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Commerce
Trade and business within and without the
society.
Products Consider regional
specialties, proximity of raw materials, sources of
skilled labor or craftsmen, and transportation to
market. Some examples: textiles, clothing, leather
goods, ores and refined metals, animals, food,
liquor, spices, slaves or laborers, services,
information, art, publications, entertainment,
tourists, vehicles, machines, weapons. Invent
several (three to five) distinct products for which
this culture is known.
Imports Decide what products
are brought into this civilization from abroad and
why (scarcity, luxury item, foreign technology,
etc.). How are these products transported from
source to market, and from market to consumer? Is
this importing a major drain upon the economy?
Exports Decide what products
are sold abroad and to where they are sent. Who are
the buyers and why (scarcity, luxury item,
proprietary technology, etc.)? How does your
civilization transport these products from source to
foreign market? Does this exporting bring in a great
supply of wealth to your culture?
Monetary System Does your
civilization engage in any of the following: trade,
barter, preestablished pricing, coinage, paper
money, credit, usury?
Intangibles In addition to hard
currency and products, trade always brings other
intangibles, both beneficial and detrimental.
Knowledge, broadened mindsets, new technology,
release of population pressures, religions, news,
politics, diseases, moral decay, conflict and warfare.
Communication
Consider the technologies and distances
involved. Is immediate or delayed? This greatly
influences the way their government will be
structured, size of it's dominion, and autonomy of
the regional governments. How attainable are the
various methods of communication by the general
populace?
If information plays a crucial role in this
civilization, it must have a highly developed means
of fast and accurate communication. Conversely, if
communications are limited, then the culture cannot
have developed a great interest in or reliance upon
mere information. Invent at least one means of
distance-communication employed frequently by
your civilization.
Some categories of communication: spoken,
body-language, pheromones, pictorial, written
(hieroglyphic, alphabetic, iconic), sign-language,
moving pictures, empathic, telepathic, postal,
broadcast, narrowcast, point-to-point.
Transportation
Consider the technologies and distances
involved. Can important destinations be reached
quickly or do they require much travel? As with
communications, this greatly influences the
government's structure, size of dominion, and
autonomy of any local governments. Also, decide
how easily procurable by the general populace will be
the various devices of transportation. Invent one or
two interesting and distinct travel methods used by
this civilization.
Categories of transportation: public, private,
mass, individual, groups and large groups, for any of
the following modes.
Modes: ground, surface water (ocean and
river/lake), underwater, air, underground, telepor,
tation, astraVethereal, outer space, interplanetary,
interstellar, intergalactic or other.
Social Structure
The interpersonal relations of the members
of this culture.
Castes & Classes such as
slave, peasant, laborer, untouchable, servant,
craftsman, merchant, educated, professional, priest,
ruler and so on. Define each class and how it
interacts with the others. Is it possible (or even
common) for an individual to raise himself or
herself in social status? if so, by what means?
Education & Literacy Who
can acquire an education, and how much? What
percentage of the population is literate? Does the functioning of
civilization depend upon it? Is more than one
language or writing method employed?
Institutions Such as religion,
government, education, medicine, military,
communications, transportation, news and
information, research, entertainment,
manufacturing.
Of course there will be gender relations to
consider between males and females (or other?).
Also generational issues between the youth, adults
and elderly. And in any advanced culture which
engages in trade with other nations or species, there
will very likely be minorities to deal with.
Realistically, there should be some tension in most
of the above relationships. If not, explain how this
culture has surmounted such difficulties.
Religion
This is frequently the category the
Storyteller of a fantasy game explores first. There
have been many articles and guides published on this
category, so I won't delve into it in great depth
here. If religion will play an important part of your
campaign (as it usually does in fantasy games), you
should make up at least one detail in each of the
categories below. For example: completely
describe one holiday, one ceremony, a few common
oaths, a myth or two, and so on. The more the
better. I can practically guarantee that once you've
concocted these details, they'll get used in a story
scene at some time or another!
Ceremonies Worship
Services, Birth, Coming of Age, Adulthood (if
different from Coming of Age), Marriage,
Childbearing, Death, Other.
Holidays Invent a story or myth
behind each holiday (explaining why it's holy),
and how the people celebrate them. Some may be
celebrated similarly, but most will be wildly
different, owing to their diverse mytho-historical
origins.
Customs & Traditions Beliefs
and practices that people do "because that's just the
way it's done around here." Such as: naming of
children, oaths and maledicta, marital relations,
games, gift-giving, moral and ethical beliefs,
philosophy and theology.
Myths to explain the how and why of things
in the world. Superstitions to allay fears and
inadequacies. Parables to enlighten and encourage.
Social Customs
(If different from religious customs.) Many of
the same categories as for Religion, only you
should explain why these customs have nothing to
do with religious beliefs. Even if a culture practices
no religion at all, they have developed from
something most likely some sort of religious
beliefs. Invent at least one custom for which this
civilization is famous.
Some examples: secular holidays, myths and
common stories, oaths and maledicta, mating and
reproduction, games and entertainment,
philosophy, unwritten laws or practices, manners
and etiquette.
Arts and Entertainment
You know the adage: "all work and no play...."
Usually, the more advanced the civilization (at
least technologically), the more prevalent will be
their forms of play, owing to their greater amount
of leisure time. Some examples: storytelling, music,
dance, drama, drawing, painting, sculpture,
architecture, boardgames, acting, sports, merely
observing professional sports, publications. Invent
at least one form of entertainment distinctive to
this culture.
Government
Again, this aspect is rarely neglected by gamers,
as it's usually the cornerstone of a gaming campaign.
I recommend you devise your civilization's
government only after inventing the previous
cultural categories. In this way, the governmental
details will not seem out of context.
International Relations Any
advanced civilization must have contacted others,
meaning they must have relations with each other.
Some examples: amicable, neutral, antagonistic,
enemies, formally allied, trade partners,
ambassadorial exchange. Do they engage in trade
with each foreign nation? Consider what form's of
national defense your civilization employs, and how
aggressively they use it. Invent at least one
antagonistic nation, a at least one amicable nation.
Domestic Affairs How does the
government treat its own populace? Consider racial
tensions, wealth stratification, caste/class conflict,
gender relations, taxation, unemployment, orphans.
Who is considered a citizen, and can others acquire
this 'status? Are non-citizens treated differently?
Legal, Penal & Judicial Systems
If there are laws (and how could any culture
be considered a true civilization without laws), there
must be a system for enforcing them. How are new
laws made or old ones changed, if at all? How are
they enforced? Who makes legal judgments? How
are criminals dealt with? Some examples and
categories: a knightly caste, volunteer militia,
police, military, mercenaries, hired security officers,
courts, judges, prisons, rehabilitation.
Civic Services
This is probably the most-neglected category
of details when it comes to fleshing-out an
imaginary civilization, probably because they deal
with unpleasant items. Indeed, in our own real world,
many of these things are kept hidden and out-
ofsight. How often do you think about where your
water comes from, or where Your sewage goes? For
precisely this reason, if you make up details about
how your civilization deals with these issues, it will
seem vastly more realistic. Many of these may or
may not be governmental functions.
Water Supply: For a large city, where
does their water come from? How is it purified for
human or humanoid consumption? How is it
distributed to the various regions of the city? Is the
reservoir susceptible to any dangers or threats (such
as drought, poisoning, overuse)? In an artificial
community such as a spaceship or space-station, this
will be a particularly important issue. Some
examples: local river or lake, artificial reservoir,
springs, aqueducts, pipelines, storage tanks,
catchment of rainwater, vapor condensation, closed-system recycling.
If water is not an essential for an alien life-form, you should make up some other element
which is. Consider the same issues above for the other element instead.
Disposal of Waste Civilization
produces a lot of waste, and no one wants to think
about it or deal with it. But they must deal with it in
some way or another. If not, a city would probably
bury itself within months! Of course in a closed-
system like a spaceship or space-station, nearly
everything must be re-used or recycled. Typical
items which must be disposed of. rainwater
overflow, sewage, feces, food scraps, animal
carcasses, roadkills, material processing dregs,
manufacturing scrap, product packaging, broken
machinery, general consumer refuse, recycling
programs.
Transportation Maintenance
If there is any sort of public
transportation, someone must be responsible for it.
It may be the government, or private enterprises, or
even individuals. Consider road repairs, snow
removal, clearing landslides, street- lighting, traffic
control, building new roads, vehicle repairs, fuel
stations, harbors, airports, spaceports, weather
prediction.
Public Buildings
These structures tend to be more permanent and
sturdily built than simple family dwellings, for they
are expected to be use by vastly more people. Also,
they allow the culture to display its wealth and
aesthetics to themselves and visitors. Considers the
buildings for institutions such as government,
military, education, religion. Specific examples:
harbors, airports and spaceports, hospitals, banks
and offices/businesses, museums, universities and
schools, goverril ment capitols, treasuries and
mints.
Animal Control Not only wild
animals, but also domesticated ones could be a
threat to peoples' safety, due to disease, hunger,
lack of predators or over-population.
Disaster Control How is the
civilization prepared to deal with natural disasters
such as fire, flood, groundquake, hurricane, tidal
wave, exceptionally heavy snowfall, avalanche,
drought? Are they able to predict such occurrences,
and if so, do they have an infrastructure of
preparedness for dealing with them? What about un-
natural disasters such as war, terrorism, bombing,
hostage crises, transportation accidents, sabotage,
and so forth?
Parks & Recreation Does
your culture set aside land specifically for
recreational use? Do they manage the land, or leave
it to run wild? What sorts of outdoor sports and
activities do the people enjoy?
Institutions: The government
may sponsor various institutions such as: schools
and universities, museums, publications, healthcare,
public housing, orphanages, employment services,
land-, game- or natural resources management,
transportation system(s), communication
system(s), religion, recreation, etc.
One final suggestion: pick a handful (three to
five) of distinguishing characteristics from any of
the previous categories. These will become the
attributes for which the culture is most famous, the
things for which everyone else in the world
remembers them. Some examples from the real
world: France is known for its exceptional variety
and quality of wines; the Eiffel Tower, and its
romance language. Mexico is known for its
poverty, many archeological sites and beach
resorts. India is known for its philosopher-politician Gandhi, extreme over-population and its
religions. These are by no means a complete picture
of each civilization, but merely quick, easily
remembered attributes which quickly evoke the
essence of the culture to an outsider.
When building your fictional civilization, I
recommend inventing the above listed aspects in
roughly the order I've presented here. Although
they're not strictly in a chronological order (earliest
developments to later inventions), I've listed them
in a way that works best for me. Start with the
essentials of life, add the foundations of
civilization, later develop the richness of culture,
and finish with the infrastructure that keeps your
world functioning.
Details of Construction
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