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Need wheat. Too dangerous. (worldbuilding)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8439372" data-attributes="member: 6790260"><p>For my own Jewel of the Desert setting, there are three factors that help prevent this being a problem:</p><p></p><p>1. The vast majority of sapient beings are part of both nomadic and civic society (which are considered related branches of the same underlying culture). Orcs, ogres, minotaurs, and a number of other races that would normally be "always evil brigands" are just as much part of society as elves, dwarves, and humans. This means there's a lot fewer <em>raiders</em> than there might otherwise be.</p><p></p><p>2. Most of the really <em>nasty</em> monsters live in the Wastes, and don't like going into the tamed lands near cities. There's ancient power out in the Wastes that seems to sustain and even improve monsters, so it might be that civic lands are off-limits. The nomad tribes have to fight off monsters, but it's more a seasonal thing than an every-day-struggle. Nobody truly knows where all the monsters come from either way though!</p><p></p><p>3. Both Druids/Shamans (collectively, Kahina) and Clerics (the Safiqi priesthood) assist with keeping the land fertile and productive, with the former being generally better at it. Alchemy is also used to enrich soils and accelerate plant growth and animal fertility.</p><p></p><p>Mercenary guards and official city-state militaries keep watch and prevent <em>large-scale</em> problems, but small-scale stuff still happens. That's where Adventurers come in! It's been a profession for a long time, but it recently catapulted to particular prominence after some adventurers helped save the Sultana of the largest city-state from a coup attempt sponsored by an efreeti noble (who, shall we say, did not do well after his efforts were revealed.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8439372, member: 6790260"] For my own Jewel of the Desert setting, there are three factors that help prevent this being a problem: 1. The vast majority of sapient beings are part of both nomadic and civic society (which are considered related branches of the same underlying culture). Orcs, ogres, minotaurs, and a number of other races that would normally be "always evil brigands" are just as much part of society as elves, dwarves, and humans. This means there's a lot fewer [I]raiders[/I] than there might otherwise be. 2. Most of the really [I]nasty[/I] monsters live in the Wastes, and don't like going into the tamed lands near cities. There's ancient power out in the Wastes that seems to sustain and even improve monsters, so it might be that civic lands are off-limits. The nomad tribes have to fight off monsters, but it's more a seasonal thing than an every-day-struggle. Nobody truly knows where all the monsters come from either way though! 3. Both Druids/Shamans (collectively, Kahina) and Clerics (the Safiqi priesthood) assist with keeping the land fertile and productive, with the former being generally better at it. Alchemy is also used to enrich soils and accelerate plant growth and animal fertility. Mercenary guards and official city-state militaries keep watch and prevent [I]large-scale[/I] problems, but small-scale stuff still happens. That's where Adventurers come in! It's been a profession for a long time, but it recently catapulted to particular prominence after some adventurers helped save the Sultana of the largest city-state from a coup attempt sponsored by an efreeti noble (who, shall we say, did not do well after his efforts were revealed.) [/QUOTE]
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