Showing posts with label Demographics. Show all posts
Showing posts with label Demographics. Show all posts

Saturday, 11 June 2022

D&DG Worshippers 7: Egyptians

Thoth and Set. Or is it?
Art: Inonibird@tumblr
Egyptian Worshippers

The first of three biggies this week: The Egyptian pantheon, which will be followed by Finnish and then Greek. Between them they probably cover about two thirds of non-homespun pantheons in use by AD&D DMs, with Norse covering most of the remainder.

The table has some interesting aspects. If you meet an Egyptian paladin there is a surprising number of possible patron deities s/he may be following, but a ranger on the other hand is always a follower of Osiris. Thieves are all devoted to Bes. There's also a wide range of options for illusionists, although dominated by Set and Thoth, which is a very Conanesque rivalry.

The lack of clerics for certain deities is a little surprising too - Horus in particular. This is something we've seen before in other pantheons using this method, but in the case of Horus we can at least imagine that the paladins of Horus serve that purpose and perhaps the DM could make a slightly expanded paladin variant which has more extensive clerical spell casting abilities. Alternatively, multi-classing could be allowed even for humans providing one class is cleric for a deity not listed.

Encounter Cleric Druid Fighter Ranger Paladin Magic-user Illusionist Thief Assassin Monk Bard
Ra 1-10   1-11     1-8          
Anhur     12-24     9-11 1-6   1-40 1-100  
Anubis 11-21       1-21 12-20          
Apshai     25-34                
Bast 22-29   35-41     21-26 7-18        
Bes     42-47     27-32 19-29 1-100     1-35
Geb     48-59     33-38          
Horus         22-53 39-45          
Isis 30-39 1-43 60-65     46-53 30-45        
Nephthys 40-47   66-71     54-60          
Osiris 48-58 44-72   1-100             36-100
Ptah 59-68   72-80     61-71          
Seker 69-75 73-100     54-79 72-76 46-54        
Set 76-83   81-91       55-77   41-100    
Shu 84-91       80-100 77-82          
Tefnut 92-100   92-97     83-88          
Thoth     98-100     89-100 78-100        

Sunday, 8 May 2022

Levels Distribution

Simulating, but simulating what?

I’ve mentioned before that D&D has a problem in deciding what it is simulating, but that happens at the table too. Many DMs have a simulationist streak but it is sometimes hard to decide whether we’re simulating some sort of extrapolated reality based on the world as experienced personally by the PCs, or something more literary.

One topic where this plays out is in the realm of classed NPCs. When making broad-brush strokes about a campaign, for example, the numbers of high-level NPCs in the countries around the starting location, it’s handy to have a quick way of generating those numbers. But what method to use?

Basic Assumptions: Demographics

Two basic assumptions carry through both methods: firstly that classed characters are 1% of the human population. Secondly, that the age demographics are something like the Coale-Demeny West table at level 4. This basically means that half the population is old enough to have or have started training in a class, and that 60 is a reasonable expectation for characters.

A. Simulating PCs

One approach I have used is a complete simulation based on entrance requirements for the classes, age demographics, and an assumed rate of experience point accumulation.

Without going into too much detail, what you find with this approach is that there are relatively few 1st level characters, especially thieves, because it takes so little experience to pass through the low levels, resulting in a sort of bulge at mid-levels. Exactly where depends on how much xp per month you figure in, how many active months in a year you assume etc.

For fighters this gives an output something like this for 1000 fighters:

Level #Fighters
1 33
2 42
3 59
4 107
5 205
6 209
7 273
8 70
9 2

The shape of the bulge varies depending on how exactly you see the rate of xp gain working over time, but you get the idea. Mid- to high-levels dominate over the lower levels.

B. Simulating Fiction & The Implied Reality

The above doesn’t fit most people’s expectations of the world which are taken from fiction and/or the Monster Manual’s listings for “Men”. The implied world is one where low-level characters are outnumbered by 0-level normal people, and low level characters greatly outnumber name-level characters.

As a simple example, an encounter with 200 bandits will consist of 200 0-level bandits, 6 second-level fighters, 10 third-level fighters, 7 fourth-level fighters, 5 fifth-level fighters, 4 sixth-level fighters, one seventh-level fighter, and a tenth-level fighter. The MM seldom places first-level characters, although Berserkers do have them at a ratio of 1:10 compared to 0-level types.

Another area where the game departs from the “simulated PCs” method is in the incidence of the individual classes. Rather than depending on the odds of qualifying for each class, and some factor for how desirable the classes are, we can just use the numbers from DMG p35 (which assumes that the distribution of prospective henchmen in a town or city is the same as the general distribution of classes everywhere).

For the purposes of quickly determining what’s happening in a specific country, or in a town, we quickly boil the assumptions down to this:

Class Divisor
Cleric 1200
Druid 6000
Fighter 561
Paladin 4545
Ranger 4545
Magic-user 1200
Illusionist 6000
Thief 1600
Assassin 8000
Monk 200000

So, a location with a population of 300,000 will have on average 535 fighters, 2 monks (I’m rounding up at .5), and 38 assassins (300000 divided by 561, 200000, and 8000 respectively). Here’s the full table:

Class Divisor #
Cleric 1200 250
Druid 6000 50
Fighter 561 535
Paladin 4545 66
Ranger 4545 66
Magic-user 1200 250
Illusionist 6000 50
Thief 1600 188
Assassin 8000 38
Monk 200000 2

But what levels are these guys?

Last week's post was really just a bit of Javascript which tries to generate higher levels based on how hard they are to reach as an absolute number.

What the method boils down to is that the ratio of 1st level clerics to 2nd level clerics is the ratio 1500:3000 (the maximum number of xp in first and second level), so basically 2:1. This is a fairly complicated calculation so I’ve done tables up to high levels below.

Aside: An obvious alternative is to take the ratio of the mid-points of the various levels rather than the maximum values. This leads to a normal ratio of 1:3 at lower levels, and since this is compounded the numbers appearing of even 4th level and upward are insignificant. So, if this method gives too many mid-level characters, you could try adjusting that.

How it works is to set a maximum possible level, then assume that all the NPCs are distributed across those levels in inverse proportion to the amount of xp needed to reach each level. The tables are normalised so the values add up to one.

Here’s the tables.

Level Bard Cleric Druid Monk
1 4.706451e-01 5.045307e-01 4.587672e-01 5.254946e-01
2 2.353225e-01 2.522653e-01 2.293836e-01 2.489185e-01
3 1.176613e-01 1.261327e-01 1.223379e-01 1.182363e-01
4 5.883064e-02 5.821508e-02 7.340276e-02 5.254946e-02
5 3.765161e-02 2.751985e-02 4.587672e-02 2.489185e-02
6 2.353225e-02 1.375993e-02 2.621527e-02 1.206493e-02
7 1.568817e-02 6.879964e-03 1.529224e-02 5.911814e-03
8 1.107400e-02 3.363538e-03 1.019483e-02 3.378179e-03
9 8.557183e-03 1.681769e-03 7.340276e-03 2.364725e-03
10 6.275268e-03 1.121179e-03 4.587672e-03 1.689090e-03
11 4.706451e-03 8.408845e-04 3.058448e-03 1.244592e-03
12 2.353225e-03 6.727076e-04 1.223379e-03 9.458902e-04
13 1.568817e-03 5.605896e-04 6.116896e-04 6.756359e-04
14 1.176613e-03 4.805054e-04 2.621527e-04 5.254946e-04
15 9.412902e-04 4.204422e-04 2.293836e-04 4.299501e-04
16 7.844085e-04 3.737264e-04 2.038965e-04 3.638039e-04
17 6.723501e-04 3.363538e-04 1.835069e-04 3.152967e-04
18 5.883064e-04 3.057762e-04 1.668244e-04  
19 5.229390e-04 2.802948e-04 1.529224e-04  
20 4.706451e-04 2.587337e-04 1.411591e-04  
21 4.278592e-04 2.400907e-04 1.310764e-04  
22 3.137634e-04 2.240847e-04 1.223379e-04  
23 2.353225e-04 2.100794e-04 1.146918e-04  
Level Fighter Paladin Ranger
1 5.029507e-01 5.064549e-01 4.894399e-01
2 2.514753e-01 2.532274e-01 2.447199e-01
3 1.257377e-01 1.160626e-01 1.223600e-01
4 5.588341e-02 5.803129e-02 5.438221e-02
5 2.874004e-02 3.095002e-02 3.058999e-02
6 1.437002e-02 1.466054e-02 2.039333e-02
7 8.047211e-03 7.958577e-03 1.359555e-02
8 4.023606e-03 3.979288e-03 9.063702e-03
9 2.011803e-03 1.989644e-03 4.894399e-03
10 1.341202e-03 1.326429e-03 3.262933e-03
11 1.005901e-03 9.948221e-04 1.748000e-03
12 8.047211e-04 7.958577e-04 1.193756e-03
13 6.706009e-04 6.632147e-04 9.063702e-04
14 5.748008e-04 5.684698e-04 7.305073e-04
15 5.029507e-04 4.974110e-04 6.117999e-04
16 4.470673e-04 4.421432e-04 5.262795e-04
17 4.023606e-04 3.979288e-04 4.617357e-04
18 3.657823e-04 3.617535e-04 4.112940e-04
19 3.353005e-04 3.316074e-04 3.707878e-04
20 3.095081e-04 3.060991e-04 3.375448e-04
Level Magic-user Illusionist
1 4.897863e-01 4.883469e-01
2 2.448932e-01 2.441735e-01
3 1.224466e-01 1.220867e-01
4 5.442070e-02 6.104337e-02
5 3.061165e-02 3.139373e-02
6 2.040776e-02 1.831301e-02
7 1.360518e-02 1.156611e-02
8 9.070117e-03 7.577797e-03
9 4.897863e-03 4.994457e-03
10 3.265242e-03 2.497229e-03
11 1.632621e-03 1.664819e-03
12 1.088414e-03 1.248614e-03
13 8.163106e-04 9.988915e-04
14 6.530485e-04 8.324095e-04
15 5.442070e-04 7.134939e-04
16 4.664632e-04 6.243072e-04
17 4.081553e-04 5.549397e-04
18 3.628047e-04 4.994457e-04
19 3.265242e-04 4.540416e-04
20 2.968402e-04 4.162048e-04
Lv Thief Assassin
1 4.947792e-01 4.984702e-01
2 2.473896e-01 2.492351e-01
3 1.236948e-01 1.246175e-01
4 6.184740e-02 6.230877e-02
5 3.092370e-02 2.990821e-02
6 1.455233e-02 1.495411e-02
7 8.835343e-03 7.477053e-03
8 5.622491e-03 3.738526e-03
9 3.865463e-03 2.492351e-03
10 2.811246e-03 1.759306e-03
11 1.405623e-03 1.300357e-03
12 9.370819e-04 9.969403e-04
13 7.028114e-04 7.477053e-04
14 5.622491e-04 4.984702e-04
15 4.685409e-04 3.742724e-04
16 4.016065e-04  
17 3.514057e-04  
18 3.123606e-04  
19 2.811246e-04  
20 2.555678e-04  

One way to use these tables is just to find the number of clerics, say, in a town using table 1, then you can multiply that number by the value given for 1st level clerics on the table below to find how many Acolytes there are; then multiply the total number of clerics again by the value given for second level clerics to find the number of Adepts, and so on.

For example, Say you have a large town with 12,000 inhabitants. Table 1 tells you that there will be 12,000 divided by 1200 = 10 clerics in the town. Multiplying by 10 all the way down the cleric table gives this:

Level # Clerics
1 5.041905
2 2.520952
3 1.260476
4 0.581758
5 0.275013
6 0.137506
7 0.068753
8 0.033613
9 0.016806
10 0.011204
11 0.008403
12 0.006723
13 0.005602
14 0.004802
15 0.004202
16 0.003735
17 0.003361
18 0.003056
19 0.002801
20 0.002586
21 0.002401
22 0.002241
23 0.002101

What I normally do is actually feed the values into a poisson-distribution random number generator so that I get a spread of values who’s mean is the number given, which is what last week's program does (I've added the source code at the end here).

This final result is much more like a literary setting where the central characters (the PCs) are much less likely to encounter high level NPCs than low level ones. However, there is an issue with high levels.

Once the xp totals reach name level (for most classes) the amount of xp needed increases at a constant rate. This means that the ratio from, say, 12th level to 13th level, to 14th is gradually falling rather than increasing. The practical result is that the representation of very high level characters in the population reaches a plateau and 22nd level clerics are not really any rarer than 21st level ones, as you can see in the above table.

You might want to tinker with this for your campaign.

I've stuck the code up onto GitHub but I would warn you that I'm not a Javascript programmer and this is the first real program I've written in the language so the code is not great (I've done lots of glue-code in it of course, AJAX and stuff, but that's mostly calling other programs and just updating displays rather than being a complete application). The program was originally in Perl but I wanted to post it on the blog so I converted it. Consequently, the JS is currently the more up-to-date version but if I make further change it's more likely to be to the Perl version since that version's output is suitable for reading into Emacs' org-mode where I can further format and manipulate it.

Anyway, with the code on your local machine you can fiddle with assumptions such as half the population being too young to be classed, or perhaps add features such as generating ages for the npcs. Or whatever!

Monday, 2 May 2022

What's the highest level cleric in this town?

Or: D&D meets Javascript

Without any further explanation (which will come in the next post), here's a bit of javascript which generates NPC levels based on an input (total) population:

Population:
Max level:

Click "Go"


Although I said that the explanation will come next time, here's a little bit of info. The numbers of characters are based on the NPC henchman class frequency (although I took ½% off fighter and thief to give to bards), with a poisson distribution around that mean, and the levels are based on the relative amount of xp needed to attain the given level, and also randomised using a poisson distribution.

Also note that population is expected to be the full population including the aged and children amounting to 50% of the total and who are assumed to not be of interest.

Friday, 4 March 2022

D&DG Worshippers 3: Celts


Celtic Worshippers

This week we have the Celtic pantheon from D&DG and, like the Babylonian one, there is a distinct lack of thieves in the results (and paladins, but you  have to get used to that). There are a couple of assassins and of course lots of options for bards, both of which could subsume thievery functions.


Encounter Cleric Druid Fighter Ranger Magic-user Illusionist Thief Assassin Monk Bard
Arawn 1-16 1-9   1-30 1-15         1-9
Brigit   10-18 1-8   16-42         10-19
Dagda 17-27 19-27 9-20   43-54 1-24       20-31
Diancecht 28-47 28-36 21-30   55-63         32-37
Dunatis 48-58   31-42             38-48
Goibhnie   37-45 43-54             49-57
Lugh   46-65 55-67             58-68
Manannan Mac Lir 59-78   68-78              
Math   66-68 79-81   64-86 25-40        
Morrigan   69-75   31-65       1-56   69-74
Nuada   76-81   66-100       57-100   75-80
Ogham 79-89 82-91 82-91   87-100 41-69       81-91
Silvanus 90-100 92-100 92-100     70-100       92-100

However, the solution I used with the Babylonians of going with a general alignment table doesn't work as most of the deities are neutral and for "worshippers' alignment" they generally have something of the style "all beings interested in <deity's sphere of control>". So Brigit is worshipped by "Beings worshipping fire and poetry", for example. Once could almost say that the Celtic deities are rather catholic in their acceptance :)

Anyway, there's no easy conversion to alignment for quickly generating NPCs.

As an alternative, I thought I'd look at the probabilities from Zac's original method and here is what we get:


Encounter Cleric
Dagda 1-40
Arawn 41-45
Brigit 46-50
Diancecht 51-55
Dunatis 56-60
Goibhnie 61-65
Lugh 66-71
Manannan Mac Lir 72-77
Math 78
Morrigan 79-84
Nuada 85-90
Ogham 91-95
Silvanus 96-100

Just liked the image, TBH

Although I was initially enthusiastic about the system Zac presented - who would turn down the chance to get something useful from Deities and Demigods, after all? - his approach did not in fact give much nuance. The head of the pantheon gets a base 40% of results and all the rest are weighted according to their hit points. Hit points are taken as a proxy for the amount of worship the deity enjoys which, ignoring the issue of it being a dubious theological concept, seems reasonable for game purposes.

The problem is that most pantheons don't have that much of a range, with 2:1 between top and bottom being rare.

Part of the problem is that D&DG doesn't contain that much information on each pantheon. The Greek pantheon has 19 deities listed out of hundreds - the Norse one is a similarly small selection. Another part is that the cap of 400hp isn't that much higher than the top levels for PCs and dipping much below 200hp makes a deity vulnerable to a high-level party which could possibly muster more hp between them. So the design is constrained and consequently there's not really room for obscure deities with small cults.

But, still, the idea of getting some value out of D&DG is very appealing. It is, after all, nearly a dead loss. The research is patchy, for a start, and it has basically no grasp or representation of religion at all. Compared to Cults of Prax for RuneQuest it's something of a joke in roleplaying terms.

Even today, most people who play D&D have relatively little grasp of polytheism (apologies to Hindu and Japanese readers) and D&DG doesn't really illuminate the subject much. It certainly doesn't get into the differences between types of polytheism.

"The DM must also make sure that the cleric is aware of his or her place in the community and the church hierarchy." (D&DG p9).

The church what, now?

Greek worship seems to have had no such thing. Each city seems to have had a particular favourite deity, and almost everyone agreed that Zeus was usually in charge of everyone, but there was no "church" in which to have a place. Individual clerics would "work" - usually part-time, often voluntarily - at a temple or shrine and the more important the temple the more important the post was, politically. But the priests worshipping the same deity in a temple three miles up the road had no need to obey or even much care about any statements made by the high priest of a city even as regards the proper worship of the god in question. And since every city was fiercely independent, there was even less power for the would-be church leader once s/he got to the neighbouring city limits.

The Sumerian experience seems to have been very similar, and even in Egypt there was real power vested in the priests near to the throne, but that power was not especially doctrinal in form and had no reach up- or down-stream unless the current pharaoh put his or (occasionally) her weight behind it.

With the Celts, and many others, the picture is very similar but with "tribe" swapped in for "city". Indeed, this tribal favouritism for one god is probably the seed from which city cults grew.

Old Time Religion
With no church to issue edicts, personal worship was very much an individual's choice. Relatively little writing has survived which expresses the feelings of normal people, or even members of the elite classes. But what does survive is often reminiscent, I find, of the sort of stuff one might find on a Reddit forum devoted to a boy-band. Passionate, but often rather arbitrary. Outside of special occasions like childbirth or illness, people generally worshipped the deities that they just liked.

Things do often change, however, as states become more intrusive (read: more militaristic) and we start to see State Religions.

To my eye, D&DG was written with Empire of the Petal Throne in mind. The strict hierarchies, nation-wide temples, and relatively small numbers of adventuring clerics who are semi-detached from the main clerical body fits with EPT's half-way house between the Christian Churches which clearly underpinned the original game, and the reality of most polytheistic "religions". Individuals, especially clerics, are expected to follow a specific deity through most of their lives - in EPT this is generally a Clan thing, or sometimes an occupational requirement.


What's odd about the D&D version of this is that it throws out the main functions of the Church: the determination of what is appropriate behaviour for the deity and punishments for transgressing the rules (unwritten or otherwise). In the Church's place the deity itself makes these calls, and tells the clerics either via dreams, messengers, or literally to their face.

In AD&D there are no doctrinal disagreements - a cleric who is transgressive has no spells and if they're high enough level to cast 6th or 7th level spells they will be told by GOD that they are wrong!

So we have this weird mix of an assumed Church within the cleric must "be aware of their place", and at the same time no temporal authority for any officials in that Church especially if they are not spellcasters.

D&DG tells us that 'Cleric "adventurers"...rarely have any important place in their religion's hierarchy'. This only makes sense if all the important clerics are spellcasters, otherwise we get scenarios like this:

Pope (0-level political genius): It is wrong to eat fish on the first Tuesday of the month.
Fred Bangashagga (cleric, 5th level): Actually, an angel told me that's not true. It came up when I was asking for create food and water.
Pope: Arse.

Now, it's possible to invent reasons for deities to subvert some of these observations, but the deity in question would need to be really into secrets and concealment (and of course there are always mystery cults in any pantheon) but even that is a level of sophistication which one will not find in D&DG.

So, really, all D&DG is, is a list of gods divided into cultures and with a bunch of very variable quality notes attached. The reference chart is at once very handy and at the same time complete baloney in terms of accurate historical observations.

But. It is lovely. 

It has that great Erol Ottis cover, lots of good illustrations inside, and lots of numbers which gamers usually like to see. I'm talking nostalgia here: the desire to see something the way you saw it when you were younger. And when I was younger I thought D&DG would be really great and really useful.

Which brings us back to the current series of posts as an attempt to at least get a bunch of tables that answer some useful question about the game world. Specifically, the question "this bloke the players have just walked up to in the street - what deity does he worship?"

It's not much but it's about the most a 57 year-old can get out of a book that his 15 year-old-self really loved.

Thursday, 24 February 2022

D&DG Worshippers 2: Babylonians


Babylonian Worshippers

So, following on from the previous post, here's the table for Babylonian worshippers:

Encounter Cleric Druid Fighter Ranger Magic-user Illusionist Thief Assassin Monk Bard
Anu 1-25   1-16              
Anshar 26-50   17-31              
Druaga     32-44   1-11     1-100    
Girru     45-58   12-42          
Istar 51-69     1-100 43-61          
Marduk     59-75   62-73         1-100
Nergal 70-100   76-85   74-89          
Ramman     86-100   90-100 1-100        

This brings a problem with the system to the fore: there are no Babylonian deities listed with thieving skills (other than Druaga who presumably inherits the thieving abilities based on his assassin level).

In fact, this problem was there last week because none of the listed American deities have levels in the Paladin class and, in fact, neither do the Babylonian ones. That's not such a big deal - most campaigns can trundle along without paladin NPCs - but no thieves seems an unlikely social setup.

Looking at this I tried doing the table based on alignment, with the weights being the deity's hit points - a direct link back to Zak's original idea, albeit with a different methology. Here's the result:
Encounter LG NG CG LN N CN LE NE CE
Anu 1-43 1-32 1-62 1-30 1-41 1-41 1-34 1-25 1-32
Anshar               26-44 33-56
Druaga             35-53    
Girru 44-73 33-54              
Istar 74-100 55-74 63-100 31-49 42-67 42-67 54-75 45-60 57-76
Marduk       50-75          
Nergal             76-100 61-79 77-100
Ramman   75-100   76-100 68-100 68-100   80-100  

It's okay and is another way to slice the data but in this case I'm using the "worshippers' alignment" entry for each deity and, looking ahead at the Celts, that might pose a problem too. Looking slightly further ahead to the Cthulhu Mythos, it isn't going to make for a particularly interesting  range of options (spoiler: Chaotic Evil is what I'm talking about).

But for now it's okay.

Monday, 21 February 2022

D&DG Worshippers 1: North Americans


American Worshippers

Wider blog for better tables!

I decided to try to get some use out of D&DG and following an idea from Zak I used the relative levels in each class listed for the deities to come up with tables showing which one an NPC of a given class followed as their favourite. Zak originally suggested running down each deity until you hit a success but I felt a single table would be more useful.

Here's the first one for the American Pantheon as listed in D&DG.

Encounter Cleric Druid Fighter Ranger Magic-user Illusionist Thief Assassin Monk Bard
Raven 1-12 1-17   1-11 1-11 1-16 1-35      
Cyote 13-27 18-37 1-60   12-21 17-33 36-80      
Hastseltsi 28-37     12-29 22-29 34-45   1-55    
Hastsezini 38-49 38-54   30-43 30-50          
Heng 50-59     44-54 51-59 46-56        
Hotoru     61-100   60-66 57-66        
Shakak       55-68 67-76          
Snake-Man 60-69 55-68     77-87 67-81 81-100   1-38 1-100
Tobadzistsini 70-80 69-82   69-89 88-94 82-91   56-100 39-100  
Yanauluha 81-100 83-100   90-100 95-100 92-100        

More soon.

Sunday, 31 December 2017

Caravaaan

Following on again on the CSIO trade theme, I got fed up with adding "if we assume that there's nothing off the west of the map" to any conclusions. So it was time to add the City State of the World Emperor - AKA Map 6.

The guidebook for map 6 isn't quite up to scratch in some aspects. Firstly, it has no "civ" rating for the settlements. Secondly, and rather more dramatically, it has no entry for the City State of the World Emperor (CSWE) itself! No population, no overall alignment, or civ rating. Nothing.

After a brief discussion on Dragonsfoot, I went with an "able bodied" population of 30,000, giving a total population of 120,000, and a civilisation rating of 10 - the max. For other settlements I rolled or picked a civ rating. I set the CSWE alignment as LE.

As an example of picking, I put the military settlements such as Moon Tower and Midwall at 0 on the grounds that they are not in fact producing anything at all and since civ is defined in the CSIO guide as being primarily a rating of manufacturing ability that seemed reasonable.

One thing that jumped out at me was how much lower the population levels on Map 6 are. Aside from the huge CSWE, only Targnol Port breaks the 1,000 level. There's nothing to rival the City State in the way that Warwick or Ossary do for the Invincible Overlord.

A consequence of this is that although the CSWE does end up with more trade that CSIO, it is not as big a gap as the guidebook seems to imply - just over 20% more. Since the CSWE has an estimated 50% more people in it, this means that on average they are poorer than their eastern counterparts, at least in terms of traded GDP. The specific values for the combined maps are 26 to 33.

Here's the base map (light blue is withing 5 miles of land):

Are we there yet?

One big question was whether the main trade route from CSIO to CSWE would be by sea or land. Although the land route is shorter, the northern route past Warwick and into Quiff looked like it might work. As it turned out, it works for Warwick but it's too far for CSIO ships to compete with a mostly overland route.

That route runs west through Darkfield then across country, over the Battleplain Gwalion to cross the River Bucknol at the lower Quoth Crossing from whence another day and a half's march brings it to Caelam and the start of the Emperor's road network. Two days pounding pavement brings the route to the port of Augge where it embarks for the big city.

See sketch (click to enlarge):


The significance of this route to actual play, of course, is that it is the route that the annual tribute from the Overlord to the Emperor will follow - an event that is sure to be accompanied by much activity both in the wilderness and back in the city where many of the troops and higher level NPCs will be absent, assigned to protecting the caravan.

The trade from Warwick goes via Smitten, making it the 5th most important transshipment port on the combined maps (Augge is #1).

In terms of transshipment, Targnol is 15th and the city generally fails to live up to its billing as a major port, although it does come 4th in terms of trade volume. Augge is a much more important port. Adding the sparsely populated maps to the south won't change this, especially since those areas will sail directly to the port in CSWE itself.

Is This Making Sense?

As an almost final note on this subject, I would say that this examination of the trade routes and populations has confirmed what I had always felt about the setting: as demographics, it simply doesn't work. CSWE almost works in the sense that the are labelled "Emperor's Farmlands" is just big enough to support even a population of 120,000. Sadly, the city is not big enough, I think. Even with 5-story buildings of the sort the ancient Romans resorted to for packing the population of Rome into its footprint is probably not enough. The situation in CSIO is even worse. There's no way to fit 20,000 into CSIO, let alone the 80,000 total that the books suggest is the whole population including women, children, and the old.

Likewise, the lack of roads in the east means that getting food to CSIO from outlying settlements is pretty tough if the production is not hard by a river or the sea. With no equivalent to the Emperor's Farmlands, it's hard to see where the city's food is coming from. On the scale of the maps I've used, there is a need for 16,000 pixels of farmland (using JG's rules, which are not far off reality for the tech level). All the land west of the city between the hills, the Mermist, and the Troll Fens adds up to just under 6,000 pixels (60,000 acres). And that's not even open plain, it's "light woods". The city has no visible means of support.

The settlements of these two maps are very isolated from each other. There's very few towns that have more than one neighbouring settlement within a day's travel, at least for bulk trade purposes. As such, there's unlikely to be much shared culture and the "common tongue" will be very limited outside of trade subjects such as counting, quality, and dates. Discussions of ancient civilizations (and where to find them) is not going to be easy.

The length of trade routes means that caravans will be the norm, as overnight stops will be routine, and defensive measures absolutely vital. Likewise, the large towns will have to patrol wide areas to help keep much needed trade safe from gnolls, orcs, and dragons.

Ultimately, the Wilderlands is not about demographics, it's about adventure. This analysis is aimed at end-game factors for domain clearance. Where is the Overlord or Emperor likely to grant lands? What long-standing monster lairs would they want removed as part of such a deal? Where would the PC be able to offer colonists some economic future? And so forth.

The problems identified with the setting are really not too obtrusive and can even be handwaved away - the City States' listed high populations are perhaps just the total troops they can draw on across their whole domains; the cities themselves might be very much smaller. Perhaps magical food production allows the Overlord to feed his city.

Anyway, that's enough demographics for now. More religion next time.

Oh, one last thing. I did some maps to the south to test whether Ossary would take that route (it did not). I've only really done the coasts so far but in case anyone wants it, here's the larger map:



Tuesday, 11 February 2014

Mediaeval Demographics: The View From Space

Broad Brushstrokes
Here's some really rough numbers you can use to quickly create demographics with the feel of mediaeval England (~1300ish). The objections that could be raised are almost infinite but they should be close enough for horseshoes or hand-grenades. Obviously, the idea is to start with "model" numbers and then adjust specifics to suit a campaign, or an area within a campaign.

Acres of farmland = population x 1⅔
Urban population = population / 10
Non-farming population = population / 4
Clerical population = population / 100

Number of adults (16+) = population / 3

Number of single adult homes = number of adults / 10.

Number of couple homes = number of adults x 0.45.

Forest for fuel = number of couple homes x 6 acres. (If you start with an area of land, this means that the number of people supported will be acres/2.567)

Largest city = population / 100 (or urban  population / 10)
nth largest city = largest city / n

Each acre of farmland produces 12 bushels of "grain", of which 3 (25%) support non-farming population somewhere.

20bu of grain support one person for a year.

Working backwards, each acre of land requires 0.6 head of population (man, woman, and child) or 0.45 head of rural population if you prefer, meaning that each head of rural population is producing ~26⅔ bushels per year. Obviously, in the specific case of adult males, much more than this can be worked and none of these values will hold when dealing with small numbers of population.

Large Self-Contained Model Village
Population 300, 225 in farmer families, 75 non-farmers.

75 farming adults: 8 single dwellings,  34 couples with 150 children (4.4 each).
25 non-farming adults: 3 single, 11 couples with 50 children (4.5 each).

500ac of farmland, 270ac of woodland available for fuel. So just over 1.2 sq-mile, plus space for water, waste areas, and meadow. This easily fits into a classic Judges' Guild 5-mile hex which is 20 sq-miles or 13856 acres.

Village produces 6000bu of grain per year. If non-farmers were removed, 1,500bu could be sold per year, granting a per adult income of 20 times the value of a bushel of grain (so, if 1bu=1sp, that's 1gp per year, for example).

In reality, unless there were special reasons otherwise, the majority of the non-farmers would not be in the village, they would be in towns, or serving the local lord, living in monasteries, in the army, etc.

There would be some non-farmers in a village this size, however. Widows and widowers and the "village idiot", millars, bakers, coopers, carpenters, teamsters and maybe even a full-time aletender, as well as a scattering of odd-ball tinkers and similar passers-through. Brewing would be done privately and about half the homes would be doing some and the brewing itself was traditionally the responsibility of the wife (very few single people brewed) who would be called by the female form of "brewer" - "brewster".

There are possible scenarios where the bulk of the listed non-farmers could actually be "on-site" as it were. For example, a village near a salt mine could have a substantial industry of families who extract, pack, transport and sell the salt and who pay the farming families for their food out of their income.

Alternative food sources, such as fishing, are something I'll look at in another post.

Large Model Country
Population: 4,000,000
Adults: 1m
Couple homes: 450,000
Acres of farmland: 6⅔ million acres (10417 sq miles).
Acres of forest: 2.7m (4219sq mi).
Farming population: 3m
Non farming: 1m
Clergy: 40,000
Urban population: 400,000

Largest City population: 40,000, consuming 2192bu (54t) of grain per day.
Next largest cities: 20,000; 13,300 ; 10,000 ; 8000 etc.

This represents about 465 6-mile hexes, or 19 30-mile hexes assuming 100% human land usage. Waste and marginal land will probably double or triple that.

Of the adult population, 13,333 are capable of level advancement. The "natural" level for the clergy would be 400, but if people were able to spell cast, then I imagine that they would be accepted in preference to anyone else. Given the ease of becoming a cleric then roughly 8170 would be eligible (assuming NPCs are 3d6 in order) and perhaps we can knock that down to 5,000 due to alignment requirements so that ⅛th of the clerical population would be spellcasters.

That would leave 8,333 adults capable of class advancement, some of whom may be clerics of other deities than the mainstream Church's.

Of the original 13,333 adults 7774 would qualify as fighters;  8,170 as magic users, clerics, or  thieves; 853 as assassins; 383 as druids; 50 as illusionists; 50 as monks; 27 as bards; 21 as rangers; and just 13 as paladins. Obviously, many would qualify for more than one class.

Population Density
If you plod around the web looking for information on mediaeval demographics and economics to use in your fantasy roleplaying game (and, honestly, who doesn't?) you'll see figures for the population density of mediaeval England of around 120/mi² whereas the figures here give a much higher density of about 380/mi².

If ye be a foreigner you might not be aware that there has always been a large difference in population density across England (and still moreso over the British Isles generally), with the north and southwest being much less heavily populated than the south and east. This difference was enhanced by the events of the Norman Conquest (the "harrying of the North"), boosted by Scottish raiders, and remain with us today.

So, at the height of the middle ages, England did indeed have a population density overall of 120/m², but in places like Northumberland and Cumbria it was much lower and in places like Suffolk and Cambridgeshire it was a lot higher, much higher than the figures given here which are likewise based on "average" farmland; better and worse land will exist and rural densities of 500/mi² are perfectly plausible if you're just looking at 6-mile hexes rather than whole countries.

So, don't worry too much about high population densities even before adding in fantasy elements that might allow it to go even higher.

Children
Lot of children in those villages, aren't there? It's hard to get good estimates on what is a realistic number but my feeling is that there would be more than is usually expected. The families generated by the numbers above are a "snapshot" and the kids will be all sorts of ages and many of them - maybe 1 in 4, certainly 1 in 5 - will not live long enough to even start helping around the farm. Consequently, the average age of all people in the village will be skewed heavily towards the low end.

However, you might want to divide population by 2½ to find the number of adults.

Grain
I've abstracted grain crops into bushels of 34.83% wheat, 42.7% barley, and 22.47% oats giving ~60500 kcal per bushel.

The question of barley is a vexed one as the calorific value of this crop is largely tied up with the details of ale/beer making, with Bruce Campbell claiming that 70% of the value was wasted in the 1300's. This value seems to me to be very unlikely indeed and certainly by the 1600's it was down to ~25%. Given the size of the barley crop, the difference is very significant in terms of the land's ability to support population.

In particular, Campbell assumes that only one wort was produced in the brewing. I suspect that no brewer ever only used one wort, at least this side of the bronze age. Very early brewing was done in large troughs and it would be the most natural thing in the world to try to get more value out of the trough before having to go to the bother of clearing it out. But solid evidence from before 1400 is very thin.

Animals
Animals are abstracted away at this level. Their calorific input into the population is ultimately derived from either feed, which is included in the grain figures, or pasture, which is not.

Productivity and The Plague
Productivity per person seems to have increased after the Black Death. There's a few reasons for this. For one, the survivors could pick and choose the best land to farm, abandoning the poorer land and thus increasing the actual yield per acre. For another, survivors were often able to drive much harder bargains with their employers/landlords and so able to gain more from their efforts, thus encouraging them to work harder. Probably another aspect was the opportunity to re-jig the way any given farm was run, with fewer people to object and complain about changes. Technology did not change but, at least for a while, the survivors had more cash to invest in replacements for old tools and so on.

However, the jump does also speak of a degree of under-employment in the pre-plague period and so these figures could well be altered in favour of lower numbers of workers and higher numbers of "off-farm" people without invoking any fantasy elements.