Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

2019/04/24

Worldbuilding Part 3: Alcohol

Anthropologists posit that it was alcohol, not bread, that spurred humankind to stay in an area and build settlements.  Indeed, few things are as pervasive in our society as intoxicants but today we're focusing an alcohol, brewed and distilled.

As it turns out, us human-type-creatures are super fond of booze, cultural and legal admonishments notwithstanding.  It also turns out that you have to do very little work to get things to ferment into our favorite drinkable--ethanol.  You basically need water, a starch (or better yet, a sugar), and yeast though sometimes mother nature will supply this for you too. 

Historical

I am not a booze historian, though, I imagine that's a really interesting field.  Here's a listing I stuck together for my own use of things people actually fermented and drank in antiquity.  Like chiles which have different names for fresh, dried, and smoked versions, many of these drinks have distilled versions which I've supplied as appropriate.
  • Beer:  a basic fermented drink made from grains of some sort and a yeast.  There's some work that needs to be done to convert the starches in the grain into sugars so the yeast can do they thang but it's easy enough to do in the comfort of your own kitchen should you be so inclined.  I could easily fill multiple articles about beers and whisk(e)ys but we'll keep it to the basics.  
    • A beer with slow-working yeast that likes low cave-like temperatures are typically German lagersPilsners (from the Czech city of Pilsen), Marzens (with two dots) famous for Oktoberfest, and Dopplebocks brewed by monks to replace bread during fasting are all examples.  
    • A beer made with fast-working yeast at just under room temperature are typically ales of which there are many, many types.  These include porters probably named after the folks who primarily drank them, stouts, barleywineslambics made with fruit, and most (all?) farmhouse ales.  They take not much time to ferment and don't need to be aged.  
    • Beers with different grain bills turn into some of our modern day favorites when distilled including Bourbon, Whisk(e)ys, and I dunno, a lot of stuff, including my personal favorite Scotch.  Most of today's cheap liquors start with a thing that looks a lot like beer.  
    • Ethiopian tella is a beer brewed from teff and sorghum (assumedly malted or otherwise converted).  
  • CiderThese are fruits or fruit juices that are fermented into an alcoholic drink.  We think of cider today as fermented (or non) apple juice.  I'm lumping a bunch of things into the same category even though they're not really the same thing.  
    • Cider made from pears is called perry.  
    • Distilling cider yields the founding father favorite applejack.  
  • Wine:  Today we think of a wine as a drink made from grapes, usually not distilled, and often aged, but wine is a pretty generic term.  
    • Brandy is distilled wine and originated for preservation and to ease shipping.  Cognac and Armagnac are brandies specific to regions of France.  
    • Fruit wines of all types are known and Romania has a fantastic distilled version made from plums named tuica with some fancy letters.  
  • Mead:  I find it fascinating that mead is so well-recognized in popular culture but so few people know where it comes from.  The answer:  bees.  Mead is often adulterated with other stuff but beyond water, honey, and yeast, that's it.  
    • An Ethiopian version of mead is called tej and includes bittering agents.  
    • Balche (with an accent) is a Mexican version with roots all the way back to the Mayans.
    • A mead with fruit like berries is called a melomel.  
    • Metheglin is mead with added herbs and spices 
    • Distilling mead is sometimes called honey jack.  
  • Potato beer doesn't seem to have been a thing but as a cheap way to increase the fermentables in a mash they're super popular.  We're probably all familiar with vodka but the Norwegians also have akvavit distilled and flavored with herbs.  
  • Rice is a common ingredient in modern beers but Japanese sake is a non-distilled drink made primarily from rice.   
  • Corn is also a common ingredient in modern beers and commonly made into chicha in South and Central America.  
    • Bourbon is distilled from a mash mainly comprised of corn.  

Hazards

Other than hangovers, there are many hazards with alcohol in worldbuilding.  First and foremost:  pay close attention to how things are named.  An "Elven Cognac" doesn't make much sense since Cognac is a French town, unless your Elves are French.  Which I suppose they could be.  Similarly, "Dwarven Scotch" doesn't make much sense even though four out of five grognards think dwarves should speak in Scots English, myself included.  We also get in trouble with things named in other languages that aren't place names.  Lager comes from the German lagern meaning "to store" and we often anglicize this as lagering.  You can make up your own etymology if you like but be mindful of where some of these came from.

Another pitfall is wanting to stick things together for story or other reasons that don't make sense culturally or geographically.  Sake drinkers likely won't originate in an arid place because you can't easily grow rice there.  Similarly, people who don't grow grain won't be brewing a lot of beer. They probably have all kinds of other fermentable drinks, but that probably won't be one of them.

As a final thought on hazards, people have a history of staple drinks following stuff that a) grows commonly, and b) is cheap.  Large drinking establishments/cultures/traditions require a lot of raw materials to produce the volumes required.  Industries and trade are almost always found around these situations as opposed to fermenting in small batches for personal use, sometimes to preserve the value of fermentables at the tail end of their usefulness.  

How the Dwarves Got Their Whisky

You can go at this from basically two directions:  decide what they drink and adjust things around it, or figure out what goes on there and then figure out what they brew.  I do a mix of the two as suits the situation.  Here's a long for-instance.

Dwarves in my world love beer and whisky and we're going from "what they drink" to "what has to be true".  Both beer and whisky require grain in abundance and grain doesn't generally grow underground very well.  Kallvor is a low-magic world so there are no mystical greenhouses.  What has to be true for this to work?  They either have to grow it themselves or import it from someone else.  

Imagine, for a moment, a drinking craze going on in the Dwarven Empire.  These guys are good craftsmen, heavy drinkers, and most of all, excellent traders.  How long do you think it would take for a Dwarven merchant to go from "gawd, this crap is super expensive to buy" to "why can't we grow and make this ourselves?"  Maybe they hire a lot of farm laborers and the staff to hire, train, and organize them.  Do you think those guys would make a barrel of royals?  

Now let's go from beer to whisky.  What do we know about beer?  It's heavy (I mean, water's freaking heavy and beer is mostly water), it goes bad real fast if not kept cool and out of sunlight both of which are common in merchant trains, and you can distill it to make it better in just about every way.  Remember brandy?  Same solution to the same problem so it shouldn't be a stretch.

What happens when Dwarves start setting up large scale farms to supply grains for beer production?  Every Dwarven settlement that has arable lands is now heavily incentivized to set up fields that they might not have done otherwise since most of their food is grown underground.  We expect that major Dwarven settlements are trade hubs for their raw materials and crafts so they already have a bartertown on the surface, but now this takes on extra significance as the hub of trade and the center of their farm systems.  Now we play this forward for thousands of years and we have traditions and establishments that have become, dare I say bedrock, of Dwarven society.  Was it crafts or booze that built the Dwarven Empires of old?  Sounds like a good discussion over a pint.

One of the greatest cities on the Kallvor map is Vendregogh, an old Dwarven barter town.  The Dwarven undercity has been abandoned for ages but the tradition of grain growing and beer making remain.  Because of their heritage, they lean heavily into Dwarven traditions more than, say, Elven or Human traditions.  Furthermore, since there's an unbroken tradition of large scale farming there, they're better at it than, say, their counterparts elsewhere like Falcon or Trand.  Does this explain Vendregogh's prosperity?  Maybe!

Kobba

OK, fine, I'll give one more exampleCedarwood, forever immortalized in pixels is a town in the middle of the forest unimaginatively called the Black Wode.  This time we go in the other direction from "what they have" to "what they drink".  From the fiction, Cedarwood is an ancient walled city that's been busy ripping itself apart for thousands of years.  They don't really grow anything inside the city and the walls aren't super far from the forest itself.  Given that any large farming system would require a) tearing down a lot of forest, b) a large standing army to keep it safe from enemies, we quickly arrive at a reliance on farmers markets supplied by mostly subsistence farmers from the nearby area.

What do subsistence farmers in a mixed deciduous and coniferous forest grow?  Tree fruits are probably common, as are berries, but stuff like like potatoes, carrots, beets, onions, and other root vegetables are likely staples.  We don our creative hat for a minute and take inspiration from sugar beets, sweet potatoes, and Dwarf Fortress to create a mythical forest-native tuber named sweet root.

This fictional tuber is found natively in the area and has been cultivated for the thousands of years that the site has been inhabited.  In that time selective breeding has increased crop yields and sugar content and they are grown commonly in the area.  On top of eating them as a bland, if high value source of calories, they can also be processed into molasses or mashed and fermented into the sweet, perfumed, local favorite known as kobba.

Kobba is usually brewed on site at taverns and each brewer has their preferred adjuncts and mash ratios and whatnot.  It's a fairly forgiving fermentable with a relatively high yield and can produce cheap low quality rotgut to fancy oak aged super high alcohol content drinks and everything in between.  But why stop there?  Let's take the second runnings or maybe the first runnings from a really questionable crop of sweet root, ferment it, an then distill it.  Then you get a very rum-like and perfumed liquor called krum.

But Wait, There's More!

If we're talking about rabbit holes, this one's awfully deep.  "What do you drink here?" is a really good way to connect with the culture and traditions of an area and having good answers helps your fictional world live in relatable ways.  It also helps breath some life into your ever present bars and taverns maybe adding some color to the characters who live and work there.  In the words of one of my players "games tend to represent the interests of the designers."  I guess I'm a drunk.

In this session we've talked a little about biomes, agriculture on both small and large scale, etymology, and all manner of brewing science.  We've also considered quite a lot of other cultures to grow inspiration given all the cool stuff going on in this world.  This is one of the many truths I see in Worldbuilding--verisimilitude lives in the details and otherwise forgotten associations.

2019/04/08

Worldbuilding part 2: Coinage

This is part 2 of my not-quite-a-series-yet on worldbuilding, one of my favorite topics.  We discussed travel and time in part 1.  Got a worldbuilding topic you'd like to discuss?  Drop it in the comments!

Coinage

Money itself is a pretty deep subject and already assumes that civilizations in your world have such a concept.  We'll assume that's true and use coins as an example of the kinds of details that can really help your world come to life.  You don't need to solve for these things, but then again we don't really need to build our own worlds either, do we?

How Big Are US Coins?

I stated it in the first part:  verisimilitude is important to me.  So when I hear about characters in RPGs carrying around thousands of coins I have to ask stuff like "how do they carry all those coins?" and "how much does it all weigh?"  Gold is a stupidly heavy metal and really big coins are going to be really unwieldy in any kind of count over a couple digits.  To understand this better for my world, here's some of the work I did.

For those of you not in the US, I'm pretty sure you can do similar homework.  All I'ma say about that, is that Wikipedia is awfully well stocked.
  • A penny is 0.75 inches in diameter (~19mm), 1.55mm thick, and weighs 2.5g.
  • A nickel is 0.835 inches in diameter (~21mm), is 1.95mm thick, and weighs 5g.
  • A quarter is 0.955 inches in diameter (~24mm), is 1.75mm thick, and weighs 5.67g.
  • A half dollar is 1.205 inches in diameter (~31mm), is 2.15mm thick, and weighs 11.34g.
"So what?" I hear you thinking, unnamed anonymous reader.  "What does that even mean?"  
  • $5 of pennies is heavier than most swords (no, really; swords aren't as heavy as you might think).  
  • 100 nickels is well over a pound.
  • $63 in quarters is heavier than the average longsword (these are two handed weapons--don't believe DnD's claims about this weapon!)
  • 800 half dollars weighs just over 20 pounds, more than the weight of a historical chain hauberk!
But wait!  This is with modern materials, mainly zinc and copper which are relatively light.  Let's convert all these to silver and gold with the power of maths!
  • Pennies are 97.5% zinc and 2.5% copper, (7.140 g/mL*97.5%+8.96 g/mL)
  • Nickels are 75% copper and 25% nickel (8.96 g/mL*75%+8.9 g/mL)
  • Quarters and half dollars are ~92% copper and and ~8% nickel (you get the idea)
  • Silver is 10.5 g/mL
  • Gold is 19.32 g/mL
Assuming I've wielded my arcane alchemy maths correctly and assuming non-alloys:
  • 100 penny sized coins would weigh ~0.8 pounds if silver and ~1.5 pounds if gold
  • 100 nickel sized coins would weigh ~1.3 pounds if silver and ~2.4 pounds if gold
  • 100 quarter sized coins would weigh ~1.5 pounds if silver and ~2.7 pounds if gold
  • 100 half dollar sized coins would weigh ~3 pounds if silver and ~5.4 pounds if gold
In real-world objects:
  • a 12oz can of your favorite fizzy beverage would be around 35 nickel-sized gold coins.  
  • A gallon of water would be about 568 quarter-sized silver pieces.  
  • Your 10 pound bag of charcoal would be 185 half dollar sized gold coins.  
  • A thing costing 15,000 gold pieces the size of a penny would require a pile of coins weighing as much as a reasonably sized anvil! 
It is just plain not practical to carry around that kind of weight on a regular basis.  Things shouldn't cost that much or at the very least, the top level coins should have more value.  In my world, a gold piece is a really valuable coin a few of which is enough to buy a horse or a house in some places.  Smaller denominations stay useful including the humble copper piece and as a result most folks aren't carrying around more than a half dozen coins.  I have a handy chart on my GM screen with sizes, weights, and counts per pound of each denomination across many nations including their names and nicknames which brings me to my next topic.  Let it never be said that I'm not a master of the smooth segue.

What Are Your Coins Called?

While copper, silver, and gold pieces are easy to remember and have a clear denomination, I think they're awfully boring.  We don't call pennies "zinc pieces" do we?  Nickels are the exception that proves the rule, I guess, and have their own fascinating history.  Do all of your world's nations share the same coins?  Real world nations don't!  So what do you call coins in your world?  

There's lots of places to take inspiration from.  The Romans had piles of different types of coins in their thousands of years of history and that's just one(ish) nation!  Many US coin names have interesting histories (though not quarters--sorry, bud).  Here are some examples from around the world.

Kallvor's coin names follow a theme on a per-nation basis.  Lanvelon's coins are largely named after Roman coins (Sestertius, Denarius, Solidus).  Few people would pick up on that and those that do can learn something about the nation that minted them by connotation (old empire, now a vestige of its former power concentrated in a single city).  Kezhor coin names follow practical military gear (armor) for a practical and militaristic nation (Shield, Helm, Cuirass).  Querthon owes its coin names from one of my all-time favorite games (Sword, Scepter, Crown).  Those crafty elves do name their coinage after the metals they're made of (Aerius, Argentius, Auereus, Melleus) which are cognate with their Latin names.  Two of these will ring true for fans of the periodic table (Ag and Au); the last one I made up.

Deserving of their own paragraph, the dwarves of Kallvor control most of the trade in the known world.  Named after their deity of trade and prosperity, Tharkur, the backbone of their currency (silver pieces) are known far and wide as Tharks and for gameplay's sake, sets the standard for currency realm-wide.  Thark is also the common dwarven name for trader or merchant.  The single smaller denomination is the Penz or Pawn in Common.  Gold pieces are known as Royals or Kings in common (etymology note:  the word royal comes through French from Latin so I'm OK with royal being the dwarven word here).  You don't often need more than a gold piece, but if you do, the dwarves have you covered with Archroyals or Arcs hearkening to their earlier days of Archkings presiding over multiple undermountain kingdoms.

OK, now the fun part!  We've established that the lowest dwarven denomination is the copper pawn (Penz).  This leads us to the all-too-familiar sayings, now dwarvenized to "here're my two pawns" and "I ain't got two penz to rub together".  Dwarves don't spit nails as much as they "throw Tharks" when they're angry and since ducks aren't often found in either undermountain kingdom, they tend to get their "Royals in a row" with the added connotation of a tradesdwarf rolling their coins after a successful day.  On top of being awesomely alliterative, it also gives the connotation of importance because language is awesome.

But Wait, There's More!

Coinage is really complicated!  Is the value of the coin the value of the metal that makes it?  What shapes are they?  Can you distinguish between different nations' coins at a glance or are they all boringly similar shapes and sizes?  We haven't even talked about exchange rates, minting, or metallurgy yet!  This, like all of the topics I'll cover in this not-quite-series-yet are deep rabbit holes that can add depth and character to your world.

2019/03/09

Worldbuilding Part 1: Travel and Time

Anyone who knows me should know that I love worldbuilding.  I've been bodging together the fantasy world Kallvor for the last thirty years and it's where pretty much all my games take place.  That's a long time and a lot of stuff has morphed and changed over the years as I define, refine, and redefine things.  This post kicks off another potentially-multi-part series, this one covering one of my favorite topics.  We start small but my hope is that somewhere in my column scribblings and random research someone finds some value.

Obviously, anything I say here is my own experience and opinions unless otherwise stated.  I don't have to say this stuff anymore but it's good to point it out now and again.

Before We Begin...

Some of my leanings should probably be enumerated before we get too far otherwise it'll sound like I think you should always do things the way I did.  You obviously don't--it's your world, do what you want.  
  • I like low fantasy worlds where magic is rare and powerful but relatively weak compared to other fantasy worlds.
  • Things should make sense where they, governed by predictable rules.  This goes for the peoples of the world as much as the other mechanics and the metaphysics.
    • The corollary follows that we should draw from historical data wherever possible though note that history occasionally makes less sense than things we might make up ourselves.
  • Try not to overbook too many things.  Yes, I have two and a half feline races and have broken my own rule.  It seriously could have been a lot more.
  • Verisimilitude is important.  Explain away anything that otherwise doesn't make sense.
  • Keep true to the source material wherever possible even when it's scattered, incomplete, or downright contradictory.  This will apply more to future posts than this one.  
  • Mechanics should flow from the world wherever possible.  This is more for the game design crowd, but it's how I work with this stuff.
  • Depth isn't important to all players, but it'll be suspiciously absent for those looking for it.  Build the history of things wherever possible.

How Big Is Your World?

"Big" in this case is really shorthand for "travel-able" because that's what's really pertinent.  We often see folks on Critical Role travelling huge distances or between planes with relative ease.  If you can go halfway across the known multiverse in the blink of an eye it implies quite a few things not limited to "distance is not an obstacle".  For instance, characters with access to boats in an island world have a lot more options than those without.  This is why Commander Shepard has the Normandy.  

Beyond where you can go, how fast can you move?  More importantly, how long does it take to get there?  We're going to focus on low fantasy worlds since that's what I like and know most about but there are obvious parallels in sci-fi settings.  So what are some basics of travel?  We'll assume ideal conditions for most of this (safety, roads, good weather, etc).  Here are details and I'm sure someone will correct me if I get 'em wrong (this is the Ineternet, after all):
  • Humans are pretty good at endurance but not so great at speed.
    • Human walking speed is right around 3 miles per hour.  
      • In an 8 hour day you can get about 24 miles; not coincidentally, the size of hexes on my "world" map (really a continent map).
    • Marathons run by modern people (mostly human) complete at right around 4.5 hours and a marathon is just over 22 miles.  Some maths (sorry) lead us to a speed of just under 6 miles per hour.
      • In an 8 hour day at marathon speeds a human can get ~48 miles.
      • Note that long distance runners (I know one) sometimes go a lot further.
  • Army movement is a little more complicated than "a bunch of people walking in a group."  For one, they tend to carry a lot of gear for...armying...and stuff like that.
    • An army can really only move at the speed of the slowest element.  This is usually the support train containing supplies, pack animals, and whatnot.  While you'd think that a cavalry-only column could get a lot further, this isn't really the case but more on that in a bit.
    • Loaded oxen and mules might only move at 10 miles per day (mules apparently faster).  
    • Peasants tend to not be the best pack animals.
  • Horses are better at speed than endurance, at least compared to humans.
    • Walking speed is right around 4 mph which is ~32 miles per 8 hour day.
    • At a trot they can go 8-12 mph depending on the horse or 12-15 mph at a canter.  We might be tempted to multiply these by 8 to find out how far we can get but normal horses don't really work this way.  Working backwards from endurance horse riding records we see that the 100 mile challenges come in at something like 12-15 hours which implies sustained travel at speeds of around 8.3mph and 6.6mph.  For an 8 hour ride we end up with ~53-66 miles per day which is slightly ahead of where our marathon runners are.  Note that these are modern races with well conditioned and well bred modern horses.  The Pony Express over much longer distances with dedicated relay stations to swap horses didn't beat these speeds on average.  
    • And if you're curious like me, at a full gallop a horse can go 25-35 mph but really can't do this for more than a few miles.  Think of a gallop as the horse version of a human sprint.  
    • Wagons move rather like horses assuming that they're being pulled by horses and not, I dunno, griffons or manticores or something.
    • Note that most of the time a wagon is going to be moving at walking speed (~32 miles per day) but it depends on the wagon.  A really light sports wagon might be closer to the endurance riding speeds; probably less than 50 miles per 8 hour day.
    • I don't have any experience with horses so this was all news to me.
  • All of this assumes movement on well-kept roads which is pretty much the best case.  Adjust accordingly for weather, terrain, and other conditions like sickness and foraging and whatnot.
Why does any of this matter?  Understanding travel times and distance covered is the same in writing/GMing as understanding latency in network programming and how time and distance relate for interstellar distances.  Knowing how long it takes to get from A to B with basic (read:  common) modes of transportation is tantamount to knowing how fast information can travel from A to B.  Assuming no palantir style communication or other type of magical intervention, this is how long it'll take for word of, say, a village burning down from reaching the lords the next city down.  This is a thing that we're rapidly being desensitized to (err...speed of communication, not village burnings) in our modern world of supercomputers in our pockets and Amazon next day shipping (that's mostly logistics, though).  Back to fantasy-land.

Given basic movement speeds, what kinds of structures need to be in place for things to function?  How close do villages have to be to their protecting lords to get a message that skorchers were on the way in time that the village isn't pillaged before defenders could arrive?  How much wealth can a lord generate based on the maximum density of villages he can protect?  How would we increase this in meaningful ways while still maintaining "enough" security?  A podunk village out in the middle of nowhere had better be a) so poor it's not a target, b) so hidden as to not draw attention, and/or c) so defensible that the inhabitants can deal with the majority of raiders that might get up in their grill.

Aside from our far-flung villages being mercilessly raided by bads, there are other practical concerns.  Where is the governing body of an empire?  Information moves incredibly slowly where travel isn't expedient meaning that revolts or invasions or something could be in full swing before anyone at the palace might hear about it.  What does this mean for its far-flung edges?  What about the length of military campaigns?  What about the length of military service?  What about trade?  Lots of forces fall out of thinking about the basics.  This is where verisimilitude lives--in the details that we often overlook but we'll dig into those more later.


[And for those of you wondering, this is day 9 of Shoe's 30 for 30]