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[Mor's End Discussion] Time to open shop!

food supply

"the problem right now is that the city was here before the rural population could take root. Think of Mor's End as a boom town in the frontier. A large town pops up overnight and no one is prepared to support it. That's why we're not seeing a typical rural population.
I think, eventually, the populations will normalize. Perhaps in another 150 years it will be a lot closer to true medieval demographics."

Cart before the horse here. Cities need food, lots of food, which means they don't exist far from lots of rural folk who produce that food. The balance of a boom town is normally achieved within 1.5 years, not centuries.

Our choices thus are
a rural population around 100,000 [the standard]
A very productive agriculture system [pushing things a mite]
heavy imports of food. [Food is a bulk item, and routinely spoils. Add in the inefficiencies of ancient transportation and the city is not likely to get the majority of its needs this way. Still, we may be able to push a good bit of the rural population off the map this way.]
 

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a rural population around 100,000 [the standard]
A very productive agriculture system [pushing things a mite]
heavy imports of food. [Food is a bulk item, and routinely spoils. Add in the inefficiencies of ancient transportation and the city is not likely to get the majority of its needs this way. Still, we may be able to push a good bit of the rural population off the map this way.]

David, good points... :)

I was thinking we could have magically aided farming in the area... especially in the farmlands north of the city... but also throughout the region... part of paying taxes to the city for protection includes a little magical assistance with farming.

As for heavy imports of food... A list of foods that don't easily spoil might be in order...
Honey
Nuts
Dried Meats
Grains
Pickled Vegetables (never as good as swamp pickles, but far cheaper)
Mushrooms and other Fungi (not sure about these)
Dried Fruits

Food importation might also be magically aided... especially if it's a staple like grains.

--sam

p.s. the above is simply conjecture... feel free to tear it apart and put it back together. :)
 

I would assume that fishing would be one of the major food sources here, living on a huge lake normally would mean lots of fishing. They would have to be able to fish without accidently netting and killing large amounts of the silk fish but it seems that if they were not doing a lot of regular fishing then they would of never stumbled onto the silk fish to start with. A effecient fishing system could be done by people who live within the walls and that could supply a portion of the food for the town.
 

I agree with the fishing... currently we have the following for local food supplies...

Meats:
Argali Sheep (abundant, but used for many purposes besides meat)
Fish (most abundant meat source... but could be prone to overfishing)
Farm Animals: cows, pigs, goats, chickens (not so abundant, but available)

Veggies:
Lake Kelp (very abundant)
Local Grains (abundant, but probably not enough to feed region)
Local Vegetables and Fruits (probably not enough to feed region)
Swamp Pickles (rare and expensive)

All of that is probably not enough to feed the region with its current population without some magical assistance or caravan trade...

Perhaps food shortages happen from time to time, despite the region's best efforts. That's one of the reasons why the city isn't any bigger.

One thing the city might do is start recruiting farmers from other countries to live in Enheim... The enticement is 5 acres and a mule... :)

--sam
 

Hi, I've posted this gif in the govt. affairs thread also. I'm trying to layout the political structure of Mor's End. Please review and comment so that I can make the appropriate changes.
Thank you!
yragthecareful
aka. wizardoftheplains.
 

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Re: food supply

David Argall said:
Cart before the horse here. Cities need food, lots of food, which means they don't exist far from lots of rural folk who produce that food. The balance of a boom town is normally achieved within 1.5 years, not centuries.

Our choices thus are
a rural population around 100,000 [the standard]
A very productive agriculture system [pushing things a mite]
heavy imports of food. [Food is a bulk item, and routinely spoils. Add in the inefficiencies of ancient transportation and the city is not likely to get the majority of its needs this way. Still, we may be able to push a good bit of the rural population off the map this way.]

One thing that would help isolate the city a bit would be to have the majority of the rural population supporting the city spread out along the banks of the lake. This would allow boating of food (vastly superior to land transit).

Just my .002$

joe b.
 

wizo'plains...
That's really cool.

I'm still not a fan of the golem thing. In fact, I think that it is curiously "high magic" compared to the rest of the city. Therefore, I'm still not so sure about the Seven Houses. Originally, the city was built by humans and dwarves from Kul Moren. There just weren't that many halflings and gnomes... so how exactly did such a minority become so prominent as to get control of golems?

If we're talking about "noble" houses within the city they would most likely come from the following groups...

1. Descendents of the early inhabitants.
2. Descendents of the local sheep herders
3. Descendents of Kul Moren dwarves
4. Foreign nobility that moved to the city
5. Merchants that made it rich and act like nobility

Don't get me wrong... I love gnomes and halflings, and I think the golem thing is rather imaginative, but I'm not sure it fits in Mor's End.

The section of town called The Warrens should be called something else... The Maze, The Knot, The Tangle... I like The Tangle, but I'm sure the Geography folks will name the sections of town soon enough. I'm just trying to avoid confusion between The Warrens and the underground warrens.

I'm working on some history for you guys to look over while I'm offline. I'll post as soon as I've cleaned it up a little.

--sam
 

One thing that would help isolate the city a bit would be to have the majority of the rural population supporting the city spread out along the banks of the lake. This would allow boating of food (vastly superior to land transit).

That's a great idea. It doesn't necessarily obviate the need for a larger population, but a good idea nonetheless. :)

--sam
 

History of Mor's End...

This is the roughest of rough drafts...

History:
Founding...
In ages past, dwarves discovered rich deposits of iron ore in the Mountains of Kul Moren, far from the settled lands to the north, or the strange sand barbarians of the south. Fortunately, a trickle of trade between these far distant cultures was beginning and the common route passed less than a day's hike from the new dwarven mines. The dwarves prospered from this trickle of trade for centuries before humans came to the region now known as Enheim.

Erek Nohan, the infamous barbarian explorer, was the first human to lay claim to the area. With the help of his grandmother, a sorceress of great power, he was able to take control over the caravan routes that used Lake Enoria as a resting point.

One day the sorceress spotted a cairn while wandering through the hills north of the Wanderers' River, as it was known at the time. For some reason she felt drawn to it. To one side of the cairn she noticed a large boulder that was hiding an entrance. Curious, she moved the boulder with her magic to reveal the entrance and rough hewn stairs leading down.

Entering the cairn , she came across a powerful, evil artifact with an insanely powerful personality. A battle of wills ensued but the ancient artifact was too powerful for her mind and soon dominated her. The artifact forced her to take control of Nohan and his men. It wanted information about the famed wizard, Auvdor Kost for he was the one that sealed the evil artifact underground.

No longer interested in treasure from the caravans, she forced her grandson and his men to gather all available information on Kost. With the powerful artifact's enhanced magic, the sorceress divined that the old wizard was spying on the region through the very caravans her grandson was raiding. Kost was out to destroy the sorceress for uncovering the artifact.

Due to the artifact's influence, Nohan's followers raided caravan after caravan, killing all except those that could provide information on Kost. These spies were allowed to return to Kost as a warning that the sorceress, and the artifact, was ready for anything he might have planned.

In a moment of strength of will Nohan broke free of the enchantments the artifact had placed on him. However, he couldn't bear to kill his grandmother, who was still under the artifacts power, so he banished her instead. She was never heard from again, though many believe she went on to control a city (or citadel (?)) south of the swamp.

Erek Nohan, free of the artifacts influence, renounced his barbaric ways and decided to move on. He split the region between his two best men: Russol Mor and Katze Kulpin. Katze continued raiding caravans crossing through the region, while Mor decided that there was more money in trading than in raiding. He built a settlement on the river that would later be known as Mor's End. In later years, Katze Kulpin was known as the Pirate of the Lake, often raiding the small merchant boats that sailed the lake and the river.

(And what of Erek Nohan? No one knows for sure, but some say he completely abandoned his barbarous ways and eventually became a wizard and a loremaster.)


First Years...
Mor's End started as a trading post near a caravan resting point. The only other friendly inhabitants in the area were the dwarves of Kul Moren and a few tribal Argali sheep herdsman.

Sadly, as is the way of the frontier, these lands were not without danger. Bands of marauding orcs, worg riding goblins and even a few of the yak folk harried the fledgling town, and nearly destroyed it more than once. The dwarves, who had begun to see the community as essential to their continued economic health, hired some mercenaries, and helped to build a palisade.

Caravans used this route because it provided an easy crossing of the Mor River. Here the Mor was somewhat lazy and narrow. Further down stream as other tributaries joined, it became wide and somewhat dangerous.

These first years were turbulent times. The trading post grew into a small village. Trade with the herdsmen, the dwarves and the caravans was established. Despite the inherent dangers of the area, it seemed that Mor's little settlement would survive.

Year 17...
The local herdsmen are growing wealthy from their trade with the new village. Not only are they trading sheep... it seems the village is short of women, and the village men are more than willing to pay a bride price as is the custom of the herdsman. The villagers are growing crops in the fertile land just north of the river. The entire village helps with the crops... even Mor, himself. A few dwarves set up permanent residence in the village. Mor's village is still threatened by raiding humanoids from the Soggy Bottoms Swamp. It almost seems like they are organized. Mor's End is becoming known among the caravans as a great place for trade. One or two caravans have even been able to completely sell their wares right here in this dusty little village.

Year 19...
Mor marries the chief herdsman's (Krug of the Clan Kelvin) daughter (something based on Buttercup). Everyone in the village celebrates. Mor's wife is often referred to as Mor's Lady or Lady Kelvin. Humanoid encroachments become more violent and deadly. Excursions continue to come from the Soggy Bottoms Swamp to the south. Trade continues. Lake Kelp is found to be both healthy and nutritious.

Year 21...
Mor's first daughter is born.

Year 25...
The herdsmen, having grown wealthy, begin to lead less nomadic lives. They trade their wool, horns, etc. to both the village and the caravans. A potter, (name based on Alsih2o), traveling with one of the caravans, spots the amazing clay on the "big" island in the middle of the river. He comes back a year later with a few helpers to dig it out and finds a several other deposits of the clay in the area. He works out a deal with Mor that allows him to use the clay and sell the pottery to the passing caravans. Some caravans leave some people behind, which add to the village's population. Some herdsman also set up part-time residences in the village for easier trading. Mor's second daughter is born. Humanoids continue raiding from the south, but nothing serious comes of it.

Year 27...
The potters sell their wares to the passing caravans. The fine quality of their earthenware is immediately apparent. Dwarves of Kul Moren develop glazes for the clay and give the recipe to Mor. Mor allows the potters to use the glazes, but keeps the recipes to himself. Mor's third daughter is born.

Year 28...
The largest humanoid raid ever... The village is completely destroyed. Many people died... including Mor's first daughter. Mor resolves to rebuild the village and hunt the humanoids.

Year 30...
The village is rebuilt... Caravan trade is still up. Mor forms a band of ten hardy men to become sheriffs in the surrounding territory. They would later be known as outland rangers. Mor, with the help of a gnomish wizard develops a wand that fires off a small ball of light that upon reaching a height of 200 feet explodes into a dazzling light show. If there is humanoid danger afoot, this device is used by the sheriffs to signal the village. The device only holds 2 charges, but it comes in handy quickly and the village is able to defend itself much better from the many threats nearby.

Year 35...
Word spreads of the incredible glazed pottery coming out of Mor's End. Local potters can barely keep up with demand. Mor decides to sell the glaze recipe to the potters for a handsome amount of gold. His wife's father dies, and she being the only heir, she inherits a great deal of land and sheep.

Year 40...
Mor dies of old age. His wife, Lady Kelvin, assumes control of the town. Many of the local herdsmen are now landed gentry. Only a few of the nomadic tribes remain.

What I'm thinking is that Lady Kelvin is an hereditary title that goes down to the descendents of Russol Mor and the original Lady Kelvin. This was initially out of necessity because Mor and Kelvin only had female children... eventually it became traditional to appoint the eldest daughter. There might have even been a male leader of Mor's End, but in order to keep with tradition, even he maintained the title of Lady Kelvin... not Lord Kelvin.

As with all my stuff... please feel free to tear it apart and put it back together. I'll contintue working on history while offline, but I would appreciate your feedback to make sure that I'm on the right track. :)

--sam
 

Looks like I must have scared everyone with my last post. I'm going to take that as guarded approval for now. I'll post some more history a little later.

--sam
 

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