Zurai said:
The average settlement shouldn't be much larger than maybe 1500 people, and there should be no major contact with other settlements. Knowing that there's another town a week's travel in XYZ direction is fine, but there shouldn't be any well-traveled roads between the two. Again, that's an average settlement; there can be "kingdoms" that consist of a decent-sized city connected to several outlying farming villages, but that "kingdom" shouldn't patrol more than maybe 2 days from the "capital".
Zurai, I am sure your campaign and players will benefit from your strong conception of what is appropriate and average, but I think you have mistaken
a correct (and internally consistent) model for
the correct (and internally consistent) model. I'm going to disagree in particular with what you think the correct average population of a settlement should be, since that is highly dependent on so many factors that there can be no "average." In fact population seems to follow a power law "long tail / high spike" distribution which is defined by a lack of average and no variance.
And that's based on "pure emulation" before we even get to "changes I've made because it makes the game more fun."
Clavis said:
"Blobs of Light" pretty much sums up what real medieval settlement patterns were like... Medieval settlement patterns were dictated by 3 facts:
1) Pre-modern agriculture is extremely inefficient.
2) Pre-modern forms of transportation are very slow
3) Pre-modern forms of food preservation were often unreliable.
... A small overall population supporting lots of fighter-types is impossible. If a stronghold is guarded by 100 men, it means there are at least 800 nearby farmers to support them.
Correct about real-world Medieval settlement patterns. Before we get to "because it's more fun this way" world design, there are some D&D-world ("DDW") only facts which will change how D&D-settlement patterns may look:
1) DDW has a
much longer history than RW. Although firearms have not been developed, DDW farmers may have inherited advanced techniques or carefully bred germ lines that boost farming productivity from RW-medieval levels.
2) Magic; it changes everything. The spells, gods and magic items in the PHB and DMG is a mere sub-set of what the world has to offer. It's the list of "things useful to adventurers" and does not include magical plows and forge-hammers, rituals to cure blight, restore nutrients to the soil or relieve drought, alchemical processes to substitute one resource for another or keep meat unspoilt for months at a time, etc.
3) Farming may not a year-round thing in DDW, allowing farmers to gear up in the off-season and go on "cave clearing missions"
en masse every now and then. Seeing how a longsword and chainmail shirt will often survive its owner the "used kit" market may allow every farmer and his mum to have a full kit in the attic for the January "orc hunt."
These factors can change the farmer/non-farmer ratios. So, what's possible for a RW-medieval settlement and a DDW settlement do not have to be the same.
To keep the conversation fresh though,
I have a question:
Zurai said:
The darkness is absence of information ...
How do you square this with the Halfling and Dragonborn fluff? If the entire Halfling society consists of traveling caravan groups, and Dragonborn was all always-traveling mercenaries, then presumably they have a decent collection of knowledge on where to go and the safe ways to get there? Do they horde this information and not share it with people?
I still think that, as presented, POL has more to do with the lack of man-power to control the Wilds between settlements, not about a lack of information. I certainly did not mean to infer from my posts that every square inch of forest between one town and the next was chock full o' monsters, but rather that the
possibility of monsters/bandits/cultists exists at all points beyond a certain "point of light's" borders. 200+ strong groups of armed Dragonborn are just too much trouble for most of them to bother with, and presumably human merchants pay a fee to travel in their company.
Honestly I'm not sure how the Halflings get through regularly, but honestly an "empty darkness" doesn't make any sense to me. I mean, how many merchants have to come through and say "There are no monsters on the road" before the people start believing them? I can't imagine its really that many.