jgbrowning
Hero
BigFreekinGoblinoid said:I see no reason the Eberron numbers in question cannot be accurate as written. Perhaps as a DM, before dismissing them altogether, how might I change MY preconceptions to make those numbers fit, despite my misgivings?
EXP's Magical Medieval Society: Western Europe was a wonderful book, but the focus was a LOT more on Medieval Western Europe than on Magical Societies, so I need to look beyond the considerations in that book...
One thing to keep in mind is that the book is an exploration about how to have a medievalesque society with D&D magic as opposed to what D&D magic would do to a medievalesque society. With that in mind however, I think we should start with the base assumptions as presented in the book. In other words, assume Eberron is a quasi-medievalesque society with magic and then determine what is needed for such a thing to exist.
We know how many people are required to run a roughly european feudal/medievalesque society. We know what densities were common, and how those densities support the necessary division of labor that is required to support the continuation of the medievalesque society. I think they're good starting points when discussing how magic could change things.
So what assumptions must I make to get these numbers to work? Details in the book could not cover everything. With all of these "houses" controlling aspects of trade and necessity through the wielding of highly specialized magic, I'm sure there are dozens or even hundreds of tremendous impacts on traditional population assumptions.
Agree. However, i think magic tends to increase population as opposed to decreasing it. Know what I mean? Magic is an additive bonus to population through things such as plant growth, communication, and potential labor power. Magic doesn't reduce population except when used as most D&D magic is used: in combat (with a few exceptions of course like disease and plant reduction type spells).
Magic can obviously reduce population, but is that reduction usually a net gain or a net loss? I think it's more of a net gain over time because over a large enough location, the greater amount of magic is probably going to be used to benefit population growth (healing, crops, labor) than the amount that's going to be harming population growth.
Also, given that the majority of Eberron's NPC aren't high level, the real nasty world-changing magics are that much more rare than in standard D&D, so I don't think the "magic allows a lower population" argument supports the drastically lower than historical levels of population while still maintaining a general medievalesque feel. If anything, I'd think that magic would support a higher than historical population rather than lower, even after a long war.
Looking over this article iat the WoTC site http://www.wizards.com/default.asp?x=dnd/ebds/20040712a , I have to say Eberron actually appears to be less magical than the standard D&D campaign, regardless of certain magical aspects. The number are lower than average, not only in quantity, but also in quality (high-levels).
Yes the Eberron number seem low. Perhaps REALLY low. But it might be a fun project to try and make these numbers fit by challenging accepted paradigms and applying some new assumptions based on magic being much more prevalant than simply dismissing them because they immediatly stand out as different.
Yeah, I'd love people to challenge the assumptions and provide good arguements for how such a low population can maintain food supply/distribution and also have the necessary division of labor to make the society something generally recognizable as medievalesque.
The large trade houses for instance seem to imply to me that the density would be higher because large trading enterprises are usally associeted with a denser society because it's another layer in the division of labor. It's a product of something that seems more renaissancesque to me.
It's possible that Eberron's in a period of population loss. There's been a long war (several generations) with many people killed. If there were more people before than there are now there should be areas that have lower-than-built-to structure/population expectations. Say cities that are a bit too large than what the population needs. Typically the male/female ratio would also be way off normal if a war has been a large enough effect to significantly reduce population. Taxes would probably be at a crushing levels to where the peasants are becoming "restless".
I dunno, just shooting stuff out. I like to think about these things. It's something I find interesting. It just seems that many of the cool tropes are incompatable with low population numbers. I think the best explanation is that the population is concentrated in small area so that the map doesn't actually show the areas that are settled as we would considered settled ala Europe, but more so like how the US claimed vast tracts of land that had nobody but natives on it. In other words, the actual size of the kingdoms/states are vastly over-represented on the map and were they accurately expressed, there would be large kingdom-sized "no-man's-lands" between the borders. However, marching medievalesque armies 500 miles to get somewhere though dangerous lands is somewhat problematic to the "kingdoms are smaller than drawn on the map" explanation. Also, this type of frontier/colonial-like environment doesn't seem to fit with the pulp-adventure, commercial trading house gaming ideas. I'd love to hear peoples thoughts about it more than just "it's magic," "it's war," or "it's unimportant." Perhaps lowering the scale of the map and concentrating location would be the best fit.
And to prevent anyone from getting the wrong idea, this isn't that important to me. It's not a setting-breaker or a "this sucks" post nor is it a bash on Eberron as a fun setting. It's an exercise to see what's there and what's possible.
joe b.