Zumbs' Blog

The truth may be out there, but lies are inside your head

Fantasy Worldbuilding: Gender

Posted by Zumbs on March 2, 2014

Most fantasy worlds are inspired by old or ancient civilizations. Most of those were severely oppressive against females, while we live in a modern era where we have (mostly) outgrown that nonsense and consider it offensive. Moreover, female roleplayers are put off by significant gender inequality. Partly because having to play a house wife is pretty boring, partly because many women still have to put up with discrimination and want to be able to relax and have fun when gaming.

On the other hand, we roleplayers also have a thing for consistency. Plastering gender equality onto a feudal society with no more concern does not create a consistent world. A simple alternative would be to copy the gender relations from your society of choice, loosen them up a bit and allow ambitious or exceptional women to follow their own paths, perhaps to positions of great power. In some periods in medieval Europe women could and did make their own way as merchants, generals and rulers. In ancient Egypt women could marry, divorce, buy and sell land and were entitled to the same wages as men.

The subject of this post, however, is how to construct a consistent gender equal society inspired by old or ancient civilizations. What issues crop up, and how can they be solved?

Many of these societies range from somewhat absolutist to very absolutist, and it is common that this tickles down through society to the smallest units. So, even if there is gender equality, it is likely that each household has some sort of chief.

The issues

In the following, I will assume a pre-industrial world, as the inventions of the modern age has nullified most (if not all) of the issues by making them much, much easier to manage. If the world is permeated by magic, you could consider letting magical appliances take the role of modern age appliances. On the other hand, matters are complicated by the fact that in many old societies, regular people were often just scraping by.

Pregnancy and birth

Infant mortality rates were extremely high up until the 20th century, sometimes being estimated that half of all children died before reaching adulthood. In order to just maintain the adult population, each woman would have to give birth to 4.2 children. As the children were the ones to support their parents in their old age, the parents would most likely try to get more children. That is in itself a lot of work. Raising the children is even more.


Looking after even a smallish household, e.g. a family driven farm, is a lot of work. Many of the inventions that we have today did not exist. Cooking needs to be done from the basic foodstuffs. However, in the cities of the Roman Empire, it was common to purchase (fast) food in the street, freeing the family from this work. The home still needs to be cleaned, children and live stock needs to be looked after, clothes need to be washed and maintained. On top of that, add spinning of clothes, brewing of beer and similar trades to bring in extra money for the family, sometimes also working in the trade of her husband (or father). Historically, the task of running the household and performing the house work has been the province of the woman.

Medieval noble women ran the household and sometimes the business of the estate. When husbands were out fighting, they could even be responsible for the protection of the household from invaders. Often they could read and followed intellectual pastimes, e.g. chess. After the Black Death they were allowed to support themselves as traders. After the recovery from the devastation of the Black Death, many rights were taken away, using Christian dogma as leverage, marked by the trial of Joan of Arc.

Marriage and divorce

Upon her marriage, a woman would leave her family and move to join the family of her husband. In some societies, the family of the woman paid a dowry to the new couple (to help them setup shop) or to the family of the husband (to bribe the family to accept the woman into their ranks). Often marriage was some sort of contract between the two families as well as between the new couple. The nobility, in particular, used marriages to cement alliances, making children important assets, and marriages to planned deals between the two families.

The availability of divorce was highly dependent on culture: In the Roman republic, husband and wife could renounce the marriage at will, in Christian Europe, marriage was considered holy and permanent and almost impossible to dissolve. The families of the divorced couple would most likely lose face over the divorce, so there was a very powerful pressure on the couple to stay together. The background for the divorce could also be of great importance, as the person at fault could influence who would get the dowry, additional loss of face, sustenance, children and so on.

Land ownership and Inheritance

How is it decided who inherits from who? Historically, the two major ways to handle inheritance was to either let one get everything or divide everything into equal parts and give one part to each heir. The first strategy kept the estate together, but meant that the children not getting anything would have to find their own way. The second strategy would give each heir something, but would also partition the estate until such a time where a family could not subsist on it.

In order to ensure that it was the children of the husband that would become heir(s), the reproductive capabilities of the wife were often under strict control. Often women were required to be virgins before marriage. This gave rise to the myth that women would bleed upon their first intercourse, however, this is only true for 4 in 10 women. Moreover, study of the hymen is not conclusive evidence for or against virginity. This myth underlines how morality was used as a means of social control.


If you can take and keep something, it is yours. Many societies have laws that govern ownership, but all to often it boils down to power, be it through money, culture or force. In medieval societies in particular, the social order was enforced directly through force of arms. The feudal lord was the local representative of the ruler, and was required to follow the ruler into war.

Gender equality

An ancient or feudal society where the genders are equal have been increasingly common in popular computer RPGs, e.g. the Elder Scrolls series. When constructing such a society, you would have to consider the issues noted above. Before we continue, I would like to touch upon the difference between the cultural and biological gender.

Biological and Cultural Gender

The biological gender is commonly determined by having a Y chromosome or not. Cultural gender are the roles and norms considered appropriate for a gender in a society. In modern western society, biological and cultural gender is usually considered the same.

However, it does not need to be. One option to create a gender equal society is to let cultural gender be something you chose, regardless of biological gender. Males wanting to run the household would take the female cultural gender, and females wanting to be able to work the smithy would take the male cultural gender. Some interesting questions with this is how the society would look upon two cultural females wanting to marry. Would one take the role of the male and the other continue as female? Is it even allowed to change cultural gender? Is it discouraged or even outright illegal for two of the same cultural gender to have a relationship? And should a relationship between two people imply that both their cultural and biological gender is different?


In a gender equal society, either the male or the female could join the household and family of the other. If dowry is part of the culture, it could be given by the family whose member leaves to join the other family, for the same reasons as before. This could cause significant intrigue and negotiations between the families.

Pregnancy and birth

It is difficult to avoid the question of pregnancy. And it is something that the woman has to do. Having to give birth to 4-8 children during the course of her life, would make it a challenge for a woman to work outside the home, but not impossible. However, it should be considered who would fill her role in the family during the period where pregnancy could make it difficult to do the needed work. If one makes a stretch to allow medical technology or magic to be reasonably sophisticated, the mortality rates for children and mothers alike could be reduced significantly, reducing the work forced upon the woman.


Aside from the pregnancy issue above, there is little reason that one gender or the other should be doing the work to maintain the household.

Land ownership and Inheritance

Should all children (regardless of gender) be eligible for inheritance, or just the ones who stay in the family? Both carries with them a number of interesting consequences.

If all children are eligible for inheritance, the land of a family would fragment very fast, causing a lot of time lost walking from one plot to the next. This would most likely lead so significant land sale and purchase upon one landowner dying. Indeed, someone could want to murder a land owner to be able to buy that plot that links his or her lands.

If only the ones who stay in the family are eligible for inheritance, there could be a significant advantage or disadvantage by leaving ones own family, so the discussion of which family to join could be a matter of great contention and discord inside and between the families.


Consider for a moment an army made up of roughly the same number of males and females. How would the social dynamic of such an army be? To my knowledge there is no historical precedent. The closest that I know off are from the time of migrations where entire societies were on march. However, a marching society is very different from a marching army.

Given that an army would consist of young men and women, it would be likely that sexual relations would ensue, sometimes resulting in pregnancies. Some of said relations would be rapist in nature. How would an army handle such issues? Would relationships be frowned upon or even punished? Would pregnancies be forcibly terminated? And how would rapists be punished? Most likely rules would be strict and punishments cruel.

Stat modifications

A lot has been written and considered when it comes to the differences between the genders. This could be used to decide upon stat modifications by gender. There are, however, a few things to consider.

Given that there are (roughly) the same number of men and women, the average for a given stat should be neither. Or to put it more bluntly: Do not make one gender the average with the other having stat modifications (Arcanum, I’m looking at you). You should also resist any temptation to make the stat modifications of one gender superior to the stat modifications of another. Any stat changes should be balanced in terms of fun.

It is still unclear to which degree the differences between the genders are biological or cultural in nature. Furthermore, as your world is not Earth, you are fully free to decide that in your world, gender differences are too insignificant to warrant any stat differences. This fits well with a gender equal society.

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After going DRM-free

Posted by Zumbs on January 2, 2014

A year after going DRM-free on eBooks, Tor Books published a piece on why they went DRM-free and the effects. One little tidbit was that

As it is, we’ve seen no discernible increase in piracy on any of our titles, despite them being DRM-free for nearly a year.

Given the wide availability of pirated books and tools to remove DRM from eBooks, this hardly comes as a surprise. However, it is nice to get ones theories verified by experiments. Still, the move was courageous, and also lead to some resentment from other publishers where a letter was sent by the CEO of Little Brown U.K. to authors, as described here explaining

to the author that Hachette has “acquired exclusive publication rights in our territories from you in good faith,” but warns that in other territories, Tor’s no-DRM policy “will make it difficult for the rights granted to us to be properly protected.” Hachette’s proposed solution: that the author insist Tor use DRM on these titles.

These few quotes make it abundantly clear that the reason that publishers insist on DRM on books has little to do with stopping piracy. It has to do with control over where a book is sold and by whom. Fortunately, it seems that the letter has fallen upon deaf ears: Tor does not appear to be changing their stance on DRM-free eBooks. And they are not the only publisher to offer DRM-free eBooks.

Baen Ebooks has been doing so for quite a while, and in November 2012 publishers John Wiley & Sons and O’Reilly Media announced that they would serve their books DRM-free on oreily.com. Other publishers have also dropped DRM from their eBooks, e.g. Independent Publishers Group, Angry Robot Books and Carina Press. I’m sure that there are others out there, so keep your eyes peeled!

Let’s just hope that more publishers go that route – I would love to be able to get a digital library of all the books from my favorite authors!

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Fantasy Worldbuilding: Organized Crime

Posted by Zumbs on December 22, 2013

Many of us have grown up on the idea of the medieval thieves guild from RPGs like Dungeons and Dragons or computer games like Skyrim. At the movies, we have seen movies like Godfather and Scarface. You may also have researched organized crime in the real world. All of this has given us a number of preconceptions on how a criminal organization looks, how it is built and how it works. However, if you try to copy-paste these preconceptions to a medieval world, you will quickly find that it makes little sense.

As an example, consider a group of bearded criminals sitting around in your medieval city with markings that clearly show that they are part of this group. Even though they claim to just be a group of horse enthusiasts, everybody knows that they are a ruthless criminal organization. What is to keep the local ruler from sending an army to execute them? If the ruler does not it is either because:

  • They are allied with the ruler. But why not just wear the uniforms of the ruler?
  • They are too powerful. In this case, why not just take the power?

This was the reason that many criminals fled to the countryside and took up robbery, sometimes relying on powerful connections to be sheltered from prosecution, like a letter of marque.

To further muddy up the picture, the closest thing to modern crime organizations was probably the noble families and their retainers. Given that they were the rulers, they were, by definition, not criminals, but they often acted like a criminal organization.

Does this mean that there are no criminal organizations? No, but it means that you have to leave your current preconceptions and consider what the environment allows when designing your criminal underground.

Criminal activities

Criminal means operating outside the scope of the law, and as long as there is a demand for illegal activities, someone is likely to step up and supply the activity. If the demand is sizable enough, this will involve multiple persons, in effect becoming an organization. Let us take a look at the types of activity that a criminal organization could take part in.

Illegal substances

The main income of modern criminal organizations are various recreational drugs. The American mafia grew explosively during the period of prohibition where alcohol was illegal in the US. However, drugs and alcohol may very well be fully legal in your world. And why should they not? As long as it does not interfere with their ability to do their work, why should the ruler care that his or her subjects are stoned in their free time? In fact, it may be to the rulers advantage, as they may very well become more docile.

Once recreational drugs are eliminated, we are left with things like poison. While there certainly is a market for such things, it is much, much smaller than the one for recreational drugs, and unlikely to be able to support a criminal organization, unless it is used as a means to an end, e.g. murder for money.

Thievery and Burglary

While thievery may have been the most common crime in medieval times, it was likely the last ditch effort to get something to eat and very dangerous.

Today, most people are at work during the day, many travel away on vacation for days or weeks, and it is easy to blend in. Most goods are mass produced. With a bit of luck, you may actually be able to get everything of value from an apartment into a (stolen) lorry and get away before anyone figures out what is happening.

In the medieval world, there were people in the home almost all the time, and goods were made by hand. And most cities were small enough for people to know each other by face if not by name. So, stealing and reselling must have been quite hard, compared to the potential punishment (maiming or execution). Even in very large cities, breaking into regular homes and stealing goods would be difficult as there would likely be people in the home, in neighboring homes or on the street, wondering why some stranger was walking in and out while the owner was out. During the night, the owners would be home, sleeping, so the thief would have to find his way to the loot in the dark while not waking up the family.

Only feasible loot would be something that could be easily hidden and sold, like money and precious metals.

However, if goods were stolen, the thief would have to sell it to someone. This could be someone interested in cheap goods for his or her own home, or it could be a fence. Fences are specialized in buying and selling stolen goods. They could have a legal shop, e.g. a pawnbroker or a stand at the market place, where they increase their profit by selling stolen goods. In order to avoid the issue of someone recognizing an item, the city must have a certain size to support a fence. If someone gets something stolen, and they just visit the local pawnbroker to get the item back, the pawnbroker will quickly end up in trouble.

Breaking into the houses of the rich and powerful may give larger riches, but may also be more dangerous and generate a much more forceful response.

Overall, it would seem that pickpocketing is the easier avenue to get coin. But it is easy to get caught, and in smaller cities, one could quickly get a reputation.

Magic introduces some interesting options, such as magical traps, alarm systems, break-in tools (flying or walking through walls), retrieval of stolen goods (by magical search or even teleportation) or to confuse targets.

Loan sharking

The basic point is this: Loan out some money and charge (possibly illegally) high interest rates. If the borrower cannot pay, a number of consequences ranging from legal threads, public shaming over blackmail to violence or even death can ensue. However, these loans may not be legal, and the consequences are certainly not. Also note that the lender will want the borrower to actually be able to pay back the loan, so extreme violence or murder are only in extreme cases or to make a point to other who may be planning to default. An alternative to violence could be to force the borrower to partake in some very dangerous operation to clear (parts of) the loan.

In medieval Italy, some of the early criminal organizations were based on loaning out money at high interest rates. It proved to be so lucrative that, in time, local rulers had to borrow money from the criminals, and they turned into banks.


If taxes on imports are high enough, someone will try to make money by covertly transporting the taxed goods to the market, avoiding said taxes. Prohibition or quotas on certain goods could also give rise to widespread smuggling, sometimes by merchants. Note that significant fines or punishments may be the result of getting caught, so, unless the gain is significant or the risk is very low, smuggling is unlikely to be widespread.

The goods themselves may be legal or illegal, but it requires a network to supply goods, covertly transport goods and sell them after the illegal transport. This could also include forging paper work, paying off officials or similar. The destination could be into or out of a building or a city or across a border.

The transport itself must be hidden. One option is to use hidden passageways, like a subterranean cave system, sewers or hidden harbors. One could also bribe guards to look the other way, or to take a break at a prearranged time, possibly to pay of a debt? If the goods are small and valuable, they could be hidden on a person or among other, common goods.

After the goods have been successfully transported to their destination, they must be sold in order for the endeavor to be profitable. If paperwork is required, the smuggler must get paperwork (forged or not) in order to be able to sell the goods at full price. If no paperwork is available, the local merchants will know that the goods are illicit and may not pay full price, even if the goods are legal. For illegal goods, the smuggler will need a network of sellers to distribute the goods to the consumers.

Many cultures try to limit the availability of weapons to its citizens, or rival countries. This could be hand weapons or siege engines. In either case, a lot of money can be made by smuggling weapons to those who want them, regardless of local law.

In a magical fantasy world where wizards are capable of teleportation, invisibility or similar tricks, it is not unlikely that these abilities are being used to smuggle goods. On the other hand, it is also likely that the authorities use magic to counteract smuggling.

There is also the issue of smuggling magical items, especially if the item can make noise (or even talk). Such items could also accidentally be activated during transport with unpredictable results.


As ancient general Sun Tzu noted, it is crucial to know ones enemies and one self in diplomacy as well as in war. Spy networks have existed for a very long time. Most are tied to another organization, e.g. army, police, government or corporation. Some may be for sale. All exist in a legal gray zone, maybe legal where the parent organization live, but likely illegal and certainly unwanted everywhere else. Even if they are not part of organized crime as such, they may employ or have contact to criminal organizations for various type of dirty jobs.


Like spying, assassinations have been about for a long time. Some people have had power, others had the ambition to get that power and were ruthless enough to murder their rivals. This gave rise to the hired killer. These come in many shapes and forms, from the brutish thug to the supernatural ninja. Assassins may be loners, part of a guild or part of another organization. Loners have the disadvantage that they can be difficult to find: Bragging about your killing prowess can get you into all sorts of trouble, very fast. Again, the client could just hire a few soldiers to do the deed.

Guilds mean that there are middle men who want their cut of the action. Guilds are, however, possibly easier to find, as they may employ middle men who will be available to listen to propositions. From the point of view of the client, middle men can be dangerous as well, as they may not actually be middle men, and may sell out the client to the authorities or the enemies of the client.

In the Elder Scrolls series, the Dark Brotherhood is a guild of assassins, linked with a powerful entity. Those seeking an assassination perform a ritual in honor of the entity to summon an assassin.


Using force to take something from another is sometimes called robbery. When a band of merry men take money from the tax collectors at sword point, it is robbery. When said tax collectors take money from peasants at sword point, it is legal. At sea, robbery is called piracy, on land it is carried out by bandits. In cities it is called mugging.

Piracy is when someone at sea is being forced to give their cargo to a third party, the pirates. These pirates will need to get a ship and weapons in order to do piracy. They may find use for some of the loot, but often they will need someone to sell their loot to, i.e. merchants, smugglers or others in a city. Depending on their situation, they may also need somewhere to go ashore to fix up their ship … or they may just take another.

Unlike pirates, bandits “just” need weapons to be able to start their crime spree, but they will likely need some sort of camp. The amount of loot that they can bring with them is dependent on their transport facilities, and they may still need someone to sell it to and buy provisions from.

Thugs mugging city dwellers on the streets have some advantages over bandits and pirates. They only need weapons, and the loot will be in the form of coin or valuable items, so it is easy to move. Merchants and fences are likely close by. Unfortunately, so is the authorities, and they can be recognized. A variation on this is robbery of a store or a bank. This may involve more people and more victims.

Unless the town is reasonably large, everyone will know everyone by sight, so it is difficult to get away with robbery, unless the victims are killed, or too scared to say anything. Or to put it bluntly: It may be a way to get some fast cash, but as a way of life, it is extremely dangerous.

Protection Money

One common way for thugs to make money is to try to intimidate businesses and citizens to pay them money to avoid harassment from said thugs. This may involve that the thugs also protects payers from other thugs. And if someone does not pay? Well, it is not very intimidating if nothing happens. However, it is not always that simple. A direct attack on someone may incur a response from authorities or the locals, so the thugs may let it slide. Or they could exact revenge. Note that many cities were extremely vulnerable to fire, so only the most stupid would try to burn down someones home.

Betting and Games

During human history a giant wealth of games have been constructed to provide a diversion when time allowed it. They can be purely chance (who rolls the highest number on a die), a mix of chance and skill (poker or bridge) or pure skill (chess). It could also be sports, e.g. a horse race or a boxing match. Sometimes people bet valuables on the outcome of the games. And when that happens, some will try to hedge their bets by cheating.

Cheating can be by figuring out techniques to roll dice in a particular way, using marked cards or even bribing participants to lose their game. Magic could also be used to cheat, as well as to catch cheaters. As such this does not require a criminal organization to carry out, but if more than one person is involved, it is, by definition, an organized crime.

Note that in some cultures, it is illegal to bet on games, or only legal in certain ways. Some sports may also be illegal, e.g. duels to the death. Some will pay money to watch it. Organizers of such events will need to spread the word, find a place for the event and organize food, drink and, possibly, gambling.

Forgery and Counterfeiting

Most cultures need some sort of paperwork to keep records straight, establish identity, rights, property, money etc. Paperwork does not have to involve actual paper, but could be stone tablets, metal signet rings or some other medium. Forgery is the act of making an object to deceive someone to believe that the object is authentic. This could be a deed of ownership, a signet ring, a receipt for paid toll or something else entirely.

One common type of forgery is to produce currency – counterfeit money. Coins whose value is dependent on its metal can be counterfeit by mixing up the metal with some other, less valuable metal, or by using a less valuable core. This allows the counterfeiter to make money whose face value is a lot larger than the actual metal value. This is naturally highly illegal, and most governments will come down extremely hard on counterfeiters. Another technique is to shave the edges of a coin, again to stretch the metal value into multiple coins.

A skilled gold smith could most likely produce counterfeit coins all alone, but might have some difficulty to use them without attracting attention, so an organization could be helpful, but also dangerous as there would be more people who could talk. Paper money would require someone with a very fine hand, and possibly a printer to produce large quantities. Paper money also implies a more regulated society, so the counterfeiter would have more trouble hiding his or her illicit activities. Naturally, legally sanctioned producers of currency can get greedy and utilize the techniques above to produce counterfeit money. This is particularly easy for paper money (just print more paper), whereas coins based on metal value require some extra work.

Falsifying documents would most likely require someone experienced with how such documents should look, e.g. an official, as well as some sigil. Sigils could be forged by an adept metalworker. They could work alone, e.g. as a corrupt (former) official at a customs station.

One could also forge goods, e.g. an instrument made by a famous instrument maker. Depending on the type of good and the scope of sale, this could be the work of a single forger, or involve a large organization of craftsmen, smugglers and unscrupulous merchants.


Sometimes also called a scam or a con, the swindler tries to fool the victim (often called mark) into giving something to the swindler. The object could be money, information or even participation in some other activity. The swindler will often try to fool the victim into doing something that will keep the victim from turning in the swindler, e.g. by having the victim doing something illegal, or may try to make the victim believe that he or she has not been swindled at all. Some scams may not even be illegal.

The swindle can be very short and simple, or very long and involve many hired helpers. The swindlers may want to avoid running into the victim again, so if the victim is not a traveler, a city of significant size is needed unless the swindlers are ready to move somewhere else.

Wikipedia has an excellent list of cons, some of which can be adjusted to medieval times. Note that most of them assume that the victim has something of value not tied to land, e.g. cash, jewelery, art, fine items or other loot that can be carried. Naturally, the loot could also be the next meal, which is important if you are starving.

Urban crime

When considering how crime is carried out in an urban center, one needs to remember that the city must have a reasonable size to offer some sort of anonymity to the criminal. If the population of the city is a few thousands, everyone will know everyone, by face if not by name. If someone is a professional criminal, it the rumor will quickly spread, and someone will take action. Depending on the society, this could be the authorities or armed citizens.

If significant trade travels through the city, foreign travelers and merchants could be considered fair game. They are, after all, not part of the local community.

However, for an urban career criminal, there is safety in numbers in large cities, whereas small cities are much more dangerous.

You may wonder how many criminals a city can support. Well, according to Wikipedia, FBI estimated that there were approximately 1.4 million gang members spread out over 33.000 gangs in the US in 2011. That is approximately one for each 225 citizens, or 42 members per gang. However, in a country like Denmark, the number of gang members is smaller than 2500, corresponding to one gang member per 2100 citizens.

Rural crime

In rural areas everybody knows everybody, usually both by sight and name. So, organized criminals in rural areas are unlikely to be able to keep their activities hidden for long. Once the criminal is found out, the only alternative to punishment is to hide or flee, possibly both. Thus, many rural criminals end up taking up the life of the bandit, living of robbing passersby, or poaching the local wild life.

Perks of a criminal organization

If a criminal organization were available, it could provide a number of perks to its members and associates:

  • Meeting places where members can meet to discuss important issues, swap information or do business.
  • Hideouts and safe houses where members can hide if they get into trouble. This could also be the first step to leave the area, if the ground is really burning.
  • Training so that rookies can learn from experienced criminals. Skills could be anything from sneaking, climbing, picking pockets, swindling or something else.
  • Doctors to care for wounded gang members.
  • Access to corrupt officials to help smooth things over or get information. This could also be judges measuring out sentences or bribing watchmen to look the other way.
  • Cheap access to illegal merchandise, e.g. tools or poisons.
  • Middlemen to deal with people wanting to buy illegal services or merchandise.

The type of society and criminal organization determines which, if any, of these perks are available to the members of criminal organizations. The organization may also have developed a thieves’ slang to convey messages in seemingly innocent conversation, e.g. to point out that a third party is trustworthy (or not).

However, in most ancient or medieval worlds, the punishments for getting caught were extreme, so most of the people turning to a life of crime would have to be desperate, viewing crime as a last resort to avoid homelessness or hunger.

You may also want to investigate the Russian Thief in Law group.

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Fantasy Worldbuilding: Commoners

Posted by Zumbs on December 8, 2013

Peasants, cobblers, smiths, masons, miners, butchers, bakers, fishermen, farmers, hunters, potters and many more were the commoners of the medieval world. Through their daily work the goods and services needed by medieval society were made. Their daily lives and outlooks are important parts of how a society works, and, consequently, a cornucopia of inspiration for adventures or simply backdrop to the action.

Most player characters will also come from a simple background, the life of the commoner will be their background as well. For inspiration, you may want to watch some of the historical documentaries by Terry Jones, notably the The Surprising History of Egypt, Rome and Sex are recommended.


It has been said that any society are three meals away from revolution. It certainly is true that before a group has secured its source of food, it can do little else than try to secure a source of food. Eating also has important cultural significance: People meet over a meal to build and maintain family relations, friendships or to negotiate deals. Often there are all sorts of rules that apply to the meal, e.g. the rules of hospitality.

How do they get their food?

Is it harvested from their own land? Purchased at the market place? In ancient Rome most commoners did not have a kitchen, so they purchased the food at restaurant and fast food bars on the street. This is likely to cause a lot of people being outside and on the streets at all times of the day. If, on the other hand, meals are cooked at home, streets are likely to be empty around dinnertime. Kitchens could also be communal in nature, so everyone in an area, e.g. a building block or a village, would meet and share a meal, while discussing the issues of the day, rumors, news or telling stories.

There could also be differences between cities and the countryside. Aside from the smaller population in walking distance, if you grow your own food, why sell it to someone just to buy it back?

What do they eat?

Do commoners subsist on porridge, or do they eat a more varied diet? What can one expect to find in a home or at the inn? How much do they eat? Is the fear of starvation real for a commoner? This can be used both as a backdrop and as a vehicle. Hungry people are likely to do anything for a meal, so they can be used as pawns by unscrupulous people, steal food, rob people with money, start a revolution or even eat corpses in desperation. Similarly, the fear of hunger can drive both individuals and groups to desperate acts. Mass starvation could also lead to mass migration, causing all sorts of political instability. If food comes from very few sources, there is also the real possibility that the source could dry out, e.g. due to sickness, over-usage, pollution or magic.


What sort of clothes do people wear? Cotton, linen, silk, fur or something different? Is it purchased at a shop or at a tailor? Usually, most cultures will make clothes that are suited to their climate and life style, however, it is also important to look spiffy to attract attention from the other gender as well as respect from others. Even if the culture is highly puritanical.

Clothes could be produced from local or imported produce, and raw materials could be both imported or exported, resulting in significant trade. Different color often had different prices in the real world depending on how the dye was produced. Tyrian purple was made from a secretion produced by certain snails, and was reported to being worth its weight in silver.


In ancient Egypt people slept on the roofs of their houses, looking up at the stars. With no street lights and little cloud cover, they must have studied the stars, making up and telling stories of the stars and the images they saw in them. Premodern homes were different from our modern homes, and it is one of the places where you must take care with your own misconceptions.

Homes are important to keep warm and safe, as well as living together as a family. What sort of home does a commoner have? Is it a house, a flat or a tent? The construction is also very important. In particular, what is in the house? As noted earlier, ancient Romans had no kitchens. How about lavatories? If people use a lavatory in the yard, you have chance witnesses to things happening in the yard or in the street. Bathing and cleanliness is also a consideration. Many cultures had public baths where everyone could go, negating the need for private baths. Such facilities are also a place where one can catch up on the latest gossip, scope attractive persons or get ready for an encounter. Lavatories and cleanliness also have direct effect on the general health and spread of disease.

Houses also have inventory, e.g. chairs, beds and closets. There may also be drapes and blankets for coziness, small alters for worship and various trinkets owned by the occupant(s), e.g. beautiful rocks or jewelery. The occupants may also have tools for their trade and various hobbies.

As visits to houses happen often, you may also consider the design principles of the culture. What is important to show to the visitor, and what is hidden? If it is important to show wealth, you have ample options for shame (of modest homes), jealousy, theft or competition.

The nature of visits can also be dependent on climate, so in cold climates visits will be indoors, where visits in warm climates may happen on a terrace. When designing the culture, it is a good idea to draw a few floor plans of common houses, so you can make up more on the go.

More spectacular layouts are also possible, e.g. in the ancient city of Çatal Höyük, there were no paths or streets between houses. The roofs of the houses effectively became the streets, and houses were entered by holes in the roof using a ladder.

Hopes and fears

Even in the most static of societies, there are those who reach above the station of their births. Alas, it is also possible to fall below the station of ones birth. Often there is a general dynamic in a given period in a society. During the Roman expansion, peasants were pushed off their land into poverty. The black plague caused severe labor shortage, resulting in better conditions for commoners (and women) until the population gap had been closed. Organized labor has significantly improved rights and living conditions of commoners in the 20th century.

From the view of the commoner, what are the chances of falling into poverty, and what are the chances of improving ones lot? And how does one go about it?

Falling into poverty is disturbingly easy. An accident could make a commoner a cripple, unable to work his or her profession, reducing the commoner to a beggar. A home and shop could be lost in a fire, causing the commoner to lose family, home, tools and savings. Peasants can be pushed off their land, anyone can start drinking too much. Consorting with the “wrong” type of people can cause the commoner to loose respect or business. Depending on the society, the result can be the life of a beggar, a slave or even worse, with different kinds of rights and options.

Commoners may try to get some insurance against these issues, e.g. by joining a guild or placing themselves under a powerful patron. Someone may play on anothers fear of sliding into poverty, and use this to get power to themselves. They may even go so far that they spread fear to make people more gullible, e.g. by sponsoring a crime wave or selling liquor on the cheap.

This also makes for a number of adventures or campaigns. Maybe a local monastery are hiring a group of bandits to harass or even murder families in an area that they covet. A friend could fall in with unsavory types, or end up owing a lot of money. Any organization of commoners is likely to generate resentment or downright hostility from the ruling elite, so they will try to break such an organization – or to corrupt its leaders.

It is also possible to better ones position. Through hard work and skill, one may be able to attract more business, make more money and maybe expand the shop. Bravery and loyalty may get the commoner on the good side of a lord or an influential businessman, which could lead to more trusted positions, titles or land. Someone rising could generate resentment from others who believe that this nouveau riche person is taking a post destined for someone born for that position, foiled their plot or are simply bad mannered and foul.


Every now and then even the commoner will have some time off to relax. During this time, the commoner can play a game. Boardgames like chess or nefatavl could be popular in winter or among the infirm. Sports are also likely to be popular. You may be tempted to look at the Olympics for sports, but they have a significant drawback: They are competitive spectator sports. While that certainly can be fun, team sports are also quite popular. Sometimes they can be quite violent as well, and the rules are not always well defined, as described here. Another related source of entertainment can be local competitions that are mostly there for fun, like sackraces, possibly with multiple people in the sack, e.g. parent and child or a young man and woman, or to show off prowess in cooking or agriculture. Such celebrations can be a wonderful way for players to get to know an area, and can be a part of an adventure, like We need to win the best shepherdess competition to get the magic mirror.

Another source if entertainment is to watch a play or go to the circus. Unlike today where plays and circuses often become quite sombre affairs, the spectators took a much more active part in plays in premodern times. If the play was bad, they could throw stuff onto the scene (or maybe even if it was good), and they could shout comments. Much fun could ensue if the actors would react humorously to the comments.

The troupes could be traveling from city to city, so they would be strangers. As the locals have not known the troupe for their entire lives, they would not be considered trustworthy, with all their traveling they may even be considered to be shifty, thieves and almost criminal. This would make targets for (youthful?) infatuations as well as scapegoats for all sorts of crimes. Some of them could also be criminal. They could also have a reason to take up life on the road, e.g. to escape a powerful enemy, a crime, debt or just to see the world. Indeed, the start of a campaign could be that the party decided to travel the world with a group of actors.


Depending on how magic works in your world, it will impact commoners in different ways.

If magic is something dangerous, practiced by secluded witches and wizards, commoners will tend to be afraid of magic and magic uses and try to protect themselves, e.g. by painting an Eye of Horus or similar. These protections can be more or less effective, or may have a root in something that was effective.

Magic could also be as common as any other tool. In this case commoners would tend to use magic themselves, e.g. to improve the quality of their goods. Commoners may also utilize body art, e.g. tattoos, to protect themselves from magic, or to improve their ability or something similar.

In both cases, the magical service may not work quite as the commoner is lead to believe. It could have side effects like being addictive, causing accidents, draining the user of life or will, or do something quite different.

Posted in Fantasy, Rolleplaying Games, Worldbuilding | Tagged: , , , , , | Leave a Comment »

Shardowrun Returns by Harebrained Schemes

Posted by Zumbs on November 30, 2013

Shadowrun Returns LogoShadowrun Returns is a computer roleplaying game in the style of Arcanum, based on a pen and paper roleplaying game called Shadowrun. It was funded through a hugely successful Kickstarter campaign (36,000 backers, $1.8 million raised) and is available for Android, iOS, Linux, Mac and Windows, and sold on Steam, iTunes and Google Play. Harebrained Schemes has recently announced that they plan to make Shadowrun Returns available DRM-free, through gog.com.

All in all, I consider this a good game. I’m looking forward to the future campaigns and games from Harebrained Schemes.


I only actually played the Shadowrun RPG once, and it was back in the 90s, but I got to know enough to get the cliff notes on the world. Shadowrun is set in a dystopian future (2054 to be exact), where coporations have taken over from the nation states and pollution is rampant. Technology has advanced to the point where human beings can be enhanced by having technology (called cyberware) implanted, e.g. to get better eyesight, hidden weapons or more resistant to damage.

So far, it sounds a lot like your classical cyberpunk world, inspired by works like Neuromancer or Hardwired. But Shadowrun comes with a twist: A few generations ago, magic returned to the world. Imagine the surprise of regular parents when their children are born as elves and dwarves – or the horror of teenagers carrying orc or troll genes grew into … well … orcs and trolls! On top of this, there was the surprise of wizards and shamans alike that their ancient rituals suddenly had a tangible effect.

The player is intended to take the role of a shadowrunner, a mercenary hired by wealthy people and entities to take on missions of a shady character. The shadowrunner can have varying morals, but they typically live on the fringes of society, even if they make a lot of money.

You can find a lot more info on the world here.


The game comes with a single campaign – Dead Man’s Switch – but at time of writing Harebrained Schemes is working on a larger and more ambitious campaign, Dragonfall, situated in Berlin (sometimes also called the Berlin Campaign).

Shadowrun Returns location

The bubbles above some of the characters imply that they have something to say to you.

Dead Man’s Switch is set in Seattle (incidentally, the only Shadowrun PnP book I have, is the Seattle source book), where the player is contacted by Sam, a former shadowrunner ally that the player has not seen since a run went South. Sam is dead. Given his line of work, he assumed that he would end up dead, so he had a chip installed that would activate the message on his death. Sam wants the player to go to Seattle, find and punish the killer. The reward is 100,000 nuyen (a shit-load of money).

As the player investigates the murder, it becomes clear that the murder mystery is like the outer layer of an onion: Every time one issue is resolved, a new layer appears, adding a new mystery.

The campaign is well written, with many memorable characters and locations. In a similar vein, the player is given the option of some quite witty responses to NPCs. However, the campaign suffers from being very linear with locked doors used to herd the player in the “correct” direction.

It is also the game that controls when combat is entered and left as well as who can be attacked and who can’t be attacked. This reduces the freedom of the player. This is intended to minimize non-essential branches (making the campaign more robust), but it is a bit annoying at times.

At time of writing, it is also the game that controls saving: The player cannot manually save his or her progress. This is a bit annoying as there can be a half hour between save points. It should be noted that Harebrained Schemes is working on making a save game system where the player can save the game during missions. Even though we are used to all games having manual saving, it is not a trivial task to do well.


When you start a campaign in Shadowrun Returns, you also create a character. You can select name, gender, race and skills. Aside from the necessary nouns, gender has only aesthetic effects on the game. Race has little effect when you start out, but it sets a max on how good you can get at something, e.g. humans can get to 9 in everything, elves can go to 12 in Charisma, but trolls can only get 6.

Skills and stats are increased by expending Karma (rewards for doing quests). To increase a skill or stat by one point, you expend a number of Karma points equal to the next skill level. This means that as you get better, you need to spend more points.

One nice effect of this is that the first few skill levels are quite cheap, and, thus, you don’t have to worry so much about wasting a few skill points. For instance, I took a point in unarmed for my first character. Never used it. Better yet, it also means that you are actually encouraged to invest in supporting skills. Raising a skill from 9 to 10 costs 10 Karma, the same price as raising another skill from 0 to 4.

Followers and Combat

There are a lot of hard missions where you really, really need backup. Sometimes you will have friends, allies or people with similar interests who will follow you. Other times you will have to hire backup.

For the most part it works quite well. Combat is turn based, and when your side gets their turn, you control your main character as well as your followers.

There are some annoyances, though. One is that you cannot move equipment around between followers. The only time where you can give them equipment is just before going on a mission. And if you give them something, they do not give it back, even if it is not used.

Another issue is that you cannot use their skills to pass skill tests. So, your hired decker cannot hack into a computer system. You have to spend skill points to do that.

The game has resurrections called Doc Wagons, where dying characters can avoid dying. Your character can use them, your followers can use them, but they cannot use them on the player, which has failed me a few missions.

The enemies do not play to the hilt on the default difficulty. As I understand it, the AI will try to make the fullest of the NPC only if the difficulty is set to max. But be ware: Without the ability to save during missions, the likelihood of failure rises sharply with difficulty.

Art and Music

The art looks good. The view is isometric, similar to computer roleplaying games like Arcanum or Fallout, but with much more sophisticated engines and graphics. It is not top-of-the-line, but definitely good enough. And, to be blunt, once the graphics is of a decent level, Harebrained Studios really should move their focus to the story. I find the music quite good. You will be listening to it a lot while playing, so it really needs to be easy on the ears.

Editor and User Generated Content

Shadowrun Returns ships with an Editor that allows players to create their own stories and share them with others. I have not used the Editor much, but it seems quite easy for such a powerful tool.

If you press New Game followed by Find More Stories in the main menu of the game, it will open a browser with info on how you publish and find ContentPackages. User generated ContentPackages are sometimes called User Generated Content (UGC), story or mod, depending on which part of the community you are in.

shadowrun-returns-avatarThere are two major hubs for content packages: Steam workshop and the Nexus sites.

When it comes to Shadowrun Returns, Steam Workshop is by far the largest and most active. At time of writing, it has 234 files and it is my impression that it has x25 more downloads per file than Shadowrun Returns Nexus.

This is not surprising: Tablet users do not have access to mods, so Steam is the place where people get Shadowrun Returns (aside from some 35,000 backers). Furthermore, it is very easy to install content packages from Steam Workshop. Press the big, green Subscribe button, and the UGC will autoinstall and autoupdate. Steam Workshop is also integrated with the Editor, making it easy to create a content package and upload it to Steam Workshop.

However, Steam Workshop requires that you have purchased the game through Steam, so I suspect that if sales take off from gog.com, things will pick up at Nexus.

Nexus is a family of sites that grew out of the Elder Scrolls modding community. It is also quite easy to install mods from Nexus, but there are a few more steps:
1) Download the file.
2) Extract the contents of the downloaded file to \Shadowrun Returns\Shadowrun_Data\StreamingAssets\ContentPacks. For Steam games the install path will usually be something like C:\Program Files (x86)\Steam\steamapps\common.
And … you are ready to start playing. For convenience, you can make a shortcut to the ContentPack folder.

I have played a number of UGCs, and they are generally of high quality. It is clear that the authors have put a lot of soul and work into their creations. As it is long and hard work, many of them are partitioned into chapters, where each chapter may be 1-2 hours of play. Alas, the authors do not always write that much of a description of their stories, so you don’t always know what you get. It also seems that some of the changes in the 1.1.0 patch broke some UCGs. Usually, that will be clear from the comments section.

It is fortunately easy to import characters from a saved game to a story, so you can easily play the same character through multiple stories. However, many stories are balanced to characters of a certain power, so you want a challenge, you should keep that in mind.

Posted in Games, Shadowrun Returns | Tagged: , , , , , , | Leave a Comment »


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