Eberron`s internal consistency.

That's why I gave large room for dangerous critters.

The no-man's-land are "holes" within the civilized areas. As long as roads are secured, trade and travel is not at risK.

Also, this gives extra-incentives to humans to cut down forests, denying monsters a place to hide. Unless the elves can prove they police their forest well enough, that is.
 

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S'mon said:
"For sheer internal consistency, the population density can't be equal to that of Earth in historic time. The ecosystem can't support a Renaissance-era population density plus monsters and dragons. Given the wide variety of various predatory monsters, you probably have to give them between one-half and three-quarters of the territory and game."

- So monster-inhabited fertile territory is 'unihabited' wilderness, just likes deserts, swamps etc. This doesn't change the fact that human-inhabited, monsterless territory (ie likely all the habitable territory within state borders, otherwise those states are unable to protect their populations) ought to have much higher population densities than the given figures.

The state borders are run out to the area where they bump inot other state borders. There is tons of marginally or entirely unihabited land in some of the nations. Karrnath has full time occupation of only roughly half of it's claimed land area. It can make up the difference in control with undead (not generally included in census figures). Similarly, Breland has abandoned a lot of semi-rural territory to focus on a more urban-based culture. With their population down so far, there's no need to face the greater dangers of truely remote farming. As the cites get up to speed, and the transport infrastructure recovers, some enterprising noble is no doubt going to start creating incentives for people to move back out into the countryside into lands that are ancestrally designated, but presently fallow. Karrnath is looking to open up it's northern coast, for example.

All the nations are pretty much in a slump, population-wise - they are not only finishing up a lengthy war, but one that escalted heavily in its closing years. Population probably hasn't been this low since the absoutely earliest days of Galifar, and could be expected to climb steadily as a lot of the wartime emphasis shifts back to reconstruction.

Finally, you can deduct the land area of Cyre from your calculations almost entirely, and a number of outlying areas have cultures you would expect to have low populations densities. Most of the Demon Waste is unfit for permanent humanoid occupation, so folks would be concentrated int he areas that can be sustained. The nomad in the east are logically going to have low density (not to mention some serious predator issues). Elves are typically expected to have low population density, and the ones of this world look like they up hold that axiom.

Basically, where it's urban, its urban. And a awful lot of places where its not, it's really, really, not.

So, who wants a commision to set upa new town? Title included - act now, prime sites are filling up!
 


Hand of Evil said:
I like the population numbers, by keeping them down you do not run into that 20th level wizard in every town issue of the FR. :cool:

LOL thats why I like the populaion numbers too :)
 
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I would say that the population level seems a bit low. I'm really bad at conceptualizing big numbers, though. If you asked me if 200,000 was a crapload of people, I'd say it was. And I live in New York!

While I don't think it totally accounts for the low population levels, a lot of Khorvaire is frontier. Q'barra, the Demon Wastes, Droaam, the Shadow Marches, the Talenta Plains, and the Mournland are all practically empty. Even in areas with more population, it tends to be concentrated in larger cities, perhaps because there's safety in numbers...
 

Express said:
LOL thats why I like the populaion numbers too :)

This is a problem with the DMG demographics - you get too many high-level NPCs in smallish cities and 'metropolises' of 25,000; when historical large cities had pops in the 100,000s. Still, what I'm objecting to is not city sizes vs NPC levels, but the absence of rural populations in published worlds. Per the DMG, rural populations in farms & small villages never generate high level NPCs anyway, so you certainly could have more rural population and a realistic urban/rural population ratio (90/10 or so) without getting Realmsian numbers of high level NPCs.
 


I think it was mentioned that one of the ideas of Eberron was that the world is intended to be for players, not ex-PCs of the setting's designer, to fill the highest echelons of power. And thus even with the population as it stands there simply aren't that many NPCs that are even in the mid levels, not nearly enough for the DMG demographics to hold true...

Nice idea if you ask me. One of the stronger draws of the setting.
 
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Something else to keep in mind is Eberron's relative lack of magical healing. Sure, we have House Jorasco, but Eberron's clergy aren't much for healing. From what I can gather, only about 1 in 50 or so clergy actually have the ability to cast any spells. Those that do are lucky to be able to cast spells of 2nd level.

And of the 1 in 50 that can cast, only about 1 in 50 of them are actual clerics. The others are adepts.

In short, true clerics are pretty darn rare in Eberron.
 

Dragonblade said:
I think Waterdeep's population of 1.3 million is far more realistic for such a great magical city.
Waterdeep's urban population is a tenth of that; the number you quote is for the whole surrounding region.
 

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