World Technology

From RPGnet
Jump to: navigation, search

Population

The size of a cities population starts at a base of 4,000 people. Once a new city is created I will randomly roll a d6 to determine the amount of additional population above 4,000. This roll will be open ended, meaning that if I roll a 6, I will roll again until such time that I don't roll a 6. However, in order counter, blind spots in the numerical progression, each additional die will actually be 1d6-1, meaning that I could roll a zero. Rural populations that help support the city through agriculture is double that of the city proper. The population of a city is needed to help determine the maximum size of the military and other institutions. This will be detailed at a later time.


Once a city or region has its population determined you can use my shiny new Demographics Calculator to determine the size of the Military, Aristocracy, Priesthood and numerous other things. Just fill out the fields in bold.


Military

The size of a city state's military is dependent on the population of the city state, though mercenaries from other city states and barbarians can be hired. In order to determine the size of a cities military we have to make some assumptions about the demographics of that population based on gender and age. First we will assume that 1/2 of the population is is male and 1/2 is female. Second lets assume that there are more younger people than older people and that 1/2 of the population is to young for military service and that 1/4 of the population is to old for military service. So where does this leave us? A city state with a pop. of 5000 would have half of that number male, 2500 but three quarters of that number would be to young or to old so that leaves us with a total pool of a mere 625 persons available for military service. Now only a small percentage of this will be a full time cadre of soldiers, lets say 5-10%, which is only 31-62 full time soldiers. Now that's not a whole lot of military might. We should also add in about double that number for the city militia and retired soldiers who are still of fighting age. So this gives us an additional 62-124 soldiers. Finally we should add in recruits from the cities hinterland, the population of which is double that of the city, so in this case 10,000. This provides an additional 62-124 full time soldiers and an additional 124-248 reserves/militia. So the numbers for a city of 5,000 would be 93-186 full time soldiers and an additional 186-372 reserve soldiers. So the maximum number of soldiers this city could deploy amounts to 558.

Now that we've got the basics covered there are a few exceptions.

Some militaries allow women to join, so this may raise the numbers slightly but the number of female warriors should rarely exceed 2% of the total female population available for military service. It is not a common pursuit for women, even when it is an option.

During times of siege and direct threat of invasion, people who are not really fit or trained for military service are pressed into service out of neccesity. While these are poorly trained troops and mostly arrow fodder, they can swell an armies ranks by two to three times it's normal size. However, this is only done when absolutely neccesary.

Militaristic societies tend to have larger number of soldiers than the normal 5-10%, these cities will have at least up to 15% of its available population pressed into military service. The most militaristic societies will have up to 20% of its population in military service, but beyond this point it becomes a severe burden and detrimental to that society.

Some cities may have tribute cities that they have defeated in battle. These cities provide 5-10% of its available population for service in the commanding city states army, while retaining 5% for it's own defenses.



Seals

Seals are an important aspect of any early society that conducts trade or keeps records of any kind, as they are needed to authenticate any legal document. They not only function as a form of signature but also as jewelry and often as magic charms. They are often created using exotic or expensive materials. The designs engraved on the seal not only have decorative and artistic value which add to their value they have religious and supernatural significance. In effect a seal is an oath made by the owner of the seal and a second party that is witnessed by whatever Gods that the oath taker believes in. Thus the breaking of an oath or contract signed with a seal becomes a form of sacrilege that is punishable by not only by civil law, but by the Gods themselves.




Calendars

Each city state or cultural group is likely to have it’s own calendar. Occasionally details about a specific event will be listed by the date of the calendar used it that city states calendar. When doing so it is necessary to also put the date in years B.C.E. (Before the Common Era) or if the event has taken place after the beginning of the Common Era, simple use the abbreviation C.E. In this way events can be cross referenced between different regions and city states. We will assume for the sake of consistency and historical perspective that all descriptions of regions and city states were recorded in the year 1 of the C.E. The use of this system and the beginning date of the Common Era is arbitrary and is based on no special event.

For example, in the city state of Hellianoptis the present King was crowned at the age of 12 in year 113 H.D. (Hellianoptic Dynasty) which is also 5 B.C.E., or five years before the common era, i.e. year 1. At the same time in Bhutangozulli that same year is 2234 E.E. (5 B.C.E.) according to their calendar.



Weights and Measures

The scale is one of the most important tools for both local and long distance trade. Locally scales are used to measure commodities that have a set price by weight, such as grains, wine, spice, etc. Each city state has its way of measuring things but for ease of use during game play the English Standard System or the Metric system should be used. The weight and measures given in the descriptions are to provide background and setting.



Coinage (optional)

In long distance trade, scales become important because each city state creates and circulates its own currency in the form of copper coins. There is no standard size or weight of coins found throughout this campaign setting. Each city state has it’s own standard coin size that typically ranges from 1 to 10. This number is selected by the creator of the city. These values are a way to measure the value of coins from one city state against those of another or an “exchange rate”. Size is used because the metal themselves have value as a metal and not because they are backed by a particular city state. This means that any particular piece of copper would be worth the same amount in any city state but that the coins given in compensation would be different.

For example: in the city state of Hellianoptis the standard copper piece is 1 and in the neighboring city state the coin size is 5. This would mean that it would take one coin from Hellianoptis is equal to 5 coins (the equivalent value) in this second city state or vice versa. Or you could think of it in this manner, 1 coin from Hellianoptis is equal to 1 copper piece. In the second city state 5 coins are equal to 1 copper piece. From this information a GM or player can figure out the exchange rate from one city state to another.

Even though the copper piece is the most common form of currency it is common practice to cut coins into quarters and even eighths.



Trade

There are two main means by which people move trade items around in this setting. One is by caravan, using overland trails and road where they exist and the other is by boat. Trade caravans probably need little explanation and the same for the basic premises for shipping. However with boats, limits need to be set and some explanation of maritime trade discussed since it varies from the more typical fantasy setting.



Maritime Trade and Trading Vessels

The most common ships in existence in this setting are trade ships, warship design is still in its infancy. The largest trade ships are 16 meter long, 4 meters wide and 3 meters deep, roughly 46 x 12 x 9 ft, and had a maximum cargo capacity of 20 tons. These ships are all square rigged sailing ships with a single main sail, and constructed of linen or leather. A second smaller, bow (front) mounted sail, known as an artemon is used during storms and rough weather to keep the ship from turning sideways into the wind and from being overwhelmed by oncoming waves. Sails are often dyed or painted with bright colors and good luck symbols. Often a pennant is flown from the top of the mast and is used as a rough gauge of speed or wind direction when the ship is not moving. Steering is done by means of a large oar or tiller mounted to one side of the ship. It is common practice for all ships to carry a spare tiller as well as a boarding ladder. Boarding ladders are often 3-5 meters long (or longer) and are used as a means to board other ships, climb aboard a beached ship or for the loading and unloading of cargo in ports of call. The use of the boarding ladder to load cargo is standard practice as the pier and docks have not yet been invented. Ships simple anchor near shore then use the boarding ladder as a ramp into shallow water or the beach. The decks of the ships are flat with no other structures present other than the occasional shade structure for the helmsman. Hatches to the ships cargo holds are square to rectangular in shape and are typically covered with a linen or leather tarp to keep cargo dry and water out of the hull. Hatches to other areas of the ship are smaller and are covered by a small wooden door. On smaller vessels there may be no wooden deck, just a tarp covered hull but this is only on vessels with a cargo capacity of a few tons and fishing boats. During the winter months ships are beached and repaired. Barnacles are scraped off, rotten planks are replaced, and the ship is re-waterproofed with pitch and tar.

The total number of trade ships in existence is hard to pin down precisely but each city state with a harbor, port or beach and an adequate supply of lumber will be building them. For game purposes we will assume that one large trading ship per 1000 population of the city state is possible each year. We will also assume that the average life of any given ship is 10 years. Given these assumptions, a city state with 5,000 people will have a trading fleet of 40 large vessels in operation at one time. We could also assume that not all cities or merchants will want to build large ships for trading and expand our categories of ship size to medium, small, and light (fishing). Per 1000 population lets assume that 2 medium, 4 small and 8 fishing vessels can be built per year in the place of one large trading vessel. We can also assume that a large portion of the sailing fleet will be tied up in fishing for local consumption / markets, lets say at least 50%. This leaves us with a total of 20 large vessels or any combination of large and smaller vessels for use in the pursuit of trade ventures. So the break down of a cities sailing fleet might look something like this:


Large Merchant Ships -----------------10

Medium Merchant Ships--------------10

Small Merchant Ships -----------------20

Light Vessels and coastal ships------160


The cargo capacity of each ship is determined by the size. Large ships have a 20 ton capacity, medium = 10 tons, Small = 5 tons and light = 2 tons.



Warships

The use of warships is only common among city states that are located on islands or along the coast. Inland cities, even those located on large rivers have little need to develope or use warships. At present warships consist of long, thin ships that are mainly oar powered, but also use sails. The use of oars allows them greater mavouvering and makes them less reliant on the winds. The bottom deck is for oarsman and the largest warships will have 20 oarsman on either side of the ship. Oarsman are very important to the use of these ships, and ulike in old movies, these ships are never powered by slaves. The manouvering of these ships during combat is to important to everyone concerned to have something so important left up to slaves who have no personal investment in winning. On the main deck, or fighting deck of the ship, up to 40-50 warriors can be carried. The greatest innovation in warships of this type is the ram, but since this setting is at the early part of a period that will see extensive devolopment in water based combat, I have decided that the ram has yet to be devoloped.