So, we've taken Venice as our base, now we need to change it enough, so that whoever looks at the description won't simply think you've taken the encyclopedia entry and switched names.
First, let's change the geography. Let's move our city-state to an island. This gives almost the same set of advantages and disadvantages. Lets say the city is on the northernmost tip of the island, with a deep water harbour, protected by a breakwater extending from tall solid cliffs.
What ad- and disadvantages does this shift in reality give us? First, the city is going to likely have to maintain granaries in case of emergency such as famine or seige, and they will be importing grain - islands are usually poor farmland. A large amount of ships will likely be owned by the state, much like in venice. Trade will be the lifeblood of the city, pirates will be hated, and rewards will be posted regularly for particular pirates heads, preferably detached from their bodies.
The nobility are stupendously wealthy compared to the poor, and there will likely be a culture of conspicuous consumption - that is, if you have it you wear it, or else you are assumed to not have it. The middle class - what in venice were the guilds-men and arsenal workers (where the football team take their name from, I believe), will live in communities bound together by blood and trade. Families were large, and everybody worked, whether at a trade or in the home. the nobility and masters of the guilds will mix only a little. The lower class work tremendously hard, and are incredibly devout.
The venetian navy was also it's trade fleet, or it was kept dry in the arsenal, and this system makes absolute sense with this level of tech, so simply move it across wholesale.
How much specifically christian stuff do you want? For instance, if you want to keep a large religious presence, but of a fantasy religion, then to take the basic structure organization of the roman church is a good idea, as it is itself taken from the roman state religions. or you can move it to a cultic type religion, with each family having it's own ancestral gods and a priest either chosen by lot or being an office that rotates around the head honchos of the clan.
If you are dropping christianity, then banking gets a big boost - as for a while banking was not exactly in the best of graces in religious thought. This brings in the idea of the corporation, a legal fiction, which will boost trade.
Sorry if I'm bouncing around, but everything impacts on everything else and I ain't to good at setting down my thoughts in order quickly.
Going back to the geography, the tall cliffs will give an enormous defensive advantage, plus it will mean that the island is stone cored, so lets say there are quarries to the south of the city. Now there will be quarrymen, masons guilds, stone carvers and architects in the city.
I hope I have give you some idea of how to go about building up your fantasy city/state/nation - I find that just letting one idea keep on running until it hits off more works best, and it will eventually give you a society.
First, let's change the geography. Let's move our city-state to an island. This gives almost the same set of advantages and disadvantages. Lets say the city is on the northernmost tip of the island, with a deep water harbour, protected by a breakwater extending from tall solid cliffs.
What ad- and disadvantages does this shift in reality give us? First, the city is going to likely have to maintain granaries in case of emergency such as famine or seige, and they will be importing grain - islands are usually poor farmland. A large amount of ships will likely be owned by the state, much like in venice. Trade will be the lifeblood of the city, pirates will be hated, and rewards will be posted regularly for particular pirates heads, preferably detached from their bodies.
The nobility are stupendously wealthy compared to the poor, and there will likely be a culture of conspicuous consumption - that is, if you have it you wear it, or else you are assumed to not have it. The middle class - what in venice were the guilds-men and arsenal workers (where the football team take their name from, I believe), will live in communities bound together by blood and trade. Families were large, and everybody worked, whether at a trade or in the home. the nobility and masters of the guilds will mix only a little. The lower class work tremendously hard, and are incredibly devout.
The venetian navy was also it's trade fleet, or it was kept dry in the arsenal, and this system makes absolute sense with this level of tech, so simply move it across wholesale.
How much specifically christian stuff do you want? For instance, if you want to keep a large religious presence, but of a fantasy religion, then to take the basic structure organization of the roman church is a good idea, as it is itself taken from the roman state religions. or you can move it to a cultic type religion, with each family having it's own ancestral gods and a priest either chosen by lot or being an office that rotates around the head honchos of the clan.
If you are dropping christianity, then banking gets a big boost - as for a while banking was not exactly in the best of graces in religious thought. This brings in the idea of the corporation, a legal fiction, which will boost trade.
Sorry if I'm bouncing around, but everything impacts on everything else and I ain't to good at setting down my thoughts in order quickly.
Going back to the geography, the tall cliffs will give an enormous defensive advantage, plus it will mean that the island is stone cored, so lets say there are quarries to the south of the city. Now there will be quarrymen, masons guilds, stone carvers and architects in the city.
I hope I have give you some idea of how to go about building up your fantasy city/state/nation - I find that just letting one idea keep on running until it hits off more works best, and it will eventually give you a society.






