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A brief rant about Rime of the Frost Maiden, farming, logistics, and ecology
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<blockquote data-quote="NotAYakk" data-source="post: 8104909" data-attributes="member: 72555"><p>Yes, the modern day with well 3% of the population employed in farming is an economic disaster with huge unemployment issues.</p><p></p><p>Trees are crops.</p><p></p><p></p><p>In this world, population for most of time was basically limited by food production.</p><p></p><p>People lived where there was cropland. Excess population concentrated in cities and settlements, where higher order production occurred.</p><p></p><p>In a world where <em>land</em> isn't the core producer of food, they will gather where the source is; in my case, I explicitly mentioned an example.</p><p></p><p>"These in turn are fed by some resource that is geographically limited; ley lines, for example. Intense agriculture, up to a limit, becomes possible at spots where ley lines cross; there cities are built, fed by a shockingly (for the middle ages) low number of farmers and farmland."</p><p></p><p>So there would be towns in such areas ... because there is food production there, and sufficient security.</p><p></p><p>This isn't rocket science.</p><p></p><p>---</p><p></p><p>D&D ecologies and populations don't look like those of any ancient society. And they have magic.</p><p></p><p>Having "small magic" or "slow magic" (not the flashy adventuring stuff) be the explanation for both is a simplifying explanation.</p><p></p><p>The magic of Hearth and Home, the magic of Road, the magic of Shrine, Druidic magic to grow food. Primal magic feeding the ecology, permitting huge monster predators in areas that wouldn't normally have the calorie food surplus to feed them.</p><p></p><p>Not decenters of endless water. Annual fertility rituals, maybe involving sacrificing something. Charms worked into walls and above doors. Prayers said by pilgrims as they walk the roads. Small sacrifices given to spirits guarding shrines. Things that people actually did in the real world; but in this world, they work.</p><p></p><p>That cumulative magic.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8104909, member: 72555"] Yes, the modern day with well 3% of the population employed in farming is an economic disaster with huge unemployment issues. Trees are crops. In this world, population for most of time was basically limited by food production. People lived where there was cropland. Excess population concentrated in cities and settlements, where higher order production occurred. In a world where [I]land[/I] isn't the core producer of food, they will gather where the source is; in my case, I explicitly mentioned an example. "These in turn are fed by some resource that is geographically limited; ley lines, for example. Intense agriculture, up to a limit, becomes possible at spots where ley lines cross; there cities are built, fed by a shockingly (for the middle ages) low number of farmers and farmland." So there would be towns in such areas ... because there is food production there, and sufficient security. This isn't rocket science. --- D&D ecologies and populations don't look like those of any ancient society. And they have magic. Having "small magic" or "slow magic" (not the flashy adventuring stuff) be the explanation for both is a simplifying explanation. The magic of Hearth and Home, the magic of Road, the magic of Shrine, Druidic magic to grow food. Primal magic feeding the ecology, permitting huge monster predators in areas that wouldn't normally have the calorie food surplus to feed them. Not decenters of endless water. Annual fertility rituals, maybe involving sacrificing something. Charms worked into walls and above doors. Prayers said by pilgrims as they walk the roads. Small sacrifices given to spirits guarding shrines. Things that people actually did in the real world; but in this world, they work. That cumulative magic. [/QUOTE]
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A brief rant about Rime of the Frost Maiden, farming, logistics, and ecology
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