Three Degrees of Civilization

Over the last couple of months I have been steering the design of the  Ancient Lands away from true sandbox environments towards something more of an expedition focused nature. Adventures more in the style of David Cook’s The Isle of Dread and Dwellers of the Forbidden City. Civilization and culture is increasingly moving into the background in favor of greater attention to environments in which actual adventures are playing out. But the setting is not just aimed at being a stage for dungeon crawls, but for entire expeditions from the planning to the eventual triumphant return laden with gold. This makes the settlements through which the party passes along the way an important and integral element of both the adventures and the setting.

During a discussion about the development of the setting I mentioned that all proper civilization is located along the rivers and coast, which led to the natural question what the deal is with all the communities not located directly on this primary trade network of waterways. While trying to express how I was imagining minor settlements, this idea of Three Degrees of Civilization evolved naturally while I was typing a response. (Which is why I always love writing about my design process. A lot of great ideas arise from that.) It all goes back to the Hill Cantons idea of Corelands, Borderlands, and the Weird, with which it overlaps, but is not identical. In the Ancient Lands, the starting towns would be corelands where everything is ordinary; the wilderness is the borderlands, where things are getting strange and threatening; and the ruins and caves of the main adventure sites would be the weird, where the Mythic Underworld is fully realized. In a slight twist, cities are not part of the corelands but of the borderlands. So many people living together in a massive construction of stone is just not natural and alien to the ordinary clanspeople from which PCs come.

But not all villages are equal. While the towns from which expeditions start are clearly part of the corelands and some of the early settlements are welcome islands of safety in the wilderness, the further away from the main waterways of civilization you get, the more foreign even the villages become. As the title indicates, I came up with three categories of settlements that are meant to make the players experience their gradual transition into the weird.

First Degree Communities

Settlements of the first degree are all places that are regularly visited by travelling merchants and who are part of the international network of trade. They import goods from foreign places and in turn export local products to pay for them. Almost all first degree settlements have some kind of port or pier where merchant ships traveling on the major rivers and along the coasts can trade their goods. Even though cities are strange places, they are also communities of the first degree.

The first thing that is of importance to player characters in these settlements is that business is done with coins. These settlements have stores, taverns, and sometimes inns near the port where they can get any supplies and services they need by simply paying for them with money. If they require mounts and pack animals, there are traders who sell them.

The other main feature of these communities is that visitors are common and that most of the locals enjoy some social mobility. This makes them the best places to easily recruit hirelings, guards, and other specialists. The idea of paid labor and going on long journeys is not foreign to these people, even if the majority of them has never traveled furthern than one or two settlements away from their home.

Bronze is a common material in these communities and soldiers are regularly equipped with lamellar cuirases and bronze spears, axes, and swords.

Second Degree Communities

Communities of the second degree are not directly on the trade network that transports goods across the world but they have regular contact with settlements that are. These are almost universally fully argarian communities that are mostly self-sufficient but have some frequency of bartering surplus food and animal skins for manufactured goods with their neighbors.

Second degree communities don’t normally use money for everyday transactions but as they have regular contatact with places that do it has still value for them. While there are no stores to buy supplies, parties can stock up on food and other basic necessities by offering coins to locals that can spare some. Getting new equipment in these places can be quite difficult as there simply aren’t many tools or weapons with which the locals would part.

Ocassionally traders from neighboring settlements might arrive with a few ogets carrying some goods for barter, these communities don’t see any regular visitors and as such there are no inns and taverns. The center of the community is usually the hall of the chief and the only accomodations are those offered by local families who invite the PCs as guests. If they are travelling with a considerable party of hirelings and guards, this hospitality probably won’t extend to them. Usually getting such an invitation is not difficult, as hosting travellers is widely considered a previlege among wealthy families who are proud to have such honored guests.

Since labor is limited and everybody needed, recruiting new hirelings in these communties is difficult. Player’s might be able to find one or two people eager to leave before they are being cast out, but other than that a local guide to show the path to a nearby ruin is usually the most that they can get unless they have become close friends with the village leaders.

Bronze is a rare and valuable material in these communities and lamellar armor or swords are uncommon, while leather scale armor and bronze spears dominate.

Third Degree Communities

These villages are almost always very small and isolated and located far from any major trade routes. Their only contact with civilization is through neighboring comunities of the second degree and even that could be very limited.

Unsurprisingly, these settlements have no use for coins but might accept gold and silver jewelry when bartering for food. Outsiders are often invited into such villages only if the locals are desperate for help with outside threats and then it is only the chief who has the right to make such invitations.

Hirelings can not be recruited in such communities but if one of the PCs somehow ends up having a strong relationship to specific NPCs these could still join the party as henchmen.

Most such communities have very little bronze and as such large numbers of spears and arrows are using stone blades. Only high ranking warriors have bronze weapons and armor is generally limited only to shields and small numbers of bronze helmets taken as trophies.

2 thoughts on “Three Degrees of Civilization”

  1. Good thoughts here.
    I’d be interested to see more on what you mean by saying cities are not corelands, but rather borderlands. The way you put it sounds intriguing.

    1. Corelands are what the PCs consider to be normal. Mostly argrarian villages where everyone knows everyone and one of them is chief. All the capable men and women have weapons at home to defend against rangers and bring vengeance on neighbors who have wronged them. With a shaman who brings advice what the people have to do so that the spirits protect them from draught, floods, or diseases. Where the economy is mostly based on credit because everyone knows who has given what to whom.

      Life in cities is completely different. Buildings are cramped, there are people everywhere, the ruling nobles are strangers, the gods are not your own, and you don’t get anything unless you have coin to pay. At the gates are soldiers instead of warriors. There are also generally big harbors full with foreigners from strange lands and in many places sorcerers and their magical creations. Of all the places inhabited by people, these are by far the most unusual and very rare. They are also not safe for visitors. There are thieves and outsiders don’t know the rules of who is important and who could be dangerous if offended. When low level PCs come to a city, it’s not a safe place to rest. They have to be constantly on guard and better get their business done and leave quickly.

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