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Worlds of Design: Colonies
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<blockquote data-quote="lewpuls" data-source="post: 9318492" data-attributes="member: 30518"><p>If you’ve developed nations in your campaign, you will probably have a world that involves colonies.</p><p></p><p style="text-align: center">[ATTACH=full]358337[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/waters-ocean-sea-vikings-island-3060940/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p>World-building offers an opportunity to explore a variety of social, political, and historical concepts, including colonization. While the real-world history of colonization is fraught with imperialism and exploitation, it's important for world-builders to understand its different aspects and the potential implications of including colonies in their fictional worlds. This article is not meant to justify colonization, but rather to provide a framework for world-builders to make informed choices about the structure of their worlds.</p><h3>Why Colonies Happen</h3><p>There are several reasons nations establish colonies:</p><ul> <li data-xf-list-type="ul"><strong>Commercial Expansion</strong> (Greeks and Phoenicians/Carthaginians, Portuguese, etc.). Finding more “hinterland” to trade with. E.g. Greek Massalia (now Marseilles) was established in part to trade with the people of Gaul (now France). The Greeks, especially, had no interest in controlling the native populace. The Carthaginians did come to control some of southeastern Iberia. Keep in mind that these trading places involved many permanent residents, they were not merely small establishments like trade depots.</li> <li data-xf-list-type="ul"><strong>Population Reduction</strong> (Greeks and Phoenicians/Carthaginians). City-states can quickly become overcrowded/unable to feed their population, colonies provided an outlet.</li> <li data-xf-list-type="ul"><strong>Military Control</strong> (Roman “colonies”). This is unusual. Retired Roman legionnaires took land in colonies located in newly-conquered territory in Italy, to help control the inhabitants. So they were “colonizing” land already inhabited by people not so different from themselves. Related to this are towns established in a newly-conquered area (Ireland, by the Normans?) to help control the populace. The “home country” must have a pretty strong government in these cases.</li> <li data-xf-list-type="ul"><strong>Commercial Exploitation</strong> (European 16th 17th century). The Mercantile Theory of the time said a country should only trade with its own colonies to maximize earnings. It should not allow other countries to trade with those colonies. To have lucrative trade you had to have colonies.</li> <li data-xf-list-type="ul"><strong>Specialized Settlement</strong> (European 16th 17th century). This is different from population reduction, perhaps seen more as a way of getting rid of misfits. The Puritans, for example, for England, the Huguenots for France, the prisoners sent to Australia. This markedly affected the colony.</li> <li data-xf-list-type="ul"><strong>Population reduction</strong> to avoid disaster (18th 19th c). There were times, for example during the mid-19th century potato famine, when emigration helped people such as the Irish who would otherwise starve.</li> <li data-xf-list-type="ul"><strong>Pure imperialist</strong> colonialism (19th c. imperialism). This is a land and people grab, pure and simple, for prestige, to help nations claim to be “Great Powers,” to “find a place in the sun.” This is the evil face of colonization. And in most cases, it involved few people actually leaving their home country, it’s about controlling populations of distant places.</li> <li data-xf-list-type="ul"><strong>Missionary/Religious Proselytization</strong> motives rarely <strong>cause</strong> colonization, but can certainly follow it, especially in the 19th century.</li> </ul><h3>Why do People Move to Colonies?</h3><p>There are a lot of reasons why: economic advantage, fleeing social stigma of some kind, hired to do it, free land, food shortages, religious persecution, better climate, you can think of many more motives.</p><p></p><p>If a colony is motivated by economic advantage, it's essentially a trade depot and likely to be a seaport or on a river farther inland. Transportation becomes paramount. If the colony is established to accommodate big populations, it’ll start on water but others will move inland for fertile (free) farmland, most likely along rivers.</p><p></p><p>In a fantasy world filled with monsters, escape from invading hordes of monsters is also a likely reason. Humans sometimes migrate to escape other humans, in the real world (such as the migrations of the Goths in Roman times, fleeing from the Huns). Running from the old country that’s about to be overrun, to existing colonies, may not be a <strong>motive </strong>to create such colonies, but it may be enough incentive to create one nonetheless.</p><p></p><p>If you like to make a series of campaigns with differing themes, rather than a years-long single campaign, colonies may show up sooner or later. Player characters could be colonists arriving in a new place, or might be pathfinders who explore an area to allow colonization from the mother country, or they could be locals who find that the colonists are monstrous (think goblinoids or giants) and have to defend their territory before the new neighbors move in.</p><p></p><p><strong>YOUR TURN: What part do colonies play in your games?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 9318492, member: 30518"] If you’ve developed nations in your campaign, you will probably have a world that involves colonies. [CENTER][ATTACH type="full" alt="waters-3060940_1280.jpg"]358337[/ATTACH] [URL='https://pixabay.com/photos/waters-ocean-sea-vikings-island-3060940/']Picture courtesy of Pixabay.[/URL][/CENTER] World-building offers an opportunity to explore a variety of social, political, and historical concepts, including colonization. While the real-world history of colonization is fraught with imperialism and exploitation, it's important for world-builders to understand its different aspects and the potential implications of including colonies in their fictional worlds. This article is not meant to justify colonization, but rather to provide a framework for world-builders to make informed choices about the structure of their worlds. [HEADING=2]Why Colonies Happen[/HEADING] There are several reasons nations establish colonies: [LIST] [*][B]Commercial Expansion[/B] (Greeks and Phoenicians/Carthaginians, Portuguese, etc.). Finding more “hinterland” to trade with. E.g. Greek Massalia (now Marseilles) was established in part to trade with the people of Gaul (now France). The Greeks, especially, had no interest in controlling the native populace. The Carthaginians did come to control some of southeastern Iberia. Keep in mind that these trading places involved many permanent residents, they were not merely small establishments like trade depots. [*][B]Population Reduction[/B] (Greeks and Phoenicians/Carthaginians). City-states can quickly become overcrowded/unable to feed their population, colonies provided an outlet. [*][B]Military Control[/B] (Roman “colonies”). This is unusual. Retired Roman legionnaires took land in colonies located in newly-conquered territory in Italy, to help control the inhabitants. So they were “colonizing” land already inhabited by people not so different from themselves. Related to this are towns established in a newly-conquered area (Ireland, by the Normans?) to help control the populace. The “home country” must have a pretty strong government in these cases. [*][B]Commercial Exploitation[/B] (European 16th 17th century). The Mercantile Theory of the time said a country should only trade with its own colonies to maximize earnings. It should not allow other countries to trade with those colonies. To have lucrative trade you had to have colonies. [*][B]Specialized Settlement[/B] (European 16th 17th century). This is different from population reduction, perhaps seen more as a way of getting rid of misfits. The Puritans, for example, for England, the Huguenots for France, the prisoners sent to Australia. This markedly affected the colony. [*][B]Population reduction[/B] to avoid disaster (18th 19th c). There were times, for example during the mid-19th century potato famine, when emigration helped people such as the Irish who would otherwise starve. [*][B]Pure imperialist[/B] colonialism (19th c. imperialism). This is a land and people grab, pure and simple, for prestige, to help nations claim to be “Great Powers,” to “find a place in the sun.” This is the evil face of colonization. And in most cases, it involved few people actually leaving their home country, it’s about controlling populations of distant places. [*][B]Missionary/Religious Proselytization[/B] motives rarely [B]cause[/B] colonization, but can certainly follow it, especially in the 19th century. [/LIST] [HEADING=2]Why do People Move to Colonies?[/HEADING] There are a lot of reasons why: economic advantage, fleeing social stigma of some kind, hired to do it, free land, food shortages, religious persecution, better climate, you can think of many more motives. If a colony is motivated by economic advantage, it's essentially a trade depot and likely to be a seaport or on a river farther inland. Transportation becomes paramount. If the colony is established to accommodate big populations, it’ll start on water but others will move inland for fertile (free) farmland, most likely along rivers. In a fantasy world filled with monsters, escape from invading hordes of monsters is also a likely reason. Humans sometimes migrate to escape other humans, in the real world (such as the migrations of the Goths in Roman times, fleeing from the Huns). Running from the old country that’s about to be overrun, to existing colonies, may not be a [B]motive [/B]to create such colonies, but it may be enough incentive to create one nonetheless. If you like to make a series of campaigns with differing themes, rather than a years-long single campaign, colonies may show up sooner or later. Player characters could be colonists arriving in a new place, or might be pathfinders who explore an area to allow colonization from the mother country, or they could be locals who find that the colonists are monstrous (think goblinoids or giants) and have to defend their territory before the new neighbors move in. [B]YOUR TURN: What part do colonies play in your games?[/B] [/QUOTE]
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