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Need wheat. Too dangerous. (worldbuilding)
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 8436772" data-attributes="member: 1165"><p>Why is #3 correct?</p><p></p><p>Farms tended to be clustered near castles for a reason. So if raiders attacked, the farmers could at least take shelter.</p><p></p><p>Unintelligent rampaging monsters probably aren't interested in wheat.</p><p></p><p>Non-farming intelligent monsters might know to raid farms, although such cultures are not present everywhere there are farms. D&D often occurs in weakly-held "border regions" for this kind of reason (not enough soldiers, so you hire adventurers). Monsters might steal wheat during harvest season, or burn crops. The best "cure" to this is proactive war, pushing the monsters away from areas you are claiming. While the lords don't farm themselves, they own farms and their peasants pay their taxes in farm goods. Lords can't ignore farm raids as this impacts their income, which impacts their military strength (lords often went into debt to fulfill their military obligations). Failing to control the monsters would push the frontiers backwards, and this undoubtedly happened in real life. ("Farms were wrecked three years in a row. We give up.")</p><p></p><p>I once used this as a plot in a D&D game. Goblins lived near a human/half-elf farming community where the PCs lived. Goblins don't farm, but there were "too many goblins". The goblins had found an artifact which replicated food, enabling them to reach numerical parity. After some investigation and a battle, the PCs got their hands on it. Needless to say, suddenly hungry goblins showed up in large numbers. The PCs brokered a deal: they would teach goblins to farm. Specifically young, impressionable heirs to their throne. The goblins were miffed that the PCs held physical possession of the artifact, but they shared food per the agreement.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 8436772, member: 1165"] Why is #3 correct? Farms tended to be clustered near castles for a reason. So if raiders attacked, the farmers could at least take shelter. Unintelligent rampaging monsters probably aren't interested in wheat. Non-farming intelligent monsters might know to raid farms, although such cultures are not present everywhere there are farms. D&D often occurs in weakly-held "border regions" for this kind of reason (not enough soldiers, so you hire adventurers). Monsters might steal wheat during harvest season, or burn crops. The best "cure" to this is proactive war, pushing the monsters away from areas you are claiming. While the lords don't farm themselves, they own farms and their peasants pay their taxes in farm goods. Lords can't ignore farm raids as this impacts their income, which impacts their military strength (lords often went into debt to fulfill their military obligations). Failing to control the monsters would push the frontiers backwards, and this undoubtedly happened in real life. ("Farms were wrecked three years in a row. We give up.") I once used this as a plot in a D&D game. Goblins lived near a human/half-elf farming community where the PCs lived. Goblins don't farm, but there were "too many goblins". The goblins had found an artifact which replicated food, enabling them to reach numerical parity. After some investigation and a battle, the PCs got their hands on it. Needless to say, suddenly hungry goblins showed up in large numbers. The PCs brokered a deal: they would teach goblins to farm. Specifically young, impressionable heirs to their throne. The goblins were miffed that the PCs held physical possession of the artifact, but they shared food per the agreement. [/QUOTE]
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Need wheat. Too dangerous. (worldbuilding)
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