stores, jewelry, and all the other vendor trash we're used to seeing when we go to the mall. There were probably stores that sold pipes right alongside swords that were meant more for decoration than for use in the field, too. Not only that, but about 2000 years ago, Hero of Alexandria invented a primitive version of the vending machine to dispense holy water at shrines. Add in the wishing wells that were all over most Roman cities, and you have a place that really doesn't look that different from some of our modern small towns.

Of course, there is nothing that says a DM has to do anything with this knowledge. It's just fun, and interesting, to see the looks on people's faces when they realize that it's perfectly possible to recreate modern comforts using ancient technology, if one is determined to do so. And if you live in a country where magic (even low-level magic) is commonly available... well, there's no limit to the directions you could go, if you were of a mind to do so.

That's all for this week's Moon Pope Monday post. Hopefully it gets the wheels turning, and leads to some interesting additions to your future games. If you'd like to see more of my gaming content, take a few minutes to check out my Gamers archive. To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter, and if you want to support Improved Initiative, head over to The Literary Mercenary's Patreon page! All it takes is $1 a month to make a difference, so please, consider tossing a little change in my cup so I can keep the content flowing.

Monday, June 30, 2014

The Gardens of Bomarzo: A Park Full of Renaissance-Era Monsters

Roleplaying games are full of crumbling ruins strewn with bizarre, horrifying statues. In fact most players would be jarred not to find half-rotten plinths topped by tortured caryatids or twisted monsters. But how would players actually react to walking through a place like that?

If you ever get a chance to go to the Gardens of Bomarzo, you'll find out.

I check that motherfucker for traps.
This room, known as the Mouth of Orcus (I shit you not, that's the name) allows those who enter to be heard by those at the base of the stairs, even if they're just whispering. And this is just one of over 20 statues and buildings strewn through the gardens, which are found north of Rome, Italy just outside a little town called Bomarzo.

A Brief Background

If you want the full details I did a more in-depth run down in this article, but the short version is that in the 16th century a nobleman and artist commissioned this park upon the death of his wife. This artist, who was in the same weight class as Michaelangelo, labored for decades with a select few craftsmen to build a park of dark wonders the likes of which the world had never seen before.

Guy didn't fuck around, either.
These sculptures were scattered over a scenic garden, featuring everything from demonic mouth-caves, to dragons, to war elephants crushing Roman legionnaires. It never caught on, and in time the place of beautiful madness fell into decay. For centuries wars were fought, families raised, and the monsters of Bomarzo slumbered.

If that isn't a great game opener, I don't know what is.

The park was brought back into the light of day when new caretakers took over after the second World War, and they've restored much of the statuary and buildings to their original, Gothic glory. Great and terrible, this park is the kind of place that real people get chills down their spines in the full light of day. This place is a rich well of nightmare fuel, and if you want to terrify your players (or see if you can spot the statues that inspired classic Dungeons and Dragons artwork) it's a great place to start digging.

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