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Keith Baker (creator of Eberron) Q & A thread
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<blockquote data-quote="Hellcow" data-source="post: 1649835" data-attributes="member: 15800"><p>You can do so if you want, MM -- that's the beauty of running your own campaign. But I disagree. As I've said before, in my mind the degree of open and potentially unexplored space is a critical part of being able to adventure in the world. There are Dhakaani ruins that no one has discovered, manifest zones that no one has found. There could be a lost tribe of grimlocks tucked away in the middle of Breland. With Eberron, we aren't *trying* to make a world that feels like medieval Europe; we are trying to make a world with as much room for adventure as possible. Vast stretches of uninhabited lands means put what you want in those spaces. </p><p></p><p></p><p>I didn't actually work on the final maps for the book. All I can say to this is that I think they've only picked out a few towns to mention. Just adding up the population listed for Breland as is, you're talking less than a 1/6th of the population accounted for by the settlements as listed. The nations will be developed further in the detail, but at the moment, use what's there as a guideline but feel free to drop communities in as you see fit. </p><p></p><p>In general, anywhere there is a settlement on the map, I would assume a circle of thorps, hamlets, and villages spreading out around it, with some gap between it and the next population center. The spots on the map presumably indicate the areas most suitable to habitation, either due to fertile land (and remember, geography aside, magic may play a role here; a place set on a manifest zone to Lammannia will be the most fertile land around, even if geographically this doesn't add up), lack of natural predators, pre-existing fortifications, or what have you. As noted above, it is supposed to be the case that there are significant gaps between major population centers; here again you have some room to place Dhakaani ruins, remnants of the Daelkyr War, monstrous enclaves, or what have you.</p></blockquote><p></p>
[QUOTE="Hellcow, post: 1649835, member: 15800"] You can do so if you want, MM -- that's the beauty of running your own campaign. But I disagree. As I've said before, in my mind the degree of open and potentially unexplored space is a critical part of being able to adventure in the world. There are Dhakaani ruins that no one has discovered, manifest zones that no one has found. There could be a lost tribe of grimlocks tucked away in the middle of Breland. With Eberron, we aren't *trying* to make a world that feels like medieval Europe; we are trying to make a world with as much room for adventure as possible. Vast stretches of uninhabited lands means put what you want in those spaces. I didn't actually work on the final maps for the book. All I can say to this is that I think they've only picked out a few towns to mention. Just adding up the population listed for Breland as is, you're talking less than a 1/6th of the population accounted for by the settlements as listed. The nations will be developed further in the detail, but at the moment, use what's there as a guideline but feel free to drop communities in as you see fit. In general, anywhere there is a settlement on the map, I would assume a circle of thorps, hamlets, and villages spreading out around it, with some gap between it and the next population center. The spots on the map presumably indicate the areas most suitable to habitation, either due to fertile land (and remember, geography aside, magic may play a role here; a place set on a manifest zone to Lammannia will be the most fertile land around, even if geographically this doesn't add up), lack of natural predators, pre-existing fortifications, or what have you. As noted above, it is supposed to be the case that there are significant gaps between major population centers; here again you have some room to place Dhakaani ruins, remnants of the Daelkyr War, monstrous enclaves, or what have you. [/QUOTE]
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