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09-03-2018, 10:43 AM | #11 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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Also you might consider Italian titles over English ones. It fits the city-state theme.
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09-03-2018, 02:41 PM | #12 |
Join Date: Jul 2007
Location: West Virginia
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
Seconded, only I'd use the more familiar titles in the place where I plan to keep the adventurers most of the time. Maybe the German titles would work well in the countryside with the English titles in the city proper.
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09-03-2018, 02:50 PM | #13 | |||
Join Date: Aug 2015
Location: Kenai, Alaska
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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I originally went English partly becouse thier system is pretty well known by English speakers and becouse as far as climate and geography are concerned their locations are pretty similar, there exists a nordic landmass to the east full of Vikings, and everyone to the south is bent on killing them all. |
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09-03-2018, 05:56 PM | #14 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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If the idea is to get a Vikingish sound you do not want English sounding titles. The ones you gave were introduced after the Viking age. You could try something from the Rurik empire, like Posednik and Tysyatsky. Those were titles from Novgorad and would be appropriate for the feel of an isolated Gormenghast like city in the wilderness.
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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09-04-2018, 01:43 AM | #15 | |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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In the Republic of Venice, heads of patrician families were considered to be on the same standing as foreign crown princes, because they all had the possibility of ending up as the Doge. I suspect foreign nobles probably would consider this a bit presumptuous. Gran Maestro was indeed a title sometimes used for the (temporary or for-life) ruler of such a city. Another title, either for this same position or for some other magistrate under the Gran Maestro, was Console (from the Roman Consul, of course). The city-state normally had a bewildering number of collegial bodies with interlocking powers, called Consiglio (pl. Consigli) or Collegio (pl. Collegi). All the heads of the patrician families would be part of a Senato (which usually had law-making powers). In Florence, the guilds had power, too, under the guildmasters (Priori, singular Priore). Also, acting to balance the patrician power, there might be the Capitano del Popolo, an equivalent of the Roman Tribunus Plebis. Venice had the Inquisitori di Stato, a three-member tribunal which could proceed in secret against the enemies of the state. There was a number of other minor magistrates, including the Podestà (who led the police). |
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09-04-2018, 05:41 AM | #16 | |
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Join Date: Jun 2005
Location: Bristol
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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Firstly Ranks:
Royal_and_noble_ranks - my favourite two are Tyrant and Despot. A quick note the English system is not necessarily the best. Firstly there are two noble ranks at work. Germanic in pre 1066AD and the French infusion in post 1066AD. Note the Earls are not included. I would argue that Feudal society is based on consumption. If they can consume all within their Kingdom they will go to war and expand. There are no Colonies but just an expanding Kingdom. The dualism of control. The King rules and the Religious institutions provide the ideological propaganda. With no mass means of communication Religion provides the best means of ideology for the peasantry. The Kingdom needs its Religion and in this period the Religion needs its King. One ruler on Earth is similar to one ruler in Heaven - ie justified by God. Problems with in the Kingdom historically included: Waring Knights, a real pain for stability, the quick solution was to send them away on a Crusade or two, three, four, etc. Despite this England's wealth was delepleted by King Richard and the blame was passed on the much maligned King John. This lead to the great Charter (Magna Carter) 1215 or the revolt of the Barons. Having demonstrated the King's 'divine right' may not be so divine there were a succession of revolts. 1381 including two significant challenges. The Lollards who demanded scripture to be read in English (as challenge to ideological control) and the Peasant Revolt against the other King Richard over taxation of the populace. From the 15th Century onwards there are significant changes that will change society away from Feudalism. However, the form of discrimination was not based on skin colour. It was based on religion. That is, if your fantasy races can recite the Lord's Prayer in front of a priest or vicar and be baptised then their chances of integration will be made much more easily. Cities just didn't have Millions in them. The infrastructure could not handle it. Of course this can be hand waved by 'magical sewers' and magical water wells. Guilds controlled apprenticies and masters. How many masters of a given trade could set up shops. They were not trade Unions. The term Labourers would be better than workers. It wasn't until 1823 that the OED recorded the word worker as in a class of workers. There is a pre 1215 feudalism, a post 1215 and the death of Feudal power from 16th Century onwards. So, quite a few years play with. To recap:
Remember Kingdoms could change size quite quickly through marriages. Of course if you wish to play 'High Fantasy' discard what ever you do not need. Last edited by smurf; 09-04-2018 at 05:46 AM. |
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09-04-2018, 06:12 AM | #17 | |||
Join Date: Jul 2006
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
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Not for nothing were the biggest cities almost always ports of one kind or another - this allowed them to bring in extra food by water freight, either by sea or downriver from their hinterland. Of course, it's well established - with worked examples in the case of GURPS - that a little magic can go a long way in terms of boosting food yields, but until you can also get that food into the markets, you'll be in the same situation as early modern Britain ... for the majority of people, urban food is both more expensive and composed of "the four Ss ... Sugar, Salt, Starch or Stale". Oh, and keep an eye on your fuel supply as well - if your pyromancers are bottlenecked for industrial use, what are your population using for heating and lighting? Historically the growth of cities sucked up the trees for miles around to provide firewood and charcoal and then had to move to coal burning as that supply was outstripped, whilst lighting was supplied first by wax and tallow, then by whale oil until petrochemicals took over ... although olive oil was king where it was easily had. You could, however, have overseas vassals - settling a "colony" could easily be modelling on the process of assarting wilderness. Functionally, it's a colony - even if the arrangements are no different from any other part of the nation. After all, many medieval states are pre-national - defined by the lands ruled by a specific king rather than by a ethno-cultural group. |
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09-04-2018, 02:15 PM | #18 |
Join Date: Jul 2007
Location: West Virginia
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Re: Building a Politics Heavy, Class Struggle Sensitive Medieval World [World Buildin
On the subject of food, you should look at what Bless Corps and other plant magic spells do to food production. Also, food can and has been grown within cities. New York City had farms within its city limits until early in the 20th century. I think the last working farm on Manhattan closed in the 1890's. London had dairy farms and hen coops in the metropolitan area almost until the second World War.
Given the magic present in this setting, much larger amounts of food could be grown within the Inner City.
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