Please critique my kitchen-sink fantasy demography

loseth

First Post
[Multi-forum post: RPG.net and ENWorld]

There are some good medieval demographics resources out there for builders of kitchen-sink fantasy medieval worlds, but something about these resources has always failed to sit well with me: they don’t usually take account of the logical consequences of kitchen-sink fantasy elements. In particular, they don’t take account of the fact that the world is teaming with orcs, goblins and lizard men who love nothing more than to raid human settlements, and they fail to take account of the fact that kitchen-sink fantasy magic would probably greatly reduce child mortality and deaths from diseases, while at the same time increasing agricultural productivity. So, as I sit down to revamp my trusty old dynamic world system, I have first set myself the task of adjusting demographics to take account of orcish raiders, healing potions and magic in the service of agriculture. Below is what I’ve come up with so far, and I’d really appreciate critical feedback on anything I’ve failed to account for or concerning which I’ve jumped to hasty conclusions. So, here it is:

Overall Demographics

In Medieval England, about 2/3 of the land was given over to grazing and farming, and much of the other 1/3 was forest controlled and regulated by the king or other authorities. However, the picture is not so rosy in a world where enemies lurk in every shadow. Demographics will probably be more like the war-torn medieval Baltic: only about 1/4 to 1/2 of the land will be inhabited or used by humans. The rest of the land will be divided into land dominated by humanoid tribes, land uninhabitable due to dangerous beasts or supernatural effects, and land best classified as ‘no-man’s land.'

Villages

In the dangerous fantasy medieval world, protection is paramount, and when it comes to protection, there is strength in numbers. For this reason, the settlement pattern of ‘dispersed villages,’ typical of southern medieval England (where several thorps and hamlets surround a central focal point, such as a manor complex, church or common), is extremely rare in the fantasy medieval world—this pattern simply doesn’t lend itself to defence. Instead, the pattern of ‘true villages,’ seen in the medieval English midlands, will dominate: large, centralized villages, with the fields surrounding the clustered houses and people walking out to their fields to farm them, rather than living in farmhouses on their plots of land. Average village size will be consistent with that of the English midlands: about 500 people (see Gies & Gies 1991).

These villages will be well-defended. Expensive stone walls are beyond the financial resources of the typical village, but palisades, ditches, moats, watchtowers, fortified manor houses and similar lower-cost defensive measures will be present in almost every village. Also, the yeomanry (the most prosperous heads of peasant households) will be required to serve as militiamen for local service to the lord of the village. Some of these yeomen will also hire themselves out as mercenaries (to their village lord or, more likely, a greater lord) for military service outside the local region.

Feudal Troops

In the real late middle ages (the time period that most closely approximates the level of technology and high culture seen in most kitchen-sink fantasy), the feudal system was dying out. Most peasants paid rent in cash, not kind, and most feudal lords paid cash to their overlords rather than owing military service. But the fantasy medieval world is too dangerous for such decadence—in this world, genuine feudal relationships still hold. Most villages are governed not by the agents of an absentee landlord, but by a resident knight who still has a legal obligation to protect his village by force of arms and to render military service to his lord when called upon to do so.

Furthermore, unlike medieval England, the great lords do not have their holdings spread out across the country, but—as in the early middle ages—have their lands and men close to the their own castles, so feudal troops can be called upon quickly in times of need and there is no threat of distant vassals being tempted to ignore the call to arms of a lord too far away to do anything about it. Kings and other magnates, who need to ensure the loyalty of vassals spread over a wide area, will probably be itinerant, as real kings often were in the early middle ages, rather than resident in a capital, as in the later middle ages.

Urbanization and Food Production

In the real medieval Europe, only 1 in every 10 or 20 people lived in a town or city, and this was understandable: food surpluses were low enough that most people had to work the land just in order to provide enough food to keep a region from facing starvation. Also, disease and horrendous rates of child mortality kept population growth slow. In the fantasy medieval world, though, there is priestly magic that allows much higher population growth and there are also various magical means to ensure good agricultural productivity. As a result, levels of urbanization in the fantasy medieval world are much more akin to the most heavily urbanized regions of the real middle ages, such as Northern Italy and the Low Countries, where one in every 3 or 4 people lived in a town or city. Also, ‘large towns’ tend to be more in line with Low Country, Northern German or Italian population figures, at 10 or 15 thousand, rather than the ‘large towns’ of England that might have only a few thousand folks living in them. Similarly, the largest cities in the fantasy-medieval world often post the kind of population figures seen in medieval cities like Paris, Venice, Cairo or Naples—that is to say, well in excess of 50,000 souls and sometimes exceeding 100,000.

Market Villages and Castles

Both castles and towns provide important strong points in a local area, but in the dangerous fantasy-medieval world, constantly at threat from marauding humanoids, you’ll want relatively more castles than towns, because of the former’s higher military value. As a result, I’m positing that for every three baronies, one will consist of about a dozen villages and a town, while the other two will consist of about a dozen villages, a market village (a village that serves as a trade centre, but is still primarily an agricultural community, unlike a true town) and a castle. In other words:

1/3 of baronies: town + a dozen or so villages
2/3 of baronies: castle + market village + a dozen or so villages

This will result in a settlement pattern that can defend itself reasonably well against raids even on a very local scale.

A Typical County

All this leads me to my model for a typical fantasy medieval county. It consists of about a half-dozen baronies. Three or four of those baronies will consist of a dozen or so villages, a minor castle and a market village. Another one or two baronies will consist of about a dozen villages and a town of two or three thousand people. Finally, the count’s own barony will consist of around a score of villages (one or two of which might be market villages), the county castle and a large town or small city of about 10-20,000 people. Using all the population figures I gave above, this results in a typical county having a rural population of about 80,000 and an urban population of 20-30,000, giving an urbanization rate of about 25%. In sum:

Typical County

Population and Settlements

- Population: a little over 100,000

- Urbanization: about 25%

- 1 city or large town

- 1 or 2 towns of average size

- 4 or 5 market villages

- about 80 villages

Military Resources

-1 major castle

-3 minor castles

-about 200 men-at-arms: knights, squires and sarjeants [= non-knightly mercenary soldiers trained and equipped to fight as a knight]

-a pool of around 200-500 yeomen militiamen willing to serve as mercenaries (mostly pikemen, as in the real medieval Low Countries or Scotland, or archers, as in real medieval England); some of these men (perhaps 40 or 50) will be employed on a permanent basis to serve in castle garrisons

-a yeoman militia of about 20 per village, obliged to serve for local defence only


So, what do you think? Am I missing anything? Would you draw different conclusions concerning how kitchen-sink fantasy middle ages would differ from the real middle ages?
 

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It seems pretty interesting.

100,000 actually seems a little large for a political unit that needs to be responsive.

What do you see as the major crops? What is the size of this county?

I certainly think you'd be looking at a more heavily militarized state. In terms of people who have a military vocation you'd be right, but there's probably a higher percentage of the populace who can bear arms in a semi-professional manner. Think New World or Dark Ages here not high middle ages. The everyday threat level is higher here than it would be in the high middle ages, and there's a smaller population with a lot less stress on the agricultural base and better access to undomesticated ecologies so nutrition is going to be much better than what you'd see in more civilized times.
 

What is the staple crop. In the real Middle Ages the staples were grains and grain crops are vunerable to burning by marauders. If the staple is potatoes then they have to be dug out and cannot really be burned out then. You can have more people.

You numbers seem ok for the more central regions with lower populations in frontier marches.

One thing that has always struck me about the kitchen sink fantasy world is that the border areas between mutually hostile species would be populated by semi nomadic types. Growing crops would be too dangerous but moving live stock between fortified enclosoures would be viable.
These would not be completely independant nomads, they would be part of culture they are affiliated to. Sort of like the cowboys and ranchers of the American west.
 

What is the size of this county?

100,000 actually seems a little large for a political unit that needs to be responsive.

In the most fertile regions, where we can assume population density equal to the densest medieval areas, we'd be looking at about 100 people per square mile. So, if we take my assumption that about 1/4 to 1/2 of a typical county is given over to human use, then a typical county would occupy 2000-4000sq. miles. Hmm...you're right: that's a lot of land to keep under tight military control. Looks like I need to be thinking smaller...

...there's a smaller population with a lot less stress on the agricultural base and better access to undomesticated ecologies so nutrition is going to be much better than what you'd see in more civilized times.

Very interesting point--I hadn't considered this.
 

What is the staple crop. In the real Middle Ages the staples were grains and grain crops are vunerable to burning by marauders. If the staple is potatoes then they have to be dug out and cannot really be burned out then. You can have more people.

You numbers seem ok for the more central regions with lower populations in frontier marches.

One thing that has always struck me about the kitchen sink fantasy world is that the border areas between mutually hostile species would be populated by semi nomadic types. Growing crops would be too dangerous but moving live stock between fortified enclosoures would be viable.
These would not be completely independant nomads, they would be part of culture they are affiliated to. Sort of like the cowboys and ranchers of the American west.

Very good points on the crops. I'm too sadistic to give my fantasy societies potatoes--I want life to be a little harsher than that:devil:. So, maybe something like this:

Grain is an important crop, but livestock and roots/tubers play a much more important role than they did in the IRL middle-ages. One of the ways that agricultural mages make their living is by developing better strains of root crops (these mage-bred strains are not as good as grain or potatoes, but they still make a decent crop) and by breeding animals that are big and strong, but slow, so it's hard for raiders to make their getaway with such mage-bred animals. Still, only the better-off peasants can afford the wares of the mages, and so raids still cause much suffering when they occur. Grain is plays an important role in fantasy medieval agriculture, but villages never rely solely on grain, for they understand that it may well be burned before they can harvest it--though again, mages help here by breeding strains of grain that stay green until the last possible moment before harvest, as green crops are difficult to burn.
 

I certainly think you'd be looking at a more heavily militarized state. In terms of people who have a military vocation you'd be right, but there's probably a higher percentage of the populace who can bear arms in a semi-professional manner. Think New World or Dark Ages here not high middle ages. The everyday threat level is higher here than it would be in the high middle ages, and there's a smaller population with a lot less stress on the agricultural base and better access to undomesticated ecologies so nutrition is going to be much better than what you'd see in more civilized times.

This is true. But I think it's an either/or situation.

Nutrition in the Dark Ages was better than the 1000 years that followed (based on the average height in these eras), likely because the European population in the Dark Ages was more rural and spread out, and so could access a larger farming area per capita. More farming acres per capita = better nutrition. But having such a spread-out population is difficult in the posited medieval fantasy environment.

You have EITHER:

A highly martially-trained population that can survive in relatively small, spread-out groupings, and so access wider regions for farming. This sort of wide-spread skill-at-arms, coupled with isolationism, would almost certainly lead to violent raiding cultures, even among the humans.

OR:

Concentrated population centres in larger, fortified towns that are forced to rely on fewer farming acres per capita. Unless crop yield is somehow magically augmented, such a population will have the same nutrition deficits that were experienced in the Middle Ages.
 
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I certainly think you'd be looking at a more heavily militarized state. In terms of people who have a military vocation you'd be right, but there's probably a higher percentage of the populace who can bear arms in a semi-professional manner.

Someone over at RPG.net mentioned the same thing. I think it might be best to go with something like the following:

As in medieval England, every free man in the typical fantasy medeival village is required by law to train at arms and equip himself for battle if necessary. Unlike medieval England, however, this rule is not observed in the breach--villagers are all too familiar with just how serious the threat is. As a result, villages can typically muster a militia of about 20 well-armed and trained yeomen, as well as perhaps another 50 militiamen who are somewhat less well-equipped, but still reasonably well-trained.
 

Very interesting, but I'm thinking about it in Greyhawk terms, where the military to population size definitely varied by the type of area, and where the 100,000 person was more likely an independent state than a county.

For an independent state, I think the urbanization rates work -- there's no larger city nearby for major trading and administration, so some "oversized" urbani centers are needed.

About the varying military populations, part of what's going on in Greyhawk is importation of military resources from other areas. For example, in Bissel, there are troops, money, and mercenaries coming to this border area that's supported by other states.

When I play "Medieval II Total War", it works the same way. The stable center of my empire (currently Milan, with the center in northern Italy) has small military populations, basically capable of putting down minor banditry or rebellions, and grouping together into something more. The major forces on the frontier are supported by income from the center, not just the local population. And when I have Crusader States, Acre is all about importing men and money and exporting war and religion.

I think that model reflects real empires -- Rome and China come to mind -- but it might be less true in medieval kingdoms. For example, England's best castles and marcher lords were on the Welsh border, the Saxon shore, etc., but I'm not sure how much manpower and wealth transfer to the periphery was going on.

Also, about itinerant kings, I wouldn't do it in by Greyhawk -- too easy to make a "hit". So, the king (mostly) stays in the best fortress, with the best troops and high-level guys, while minions deals with various issues. This works as a DM -- the creepy old guy sending you on missions has a reason to stay at the big castle, and the PC delusions of grandeur about overthrowing the king stay delusions -- too much magic and too many high level guys are potentially in the big castle to mess with it.
 

Druids and agricultural clerics also become highly important.

If I recall correctly, what little evidence we have of the ancient druidic religion is that they functioned as intercessors between a hostile natural world and the needs of the local community, and not as the "nature is balanced/man is evil" ecological zealots that later editions of D&D seem to have portrayed them as.
 

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