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  1. - Top - End - #1
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Jul 2017

    Default Building Fantasy Constantinople

    Hi there!

    I've inherited a campaign from the previous DM and I'm working on fleshing out some aspects. In particular, I want to work on developing the capital so it's in good shape when the PCs visit in a few months. I'm looking for ideas that either make it a more interesting and unique place or that help better establish the workings of the city. The key features of the city are light worship, trade, and imperial might. As I mentioned, I'm using Constantinople as a loose template.

    Vereden is the capitol of a monotheistic, light-worshipping theocratic empire that has conquered most of the continent in the past two or three decades. It sits at the mouth of a narrow (one mile wide by eight miles long) passage between the ocean and a vast inland sea, allowing it to tax and control trade. Worship in the past decades has transitioned from a holistic and balanced approach to light and the sun to a more austere and intolerant view that has outlawed worship of all other gods. The emperor is not a direct figure in the Church hierarchy but is recognized as the champion of the light and has made religion a key facet of his conquests. However, in recent years the emperor has grown more reclusive and now rarely ventures beyond his palace.

    Key features of Vereden include a heavily fortified fort and accompanying military academy on the opposite side of the passage, along with some immediate commercial support. The channel is spanned by a high arching bridge some 200 feet in the air to allow ships to pass through, and also guarded by a pair of enormous hollow statues that can erect a massive Wall of Light to barricade the passage. Additional features include a massive grand cathedral that holds prayers three times a day, an isolated palace likely on an island, and a bastion or citadel used by the emperor's personal Inquisitorial agents. There's also stuff you might expect to find normally, like a large garrison for the city guard, separate drydocks for naval and commercial vessels, and an large inspection office for goods passing through.

    I'm still looking for more flavor to add to the city though. Some of the ideas I've had are monasterial lamplighters that disperse each evening to keep the city very well lit and a thriving industry for spun glass sculptures meant to beautifully reflect light. Additionally, there's a druidic order of city servants that maintains parks and botanical gardens and teases flowers into unique forms using enhanced phototropism, but they've fallen out of favor due to understanding the need for light in moderation. Any ideas you can add would be greatly appreciated.

  2. - Top - End - #2
    Troll in the Playground
     
    HalflingPirate

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    Default Re: Building Fantasy Constantinople

    Pillars of Light support the Glasteel Dome of the primary temple. Seven, nine, twelve, or whatever significant number the church favors pillars glow softly golden in daylight and white at night, supporting a ceiling designed to impress. Closed rooms throughout the temple complex have illuminated statuary, decorations, and archetectural features placed so that no part of the temple complex is ever dark.

    Smaller neighborhood temples consist of one or more illuminated pillars on the grounds of former temples to other deities which have since been torn down. Those temples which, at first, were allowed to continue to operate had permanent illumination installed. When they were later converted to serve The Light they were not destroyed, but simply repurposed.

    The Beacon stands on an island in the protected harbor, burning brightly at night, both to illuminate the city and to guide ships to the port.

  3. - Top - End - #3
    Ogre in the Playground
     
    Flumph

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    Default Re: Building Fantasy Constantinople

    Ok lets play with some other things Byzantium was known for and could be happily integrated.
    May not want to steal all of them but for a few menu items.

    A large chariot racing ring (Hippodrome) and a major centre of entertainment. Was also directly attached to the palace - Maybe replace with another sport but this kind of thing was huge-and the arches in the base of supporting walls for the stands were a hotspot of street food, commerce, and fortune tellers.

    Baths. Elaborately decorated with tile and advanced engineering these are a social hotspot and a good excuse to mix up your players expectation (suddenly breaking out unarmed combat, grapple penalty (due to wet skin and possibly oil), and other rules they are not min-maxed for).

    City government run by themes. Neighborhoods that answer to nobles, a specific ethinic warrior group, a monastery, a guild, or whatever. While out in the sticks these are provinces or country like subdivisions there was also neighborhood level ones in the capital. These influences could help you boost the apparent feel of different spots in the city.

    Some type of play on the Varangian Guard. These high level bodyguards that are conspicuous outsiders and by virtue of their outsider status beyond the politicking of the higher levels of the imperium. They would make a nice contrast to the "civilized" city that they are found in if you keep them as barbarian types (at least by local standards).

    For a while the Byzantines had a REAL thing for purple, especially around things associated with the imperial family. Maybe you keep it purple or maybe switch up the colour to something else (gold for the sun? sky blue? but purple still works-can have it be old tradition or tie it in to the idea of the "first predawn light" that illuminated the royal family first or some such) And then load in things like control of Tyrian Purple dye and Porphyry


    and just something off of what you mentioned already for the city.

    The temples of the old gods. Their worship now banned their temples haunt the city. For social reasons and superstition few with to acknowledge their impact in the city and so avoid anything that interacts with them in the old manner.
    Some have been torn down and their cut valuable stone reused in various projects (so a random new mansion may have the relief carvings or ancient text from such a temple).
    Some have had their idols torn out and are being reused for other goals. Their walls and lay-outs betray their old uses let alone the memories of any more than a couple decades old.
    Some stand empty and echo-y, boarded up or with doors blocked by loose rubble, ignored by the populace who basically claim they don't exists. And while most really are empty others have attracted the homeless, street urchins runaways, dark cults looking for a place to hide and perform their rites etc.
    Burned out and collapsed husks still stand in a few places where holy fire was used to cleanse the taint of the un-light gods and many with not build on such sites. Even after blessings of the light these areas are often just paved over in a platform style with a new building places on top leaving the ruins and lower levels buried and out of mind.
    With the speed with which these temples were shut down and claimed to not exist by the government it wasn't a calm and careful affair. It was a round people up and board it up. Detailed searches were not done. Hidey holes, secret passages, and hidden subterranean levels behind secret doors still riddle the old buildings still undisturbed.
    Last edited by sktarq; 2022-07-18 at 12:54 PM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Default Re: Building Fantasy Constantinople

    Quote Originally Posted by brian 333 View Post
    Pillars of Light support the Glasteel Dome of the primary temple. Seven, nine, twelve, or whatever significant number the church favors pillars glow softly golden in daylight and white at night, supporting a ceiling designed to impress. Closed rooms throughout the temple complex have illuminated statuary, decorations, and archetectural features placed so that no part of the temple complex is ever dark.

    Smaller neighborhood temples consist of one or more illuminated pillars on the grounds of former temples to other deities which have since been torn down. Those temples which, at first, were allowed to continue to operate had permanent illumination installed. When they were later converted to serve The Light they were not destroyed, but simply repurposed.

    The Beacon stands on an island in the protected harbor, burning brightly at night, both to illuminate the city and to guide ships to the port.
    Good thinking! The dome of the cathedral can be reinforced glass such that the sky and sun are visible during the day. At night, lights are reflected from the inside to reflect an enormous solar artwork. The light still emits outside the dome and the arches create little portholes of light that reflect out into the city. Where they land, space has been cleared for public markets.

    Quote Originally Posted by sktarq View Post
    Ok lets play with some other things Byzantium was known for and could be happily integrated.
    May not want to steal all of them but for a few menu items.

    A large chariot racing ring (Hippodrome) and a major centre of entertainment. Was also directly attached to the palace - Maybe replace with another sport but this kind of thing was huge-and the arches in the base of supporting walls for the stands were a hotspot of street food, commerce, and fortune tellers.

    Baths. Elaborately decorated with tile and advanced engineering these are a social hotspot and a good excuse to mix up your players expectation (suddenly breaking out unarmed combat, grapple penalty (due to wet skin and possibly oil), and other rules they are not min-maxed for).

    City government run by themes. Neighborhoods that answer to nobles, a specific ethinic warrior group, a monastery, a guild, or whatever. While out in the sticks these are provinces or country like subdivisions there was also neighborhood level ones in the capital. These influences could help you boost the apparent feel of different spots in the city.

    Some type of play on the Varangian Guard. These high level bodyguards that are conspicuous outsiders and by virtue of their outsider status beyond the politicking of the higher levels of the imperium. They would make a nice contrast to the "civilized" city that they are found in if you keep them as barbarian types (at least by local standards).

    For a while the Byzantines had a REAL thing for purple, especially around things associated with the imperial family. Maybe you keep it purple or maybe switch up the colour to something else (gold for the sun? sky blue? but purple still works-can have it be old tradition or tie it in to the idea of the "first predawn light" that illuminated the royal family first or some such) And then load in things like control of Tyrian Purple dye and Porphyry


    and just something off of what you mentioned already for the city.

    The temples of the old gods. Their worship now banned their temples haunt the city. For social reasons and superstition few with to acknowledge their impact in the city and so avoid anything that interacts with them in the old manner.
    Some have been torn down and their cut valuable stone reused in various projects (so a random new mansion may have the relief carvings or ancient text from such a temple).
    Some have had their idols torn out and are being reused for other goals. Their walls and lay-outs betray their old uses let alone the memories of any more than a couple decades old.
    Some stand empty and echo-y, boarded up or with doors blocked by loose rubble, ignored by the populace who basically claim they don't exists. And while most really are empty others have attracted the homeless, street urchins runaways, dark cults looking for a place to hide and perform their rites etc.
    Burned out and collapsed husks still stand in a few places where holy fire was used to cleanse the taint of the un-light gods and many with not build on such sites. Even after blessings of the light these areas are often just paved over in a platform style with a new building places on top leaving the ruins and lower levels buried and out of mind.
    With the speed with which these temples were shut down and claimed to not exist by the government it wasn't a calm and careful affair. It was a round people up and board it up. Detailed searches were not done. Hidey holes, secret passages, and hidden subterranean levels behind secret doors still riddle the old buildings still undisturbed.
    Lots of stuff to work with here. I should definitely think of some popular sport or common event within the city. There's a massive cooking competition that takes place every five years in the parks, with an amphitheater and walkways built to support it. But some kind of racetrack or arena would be good too.

    Two ideas for the neighborhood governments- because the city was originally a trading city, the wealthy neighborhoods are probably better entrenched and more independent. Worship of other gods might even be tolerated, so long as it isn't overt. And with the emperor enacting less direct control over the city, there's likely an emerging power struggle as city administrators jockey for influence and ambitious crime lords attempt to establish themselves in their various territories.

    Baths, special guards, and colors are all things I can consider. As for the outlawing of other religions, I think it was somewhat gradual, at least within the city. Lots of proselytizers and exhalations of their one god as the empire expanded and financial stressors on temples of other deities followed by a formal but only moderately enforced ban. It was only when some temples flouted imperial authority and openly defied the law that they were directly retaliated against and razed. Most of the imagery was destroyed but some found its way into merchants' possession, either as revered remembrance or simply as a trophy.

  5. - Top - End - #5
    Ogre in the Playground
     
    Flumph

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    Default Re: Building Fantasy Constantinople

    Quote Originally Posted by Nidgit View Post
    Lots of stuff to work with here. I should definitely think of some popular sport or common event within the city. There's a massive cooking competition that takes place every five years in the parks, with an amphitheater and walkways built to support it. But some kind of racetrack or arena would be good too.

    Two ideas for the neighborhood governments- because the city was originally a trading city, the wealthy neighborhoods are probably better entrenched and more independent. Worship of other gods might even be tolerated, so long as it isn't overt. And with the emperor enacting less direct control over the city, there's likely an emerging power struggle as city administrators jockey for influence and ambitious crime lords attempt to establish themselves in their various territories.

    Baths, special guards, and colors are all things I can consider. As for the outlawing of other religions, I think it was somewhat gradual, at least within the city. Lots of proselytizers and exhalations of their one god as the empire expanded and financial stressors on temples of other deities followed by a formal but only moderately enforced ban. It was only when some temples flouted imperial authority and openly defied the law that they were directly retaliated against and razed. Most of the imagery was destroyed but some found its way into merchants' possession, either as revered remembrance or simply as a trophy.
    One of the first things I, personally, like to think about about when creating worlds is how to support lots of adventure hooks and ideas.

    Now how much you want to salt this city with easy adventure sites is mostly going to be a question of how much you'll be using this place in your games and how much you have a plan for the current group. Basically I was thinking how to make a ton of quick and logically supported adventure hooks and adventure sites. Fetch quests for followers of the old gods, needing inscriptions from an old temple that is now spolia in new mansion or civic building for tracking down a riddle or map reference, etc. Though the gradual pressure would make a good reason why many temples would have created such hidey holes. Not to say in this case you should change it at all but pointing to what may be helpful overall.

    Another thought is if the city has grown a lot is: if back when it was only a medium sized town if there were other towns, villages,or thorps that were once independent but have been subsumed into the main metropolis over time. These could give those areas their own flavor and identity as well. For example if a smaller town (with a less desirable port) was 3-5 miles up the coast it may have been forced to accept less desirable types to its port in a failed attempt to compete with its neighbor the capital to be. . . and while eventually to city grew to 12 miles across (for example) and absorbed this town the neighborhood that tried to compete still has a chip on its shoulder and is still rife with smugglers, places where pirates can admit they are and not just traders, and untaxed goods. This kind of thing could also be a reason to have multiple nodes of main roads and mini "city centre" type areas. Where old outer walls, cramped buildings, different styles, etc would be found and also break up the kind of "planned city" that can easily happen in such cases (but also makes for great contrast in the newer parts of the city)

    Also with things like the Chariot races I would recommend something where it can have a similar socio-political role. I mean they were extremely important. Things could get out of hand. And this is again to give you the DM options. It gives another axis for identities, loyalties, etc. So thus people who may otherwise ally would over a shared Chariot team (and back in Rome there had been other colours/teams besides just blue and green the scarlets, whites, and briefly purples all existed but didn't last to move of the centre of the empire east). Plus something like chariot races includes lots of support places and people (horse farms, training compounds, chariot builders, etc) which make interesting NPCs, locations to meet or adventure, and centres of money that can sponsor quests. Again i'm not saying chariots should automatically be the thing but look at what to use in its stead not just in imagery but in adventure potential.

  6. - Top - End - #6
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Default Re: Building Fantasy Constantinople

    Agreed, slightly decentralized and multiple city centers are the way to go with major cities that have expanded significantly over time. However, the party is solidly Tier 3 at this point and haven't shown a ton of interest in minor side quests, so I'm not terribly worried about providing quick hooks. I'm reasonably comfortable ad-libbing something if someone decides to go wandering but there are a number of existing hooks already in place that I can highlight where necessary. One new PC recently gifted me with an offhand remark regarding brawls over fanfiction about the party, for instance. So I'm mainly anticipating that the party will be dealing people of importance with a couple of smaller vignettes thrown in.

  7. - Top - End - #7
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    HalflingPirate

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    Default Re: Building Fantasy Constantinople

    A naval power requires ships. Scows to haul lumber from regions which have not yet been deforested, traders to play the small ports seeking to buy low and sell high, merchants whose organized networks move bulk cargo from elsewhere to the city, and yachts for the wealthy, both as pleasure barges and fast couriers, and many styles in between.

    To protect this commerce there is a naval presence. Massive trebuchet kept behind walls on coastal heights stand ready to shower incoming fleets with tons of stone or burning bales of tar-soaked hay. Ballistae and archers guard choke points, some of which are artificial constructions. Underwater tunnels can connect artificial island fortifications to the city and the tunnels can be easily flooded in case the forts are captured.

    Commercial and naval docks are likely separate, with additional defenses for the naval forces. Larger commercial vessels dock at more easily accessed piers protected by simple breakwaters.

    Commercial and naval shipyards may be separate, but if trade pays for the navy it is likely the shipyards construct and repair both kinds of vessels.

    Tugs and barges serve to guide and tow vessels to docks and to load and unload them at anchor. Tugs are small open topped galleys with rowers trained to steer larger vessels into and through tight quarters without relying on favorable winds or tides. Barges may be large enough to support gantry cranes to assist in loading or unloading vessels, perhaps with donkeys or mules providing the power, or perhaps humans.

    Harbor Defense Boats are small, agile, and fast ramming galleys, perhaps with an overhead shell or shield wall. Larger ones have boarding ladders and planks, and carry enough crew to successfully board a large ship.

    Coastal Patrol Boats are hybrid sailing galleys. Their purpose is to scout for enemies at sea, discourage piracy and smuggling, and support the taxation of coastal trade.

    Warships are primarily sailing ships but may be galleys, often equipped with ballistae and a ram. These vessels are designed and crewed to take the fight to enemy fleets.

    Ships of the line are designed to capture and destroy enemy fleets and fortifications. Primarily reliant on wind, augmented by oarsmen, these vessels carry siege weapons and massive crews. Even if ramming ships succeed in penetrating their waterline defenses, they may take so long to sink that their crews may defeat and capture the vessels of the attackers before the vessel founders. These vessels are right at the technical limit of what can be built, so they tend to be less seaworthy, and their lack of agility makes ramming a pointless attack against all but stationary targets.

    Adventure Arc:
    1) A young Ensign commands a harbor defense boat, often given the menial job of pilot boat for larger merchants. A pirate is following a merchant vessel, attempting to force her to turn and fight. The small galley defends the merchant.

    If the pirate is captured or sunk, survivors claim they would have been well paid for sinking the ship because Wealthy Noble's niece was a board and could have been ransomed.

    2) Promoted to Lieutenant, the captured pirate ship, now repaired, is given to the PC. The mission is to find the pirate base and assess what it will take to defeat it.

    The PC has the means to take on the poorly defended base, but it will require taking out the pirate Warship which guards it first. Or the PC can return with help.

    Turns out the pirates are funded by a kingdom striving to weaken the Empire and gain the taxes currently going to the Empire.

    3) The lieutenant, promoted to captain, is given command of a warship and given orders to interdict trade to the port of the rebellious kingdom while a naval force is assembled. If the young captain is able to bring the rebel in line by getting it's king to pay the required taxes, and to give the heir to the kingdom as hostage, he can a kid the inevitable slaughter that will happen when the naval force arrives.

    4) Promoted to Commodore, the PC is allowed to choose a vessel and to undertake a mission of piracy suppression and exploration.

    This adventure arc will have to wait for the players to want to explore outside the city, so not until after several campaigns in the city.

  8. - Top - End - #8
    Ogre in the Playground
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    Default Re: Building Fantasy Constantinople

    For a Theocracy based on Light/Sun I would imagine there would be important religious ceremonies at Dawn/Noon/Dusk (The three times a day prayers you mentioned) but I would also expect particular big festivals during the summer/winter solstice. Having the party arrive in the city during a week long festival celebrating the summer solstice would allow you to highlight cultural aspects from particular foods/drinks/music/tournament games/clothing/etc... that are linked to this festival.

    You mentioned a monastery, the monks in it would naturally be themed on the Sun Soul subclass. But to give it a twist, have them be entertainers where they find meditation/zen in the performing arts. Basically they are searching for that state of mind athletes talk about when they are in the zone and time seems to slow down and they know what's going to happen before it happens. So they do acrobatic shows, juggle their Radiant Sun Bolt, breath fire, etc...

    I would consider possibly having lots of Phoenix themed stuff as it's something that is associated with the sun. Not sure what history the PCs already know about the empire, but perhaps if it's an old empire that fell and is now rising again under this new more militaristic theocracy then that is a solid metaphor for the Sun setting/rising or a Phoenix being reborn from it's ashes. To drive the point home there can be preachers in the streets giving sermons about how like the sun the empire is rising...

    In terms of political structure I would be tempted to borrow a bit from Japan as a paladin order that fill the political role of samurai would work well for you. So you have the emperor whose basically lost a lot if not all of the hard power but still has the social soft power, that hard power is now in the hands of the leader of a paladin order (Conquest/Glory themed) who is tied heavily to the church. Perhaps they are the niece/nephew of the church leader who raised them after their parents died.

  9. - Top - End - #9
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    OrcBarbarianGuy

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    Default Re: Building Fantasy Constantinople

    Ethnic enclaves. Older neighborhoods settled by a group of merchants from the same area “all us who speak the same tongue mutual aid and protecting society”

    New post-conquest neighborhoods, started with hostages from conquered kingdoms and bringing along all their support and service structures.

    Depending how varied the empire is, you could have some areas seem completely alien to normal citizens.

    Also, what happens to dead people? Cemetaries, crematoria, columbaria, etc take up a lot of space and can get very ornate

  10. - Top - End - #10
    Ettin in the Playground
     
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    Default Re: Building Fantasy Constantinople

    Quote Originally Posted by SpoonR View Post
    Also, what happens to dead people? Cemetaries, crematoria, columbaria, etc take up a lot of space and can get very ornate
    I mean, obviously there are huge salt deposits under part of the city, the mining of which left catacombs in which the dead are interned. The dry air (needed for the salt) desiccates the corpses, resulting in mummified remains.

    Carved into the salt are shrines, at which the priests bless the departed before they are interned.

    Mining continues in other parts of the salt mines, deep under the city.

    This results in fun hooks:
    1. Undead problems (mummies) when the rituals aren't performed
    2. The priests who intern the dead aren't priests of the sun, but are permitted to continue their rites. When disrupted, said undead problem above.
    3. Significant water intrusion could be a massive disaster. The salt would dissolve. The possibility of a collapse of sections of the city. The sewer system is thus strategically important.
    4. Salt has significant value.
    5. Delve too deep problems

  11. - Top - End - #11
    Barbarian in the Playground
     
    HalflingRogueGuy

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    Default Re: Building Fantasy Constantinople

    Quote Originally Posted by SpoonR View Post
    Ethnic enclaves. Older neighborhoods settled by a group of merchants from the same area “all us who speak the same tongue mutual aid and protecting society”

    New post-conquest neighborhoods, started with hostages from conquered kingdoms and bringing along all their support and service structures.

    Depending how varied the empire is, you could have some areas seem completely alien to normal citizens.

    Also, what happens to dead people? Cemetaries, crematoria, columbaria, etc take up a lot of space and can get very ornate
    Good thinking.

    Regarding the dead, I think there are a couple options depending on class. There are definitely a few columbaria that are used by the average citizenry. Rather than being stored indefinitely, however, the ashes are annually removed and used in an enormous fireworks festival to commemorate the dead. It's characterized as them leaving their last mortal remnants behind and becoming one with their god while embodying his supposed desire to fend off the night. Those who aren't ready to let their loved ones go may pay to have the ashes swirled into glass art, and particularly wealthy believers may even pay to have firework shows dedicated to a deceased relative.

    There are definitely cemeteries and smaller catacomb complexes as well, but under the current policy visiting one or holding a funeral at one is all but forbidden. Most funerals now take place in discreet corners outside the city, and a few secret entrances to both have been created over the years to avoid prying eyes. Those with connections might employ a druid to grow the plants in such a way as to create hidden spaces where one might pay their respects in peace.

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    HalflingPirate

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    Default Re: Building Fantasy Constantinople

    Glassmaking is an art in pre-industrial cultures, but it is a necessity in a culture devoted to the worship of light.

    Glassblowers will be highly payed, and very likely a powerful guild unless they have been incorporated into the church. Master glassblowers will rival the merchant aristocracy for wealth and power, and glasswares will be a major export.

    A local source of high grade quartz sand will be required, perhaps one that has been heavily mined, requiring imports from more distant locations. Limestone will also be required, but not in quantities that compete with building materials. Indeed, if limestone or marble, (or any intermediate grade between the two,) is being quarried for building material, the dust generated could be used to supply the glassmaking industry. If a supply of boron is available, (desert salt pans,) the glass used to make Pyrex dishes is possible.

    To make a window panes, ancient glassblowers made a glass balloon, cut it open, and laid it out on a flat surface to cool. This limits the size of the pane, and introduces a wavy pattern in the texture of the glass. Extrusion and roller presses are possible, but require industrial processes. Colored glass is easy, though color choices will be limited by the minerals available in the supply chain.

    Ancient glass was usually brittle and bubbly, but not always; secret techniques that were lost to time popped up here and there. Modern glass relies on over 3000 years of art and four centuries of science to do the amazing things we do with it. But imagine what glass could do if the craft was augmented by magic!

    Glass towers, (lighthouses!)
    Glass bridges
    Glass ship hulls (submarines)
    Glass defensive works

    Glass as a trade item would require each item to be small and packed with padding. If that padding was also a trade item, cloth or incense wood shavings, for example, it increases the value of the cargo. However, if disposable dross is required, it is an added expense.

    I forgot glass armor and weapons. Who wouldn't want a pyrex shield?
    Last edited by brian 333; 2022-08-07 at 08:44 PM.

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    Psyche's Avatar

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    Default Re: Building Fantasy Constantinople

    Do you mind if I use this as a city for my own campaign/novel?

  14. - Top - End - #14
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    HalflingRogueGuy

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    Default Re: Building Fantasy Constantinople

    Quote Originally Posted by Psyche View Post
    Do you mind if I use this as a city for my own campaign/novel?
    Totally, go for it! Like I mentioned, I'm already building on the bones someone else left for me.

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