T O P I C R E V I E W |
silverwolfer |
Posted - 16 Apr 2013 : 19:55:18 ((okay maybe not, seems I may be wrong and some of this is already covered))
but the tablets that caused the times of troubles are being rewritten , which will cause a shift in power, and force things in a new pecking order.
One tid bit of interest, Amadeus, or however his name is spelled, will be retained as a god. **Can give a source to this on Friday, but can't steal the persons thunder due to job security of said person**
Edit Two: The blood war will resume and be of a greater significance for the first half, and then tapper down. |
30 L A T E S T R E P L I E S (Newest First) |
sleyvas |
Posted - 14 May 2013 : 14:46:57 quote: Originally posted by Aldrick
quote: Originally posted by sleyvas
Why have living slaves? Easy, they're easier to "program" to do something complex but not necessarily repetitive. I imagine life as a slave isn't ALWAYS as bad as people envision. A lot of the repetitive and heavy lifting work is probably performed by the undead and constructs. Meanwhile, the slaves may simply perform "organizational" functions (i.e. maybe the undead haul the crops to the cart, and the slaves just load the cart such that everything's not falling down.... its still rough work, but not necessarily horrid, and something that even old slaves might be able to do). Similarly, skeletons/constructs could run machinery to make cloth, and possibly even cut cloth, but I'd highly doubt their sewing skill.
It's not about what is easier, it's about what is economical. People don't keep slaves because they're easy, people keep slaves because they are a way to harvest cheap labor. While something like a construct would no doubt cost more upfront, the years of use you'd get out of it, as well as its productivity would simply outstrip that of a slave.
A construct is pretty much guaranteed to pay for itself. Your slave could potentially suffer a disabling injury or get sick and die. You also have to provide all the basic necessities of life for your slave, food, water, clothing, and shelter. You'd do this, not because you're a nice guy, but because you want your slave to live long enough to pay for itself and earn a surplus.
All of this is completely unnecessary for constructs. The worst thing that could happen is that it'll suffer some work related damage (which may be near impossible depending on what it's supposed to do), but this can be repaired and it'll return to full operation immediately after.
In addition to all of the above, in Thay specifically, we know that they aren't using constructs and the like in their fields on a massive scale. At least pre-Spellplague. Here is a direct quote from the Unapproachable East, pg. 159: "Slaves are costly (a young human field slave sells for about 50 gp in the markets at Eltabbar), so few commoners have the means to own them. Since slaves represent a significant investment for a small farmer or artisan, common Thayans take good care of them. Slaves consigned to the broad estates of noble Thayans face a harder existence, and those unfortunate souls sold off to the vast state-run fields or mines are treated as nothing more than beasts of burden."
So, in the end, we're left with only one good reason that things like we're discussing isn't happening on a large scale - even in a place like Thay. The answer to that is the price is too prohibitive to be economical.
I also want to point out that if we were to walk down this path where magic is used to enhance mundane life and everyday tasks, then we would be faced with a serious problem. Mostly, the spells we have access to are intended for adventuring player characters and their enemies. If we were to walk down this path, we would have to acknowledge that there would be entire libraries filled with spells that wizards have created SPECIFICALLY to automate and enhance mundane life and everyday tasks.
Due to the high number of arcane magic users in the Realms as well as the number of high level ones (oodles and oodles of them), we run head first into "Here Be Dragons" territory. As Markus points out they would likely advance far beyond where we are today with our technology, and in that sense be far superior. This is obviously not taking place in the Realms, and thus we need an explanation why... the most sensible and obvious is that it isn't economical.
In fact, I'm going to call this Aldrick's Law of Economical Magic, which plays off Arthur C Clarke's third law that states, "Any sufficiently advanced technology is indistinguishable from magic."
Aldrick's Law of Economical Magic: "Any setting with powerful and flexible magic that is also economical enough to be accessed on a regular basis by the common man will inevitably lead to magic that makes our most advanced technology look primitive."
I think we're somewhat in agreement, just saying things a different way. I think it would be very expensive to get anything going that wouldn't need human oversight in large amounts. In Thay for instance, they stick towards undead for heavy, repetitive lifting tasks. For instance, the long portage. They do this instead of constructs because they're so tied to necromancy and slavery. Some of this comes from the early works on Thay, and sorry, I'd have to hunt down references. Let me give you my idea of a slave run estate in Thay, because I think that might help clear things up.
Now, do they use humans to grind away in the fields and mines? Sure. Bad spots are a punishment for slaves that cause issues. Also, why have so many slaves? Well, they need a large number of slaves to fuel their need for undead to animate (most of whom go towards military uses). So, how are slaves used in the fields? Maybe there is a line of skeletons on a rope. They are instructed to go wherever they are led and carry anything put in their hands. So, slaves go into the fields and pick the plants clean, emptying their small baskets into baskets carried by these skeletons. Similarly, when it comes time to till the fields, hitch up a team of skeletons to pull the tiller, but you have a slave at the back helping guide it and a slave at the front leading the skeletons on a rope (or maybe using a red/green stop/go sign). Similarly, you have someone who wants to pick a tree clean. There might be skeletons who work as a team to hold a platform in the air. The slave stands on top of the platform and maybe uses a simple flag type system to make the undead move in certain directions. If the slave wants to go higher, there may be other platforms that have longer legs that other skeletons are holding and the slave simply steps from one to the other (and the platform itself may have 2 or 3 heights. If these skeletons are assigned these very specific tasks only (i.e. hold x and follow y until commanded otherwise), you don't need a bunch of magical overseers directing them and they don't need a lot of intelligence. Also, you readily have an army almost anywhere in Thay by simply going to the fields and collecting undead. As well, the overseer readily has an army to put down a slave revolt.
These tasks may extend outside the field to tasks that are more complex, such as carrying buckets of pitch onto a roof to tar it, etc... but you still need the more intelligent slave to say spread the tar without falling off the rooftop (note in this instance, you'd need a series of steps rather than a ladder... but a ramp is easily made with skeletons holding platforms as in the previous example of people picking a tree.).
Is this an easy life for the slaves? By no means. However, is it easier than the alternatives? Yes. Can you use lesser quality slaves in this environment? Yes, and those that die simply become undead to service in the fields or army.
So, how does this match up to some of your arguments. You already state that there is a high percentage of magic users. Having the freedom to do this implies a higher degree of agriculture, as you have to have the supporting infrastructure. Thus, anywhere where there is a large number of wizards, I'd expect to find something similar to this making life easier to allow them the freedoms to study.
So, from what I describe, I think we can agree that I'm not talking about "Eberron-like" levels of techno-magic. However, they do use magic to make agriculture and other basic tasks easier to perform. In fact, I think it'd be a great topic to discuss other very basic uses of undead to simplify people's lives (i.e. if you had a plethora of undead that you could assign a given task and leave them to it nearly forever). |
Apex |
Posted - 14 May 2013 : 13:55:53 quote: Originally posted by Aldrick
I would say that the magic available in the Realms is already at a point of being advanced beyond our own science though. Even if certain things aren't commonly available, spells such as teleport put every mode of transportation on Earth to shame, to say nothing of clerical healing abilities (or resurrection abilities). I agree economics (coupled with people guarding the secrets to their workings) is a likely reason for these not being widespread. I have another possible theory though.
Don't forget material components. It is those that likely would make the widespread use of magic less economical. |
sleyvas |
Posted - 14 May 2013 : 13:47:43 quote: Originally posted by Markustay
If the construct is the machinery, you save a step.
Why wouldn't people on a magical world have fully automated machinery? We already have tons of examples of 'talking' (sentient) devices, so why not a loom (or some-such) that you simply order to produce something? You'd still have to have other people (or constructs) feeding raw-materials into the thing, but even those jobs could be automated (creating a truly complex network of Arcano-machinery).
Like in the Sorcerer's Apprentice, you don't need something pushing the broom, when you can just program the broom itself (and get equally comical results). One of my favorite parts of Disney's Aladdin movie was the flying carpet with a personality.
Me thinks that we try to hard figuring out how people from such a world would achieve what we have... but I think they would have something VERY different. Probably something far superior. Technology isn't all that great.
The difference is the complexity of the artificial intelligence yoou create into the construct. My personal viewpoint is that the AI would raise the magical costs to create constructs. Basically, you can create an item that does simple, repetitive tasks that you could say hand off to a small child-like intelligence and limited senses a lot cheaper than making the same item and giving it the intelligence, comprehension, and senses of an adult. |
Tyrant |
Posted - 14 May 2013 : 03:20:28 quote: Originally posted by Aldrick I also want to point out that if we were to walk down this path where magic is used to enhance mundane life and everyday tasks, then we would be faced with a serious problem. Mostly, the spells we have access to are intended for adventuring player characters and their enemies. If we were to walk down this path, we would have to acknowledge that there would be entire libraries filled with spells that wizards have created SPECIFICALLY to automate and enhance mundane life and everyday tasks.
I do agree that we can't view the setting through the lens of the D&D game rules.
I would say that the magic available in the Realms is already at a point of being advanced beyond our own science though. Even if certain things aren't commonly available, spells such as teleport put every mode of transportation on Earth to shame, to say nothing of clerical healing abilities (or resurrection abilities). I agree economics (coupled with people guarding the secrets to their workings) is a likely reason for these not being widespread. I have another possible theory though.
I always assumed higher level spells were jealously guarded secrets. Basically imagine as if mages treated every spell above a certain level the Manshoon treats his Stasis Clone Spell. I also assumed, though I haven't seen it really played up or mentioned in any Realms material, that certain spells are primarily found in certain regions or amongst certain casters. As an example, maybe the average mage from Calimshan favors fire based spells (due to being taught that way or perhaps due to availability of spell components) and is less likely to use something like acid arrows. Higher level mages would have greater resources, greater ability to travel, and greater means of researching so they would be more likely to have a broader range of spells even going against what you would expect from their general region. Your lower level spells would be wide spread but as you move up the chain the higher level ones would become less and less common. I don't just mean because higher level mages are less common, I mean a situation where just because a character can cast spells of a certain level they may not have ready access to all spells of that level (unlike how PCs are in the game). This is one way to explain how not every mage is optimized like the average PC mage and why certain types of magic aren't wide spread. We have to assume that PC levelling rules and ability to choose any spells they like is purely a game mechanic and not an accurate representation of the world. |
Aldrick |
Posted - 13 May 2013 : 23:43:28 quote: Originally posted by sleyvas
Why have living slaves? Easy, they're easier to "program" to do something complex but not necessarily repetitive. I imagine life as a slave isn't ALWAYS as bad as people envision. A lot of the repetitive and heavy lifting work is probably performed by the undead and constructs. Meanwhile, the slaves may simply perform "organizational" functions (i.e. maybe the undead haul the crops to the cart, and the slaves just load the cart such that everything's not falling down.... its still rough work, but not necessarily horrid, and something that even old slaves might be able to do). Similarly, skeletons/constructs could run machinery to make cloth, and possibly even cut cloth, but I'd highly doubt their sewing skill.
It's not about what is easier, it's about what is economical. People don't keep slaves because they're easy, people keep slaves because they are a way to harvest cheap labor. While something like a construct would no doubt cost more upfront, the years of use you'd get out of it, as well as its productivity would simply outstrip that of a slave.
A construct is pretty much guaranteed to pay for itself. Your slave could potentially suffer a disabling injury or get sick and die. You also have to provide all the basic necessities of life for your slave, food, water, clothing, and shelter. You'd do this, not because you're a nice guy, but because you want your slave to live long enough to pay for itself and earn a surplus.
All of this is completely unnecessary for constructs. The worst thing that could happen is that it'll suffer some work related damage (which may be near impossible depending on what it's supposed to do), but this can be repaired and it'll return to full operation immediately after.
In addition to all of the above, in Thay specifically, we know that they aren't using constructs and the like in their fields on a massive scale. At least pre-Spellplague. Here is a direct quote from the Unapproachable East, pg. 159: "Slaves are costly (a young human field slave sells for about 50 gp in the markets at Eltabbar), so few commoners have the means to own them. Since slaves represent a significant investment for a small farmer or artisan, common Thayans take good care of them. Slaves consigned to the broad estates of noble Thayans face a harder existence, and those unfortunate souls sold off to the vast state-run fields or mines are treated as nothing more than beasts of burden."
So, in the end, we're left with only one good reason that things like we're discussing isn't happening on a large scale - even in a place like Thay. The answer to that is the price is too prohibitive to be economical.
I also want to point out that if we were to walk down this path where magic is used to enhance mundane life and everyday tasks, then we would be faced with a serious problem. Mostly, the spells we have access to are intended for adventuring player characters and their enemies. If we were to walk down this path, we would have to acknowledge that there would be entire libraries filled with spells that wizards have created SPECIFICALLY to automate and enhance mundane life and everyday tasks.
Due to the high number of arcane magic users in the Realms as well as the number of high level ones (oodles and oodles of them), we run head first into "Here Be Dragons" territory. As Markus points out they would likely advance far beyond where we are today with our technology, and in that sense be far superior. This is obviously not taking place in the Realms, and thus we need an explanation why... the most sensible and obvious is that it isn't economical.
In fact, I'm going to call this Aldrick's Law of Economical Magic, which plays off Arthur C Clarke's third law that states, "Any sufficiently advanced technology is indistinguishable from magic."
Aldrick's Law of Economical Magic: "Any setting with powerful and flexible magic that is also economical enough to be accessed on a regular basis by the common man will inevitably lead to magic that makes our most advanced technology look primitive." |
Markustay |
Posted - 13 May 2013 : 21:03:19 If the construct is the machinery, you save a step.
Why wouldn't people on a magical world have fully automated machinery? We already have tons of examples of 'talking' (sentient) devices, so why not a loom (or some-such) that you simply order to produce something? You'd still have to have other people (or constructs) feeding raw-materials into the thing, but even those jobs could be automated (creating a truly complex network of Arcano-machinery).
Like in the Sorcerer's Apprentice, you don't need something pushing the broom, when you can just program the broom itself (and get equally comical results). One of my favorite parts of Disney's Aladdin movie was the flying carpet with a personality.
Me thinks that we try to hard figuring out how people from such a world would achieve what we have... but I think they would have something VERY different. Probably something far superior. Technology isn't all that great. |
sleyvas |
Posted - 13 May 2013 : 20:15:35 quote: Originally posted by Aldrick
quote: Originally posted by sleyvas
quote: Originally posted by Aldrick
quote: Originally posted by sleyvas
However, the real reason I'm replying is the answer given about agricultural advances, because it intrigued me. I'd say that in some areas of the realms, they've reached agricultural advances that are either equal to OR even advanced beyond our own. I stress that this is in SOME areas of the realms. For instance, outside Waterdeep in Goldenfields (think that's what the Chauntean farmland is called). I would also put Thay on this list as one of the areas that may even bypass our own skill in agriculture, due to their advancements in weather magic, use of "free" labor in the form of undead, their abilities in all forms of transmutation magics, etc.... Therefore, in those areas and immediately surrounding, we may see more urbanized societies and thereby more intellectually trained societies. Now, all that being said, in the heartlands... for the most part, I'd say that we're probably a little better than 1860's technology only through the use of magic to help push against the technological advances of our own society (cheap animated constructs would be highly useful in performing repetitive tasks). Gondsmen may also be introducing labor saving devices that would aid the average farmer. Alchemists may be introducing chemicals that might save farmers things that would be rigorous (for instance, a fluid that either slow burns or dehydrates stumps for example would aid in clearing fields), though alchemical improvements aren't my forte'.
Yes, it's called Goldenfields, and I have to agree. Places that make extensive use of magic (divine or arcane) likely surpass even what we accomplish currently in the real world. However, I think these are exceptions rather than the rule. I don't want to say magic is extensively used in agriculture in the Realms, because we don't really see any serious proof of that being done on a massive scale.
However, I agree that places such as Goldenfields, Thay, and even Halruaa before the Spellplague likely surpass even what we achieve in the modern world. Netheril may have an operation along these lines as well. Although, once again, I think it's important to note that we don't see anything like this done on a massive scale.
One of the reasons that we likely don't see it done on a massive scale is simply economics. In most cases it could be cost prohibitive to do this, and in the places that it occurs it is likely heavily subsidized. The arcane research, the regents, and the time of someone trained in the Art to cast the spells doesn't come cheap. Without subsidizing the magical agriculture something as minor as a loaf of bread could inevitably cost an entire days wages or more for the average unskilled worker.
I'm glad you mentioned the subsidizing costs. One of the things I always thought was a misrepresentation of Thay was that they were all scheming and conniving against their masters. I submit that many of them were simply learning and loyal to their country. They didn't get involved with politics and they simply focused on advancing "life-giving" concerns through select use of necromancy for slave labor, weather magic to enhance crops, animation of constructs, etc...
However, I disagree that these costs would be prohibitive. Our world pays recurring costs for our equipment in the form of petroleum products. Our soil is enhanced further to grow better crops with petroleum products. If a mage creates a "farming construct" or sends a skeleton crew out to till a field, said constructs work without fuel needs. In both instances (magical and technological) the object doing the work does eventually break down, but repairing a tractor would tend to be a lot more effort than say casting a repair construct spell or a cause light wounds spell.
Now, is this widespread? I agree here. Its not widespread in the realms. I would expect to see it in certain areas however, and much like in our world, the resources are somewhat constrained (i.e. Thay gets good weather, so Unther suffers)
The issue with cost, I think, has less to do with what is required to cast the spell. It has more to do with paying the wizard to cast it. It's not as if they'll work for free.
Personally, I'd treat all this as being outside of the D&D rules as I don't think it models this very well. The rules are designed with PC Adventurer's in mind. This applies to the entire system, but especially when it comes to prices. My concern is that if we were to go down that route we'd quickly begin modifying the Realms to look like something else entirely (or struggling to explain why it doesn't). At first, I think we'd come to something similar to Eberron, but then we'd quickly surpass even that due to the sheer number of arcane magic users in the Realms as well as their higher levels.
For example: We'd completely eliminate unskilled workers to be replaced by semi-intelligent constructs. We'd push the Realms toward an industrial revolution where factories are populated by said constructs instead of people, etc. Keeping in mind, of course, that they'd last pretty much forever, work 24/7, never get tired, and do it for free - you're pretty much guaranteed to earn back your investment on anything that can be mass produced. Thay would be like modern-day China when it comes to manufacturing.
Further, why would Thay deal with slaves at all unless to magically experiment upon them? Using undead and constructs would be much more cost effective. You don't have to worry about them rebelling, they don't require the level of maintenance you'd have to care for a slave (food, water, clothing, shelter, overseers), they can work in conditions that slaves can't, etc. Hell, with undead and constructs - they're perfect for mining operations which could run 24/7 without a pause.
Things like this obviously aren't the case, and the easiest way to explain why it isn't is just to say it'd be cost prohibitive and completely outside the scope of the rules.
Why have living slaves? Easy, they're easier to "program" to do something complex but not necessarily repetitive. I imagine life as a slave isn't ALWAYS as bad as people envision. A lot of the repetitive and heavy lifting work is probably performed by the undead and constructs. Meanwhile, the slaves may simply perform "organizational" functions (i.e. maybe the undead haul the crops to the cart, and the slaves just load the cart such that everything's not falling down.... its still rough work, but not necessarily horrid, and something that even old slaves might be able to do). Similarly, skeletons/constructs could run machinery to make cloth, and possibly even cut cloth, but I'd highly doubt their sewing skill. |
Aldrick |
Posted - 13 May 2013 : 18:20:43 quote: Originally posted by sleyvas
quote: Originally posted by Aldrick
quote: Originally posted by sleyvas
However, the real reason I'm replying is the answer given about agricultural advances, because it intrigued me. I'd say that in some areas of the realms, they've reached agricultural advances that are either equal to OR even advanced beyond our own. I stress that this is in SOME areas of the realms. For instance, outside Waterdeep in Goldenfields (think that's what the Chauntean farmland is called). I would also put Thay on this list as one of the areas that may even bypass our own skill in agriculture, due to their advancements in weather magic, use of "free" labor in the form of undead, their abilities in all forms of transmutation magics, etc.... Therefore, in those areas and immediately surrounding, we may see more urbanized societies and thereby more intellectually trained societies. Now, all that being said, in the heartlands... for the most part, I'd say that we're probably a little better than 1860's technology only through the use of magic to help push against the technological advances of our own society (cheap animated constructs would be highly useful in performing repetitive tasks). Gondsmen may also be introducing labor saving devices that would aid the average farmer. Alchemists may be introducing chemicals that might save farmers things that would be rigorous (for instance, a fluid that either slow burns or dehydrates stumps for example would aid in clearing fields), though alchemical improvements aren't my forte'.
Yes, it's called Goldenfields, and I have to agree. Places that make extensive use of magic (divine or arcane) likely surpass even what we accomplish currently in the real world. However, I think these are exceptions rather than the rule. I don't want to say magic is extensively used in agriculture in the Realms, because we don't really see any serious proof of that being done on a massive scale.
However, I agree that places such as Goldenfields, Thay, and even Halruaa before the Spellplague likely surpass even what we achieve in the modern world. Netheril may have an operation along these lines as well. Although, once again, I think it's important to note that we don't see anything like this done on a massive scale.
One of the reasons that we likely don't see it done on a massive scale is simply economics. In most cases it could be cost prohibitive to do this, and in the places that it occurs it is likely heavily subsidized. The arcane research, the regents, and the time of someone trained in the Art to cast the spells doesn't come cheap. Without subsidizing the magical agriculture something as minor as a loaf of bread could inevitably cost an entire days wages or more for the average unskilled worker.
I'm glad you mentioned the subsidizing costs. One of the things I always thought was a misrepresentation of Thay was that they were all scheming and conniving against their masters. I submit that many of them were simply learning and loyal to their country. They didn't get involved with politics and they simply focused on advancing "life-giving" concerns through select use of necromancy for slave labor, weather magic to enhance crops, animation of constructs, etc...
However, I disagree that these costs would be prohibitive. Our world pays recurring costs for our equipment in the form of petroleum products. Our soil is enhanced further to grow better crops with petroleum products. If a mage creates a "farming construct" or sends a skeleton crew out to till a field, said constructs work without fuel needs. In both instances (magical and technological) the object doing the work does eventually break down, but repairing a tractor would tend to be a lot more effort than say casting a repair construct spell or a cause light wounds spell.
Now, is this widespread? I agree here. Its not widespread in the realms. I would expect to see it in certain areas however, and much like in our world, the resources are somewhat constrained (i.e. Thay gets good weather, so Unther suffers)
The issue with cost, I think, has less to do with what is required to cast the spell. It has more to do with paying the wizard to cast it. It's not as if they'll work for free.
Personally, I'd treat all this as being outside of the D&D rules as I don't think it models this very well. The rules are designed with PC Adventurer's in mind. This applies to the entire system, but especially when it comes to prices. My concern is that if we were to go down that route we'd quickly begin modifying the Realms to look like something else entirely (or struggling to explain why it doesn't). At first, I think we'd come to something similar to Eberron, but then we'd quickly surpass even that due to the sheer number of arcane magic users in the Realms as well as their higher levels.
For example: We'd completely eliminate unskilled workers to be replaced by semi-intelligent constructs. We'd push the Realms toward an industrial revolution where factories are populated by said constructs instead of people, etc. Keeping in mind, of course, that they'd last pretty much forever, work 24/7, never get tired, and do it for free - you're pretty much guaranteed to earn back your investment on anything that can be mass produced. Thay would be like modern-day China when it comes to manufacturing.
Further, why would Thay deal with slaves at all unless to magically experiment upon them? Using undead and constructs would be much more cost effective. You don't have to worry about them rebelling, they don't require the level of maintenance you'd have to care for a slave (food, water, clothing, shelter, overseers), they can work in conditions that slaves can't, etc. Hell, with undead and constructs - they're perfect for mining operations which could run 24/7 without a pause.
Things like this obviously aren't the case, and the easiest way to explain why it isn't is just to say it'd be cost prohibitive and completely outside the scope of the rules. |
Markustay |
Posted - 13 May 2013 : 14:39:47 You know what I find even more intriguing? That some folks were experimenting with reducing the size of livestock until it was time to 'use them'. The main benefit would be in shipping them (imagine having an entire ranch at your disposal aboard ship - its a cook's dream), but also, just day-to-day care. Your farm could be MUCH smaller, and you they wouldn't eat nearly so much. On the flip-side, you could even enlarge them past their original size when it was time, to get more meat from them.
I forget where I read that bit... probably in a Volo's Guide.
quote: Originally posted by Aryalómë
I actually think that keeping the pre-conceived prejudices of the other races/species helps to create that feeling of 'otherness' that has been lacking in the Realms for a long time.
QFT
Right now its like a video game - each race is just a re-skin of a human. They need to stress the 'alieness' factor, and they haven't been doing that. |
sleyvas |
Posted - 13 May 2013 : 13:23:58 quote: Originally posted by Aldrick
quote: Originally posted by sleyvas
However, the real reason I'm replying is the answer given about agricultural advances, because it intrigued me. I'd say that in some areas of the realms, they've reached agricultural advances that are either equal to OR even advanced beyond our own. I stress that this is in SOME areas of the realms. For instance, outside Waterdeep in Goldenfields (think that's what the Chauntean farmland is called). I would also put Thay on this list as one of the areas that may even bypass our own skill in agriculture, due to their advancements in weather magic, use of "free" labor in the form of undead, their abilities in all forms of transmutation magics, etc.... Therefore, in those areas and immediately surrounding, we may see more urbanized societies and thereby more intellectually trained societies. Now, all that being said, in the heartlands... for the most part, I'd say that we're probably a little better than 1860's technology only through the use of magic to help push against the technological advances of our own society (cheap animated constructs would be highly useful in performing repetitive tasks). Gondsmen may also be introducing labor saving devices that would aid the average farmer. Alchemists may be introducing chemicals that might save farmers things that would be rigorous (for instance, a fluid that either slow burns or dehydrates stumps for example would aid in clearing fields), though alchemical improvements aren't my forte'.
Yes, it's called Goldenfields, and I have to agree. Places that make extensive use of magic (divine or arcane) likely surpass even what we accomplish currently in the real world. However, I think these are exceptions rather than the rule. I don't want to say magic is extensively used in agriculture in the Realms, because we don't really see any serious proof of that being done on a massive scale.
However, I agree that places such as Goldenfields, Thay, and even Halruaa before the Spellplague likely surpass even what we achieve in the modern world. Netheril may have an operation along these lines as well. Although, once again, I think it's important to note that we don't see anything like this done on a massive scale.
One of the reasons that we likely don't see it done on a massive scale is simply economics. In most cases it could be cost prohibitive to do this, and in the places that it occurs it is likely heavily subsidized. The arcane research, the regents, and the time of someone trained in the Art to cast the spells doesn't come cheap. Without subsidizing the magical agriculture something as minor as a loaf of bread could inevitably cost an entire days wages or more for the average unskilled worker.
I'm glad you mentioned the subsidizing costs. One of the things I always thought was a misrepresentation of Thay was that they were all scheming and conniving against their masters. I submit that many of them were simply learning and loyal to their country. They didn't get involved with politics and they simply focused on advancing "life-giving" concerns through select use of necromancy for slave labor, weather magic to enhance crops, animation of constructs, etc...
However, I disagree that these costs would be prohibitive. Our world pays recurring costs for our equipment in the form of petroleum products. Our soil is enhanced further to grow better crops with petroleum products. If a mage creates a "farming construct" or sends a skeleton crew out to till a field, said constructs work without fuel needs. In both instances (magical and technological) the object doing the work does eventually break down, but repairing a tractor would tend to be a lot more effort than say casting a repair construct spell or a cause light wounds spell.
Now, is this widespread? I agree here. Its not widespread in the realms. I would expect to see it in certain areas however, and much like in our world, the resources are somewhat constrained (i.e. Thay gets good weather, so Unther suffers) |
Aldrick |
Posted - 13 May 2013 : 07:15:05 quote: Originally posted by sleyvas
However, the real reason I'm replying is the answer given about agricultural advances, because it intrigued me. I'd say that in some areas of the realms, they've reached agricultural advances that are either equal to OR even advanced beyond our own. I stress that this is in SOME areas of the realms. For instance, outside Waterdeep in Goldenfields (think that's what the Chauntean farmland is called). I would also put Thay on this list as one of the areas that may even bypass our own skill in agriculture, due to their advancements in weather magic, use of "free" labor in the form of undead, their abilities in all forms of transmutation magics, etc.... Therefore, in those areas and immediately surrounding, we may see more urbanized societies and thereby more intellectually trained societies. Now, all that being said, in the heartlands... for the most part, I'd say that we're probably a little better than 1860's technology only through the use of magic to help push against the technological advances of our own society (cheap animated constructs would be highly useful in performing repetitive tasks). Gondsmen may also be introducing labor saving devices that would aid the average farmer. Alchemists may be introducing chemicals that might save farmers things that would be rigorous (for instance, a fluid that either slow burns or dehydrates stumps for example would aid in clearing fields), though alchemical improvements aren't my forte'.
Yes, it's called Goldenfields, and I have to agree. Places that make extensive use of magic (divine or arcane) likely surpass even what we accomplish currently in the real world. However, I think these are exceptions rather than the rule. I don't want to say magic is extensively used in agriculture in the Realms, because we don't really see any serious proof of that being done on a massive scale.
However, I agree that places such as Goldenfields, Thay, and even Halruaa before the Spellplague likely surpass even what we achieve in the modern world. Netheril may have an operation along these lines as well. Although, once again, I think it's important to note that we don't see anything like this done on a massive scale.
One of the reasons that we likely don't see it done on a massive scale is simply economics. In most cases it could be cost prohibitive to do this, and in the places that it occurs it is likely heavily subsidized. The arcane research, the regents, and the time of someone trained in the Art to cast the spells doesn't come cheap. Without subsidizing the magical agriculture something as minor as a loaf of bread could inevitably cost an entire days wages or more for the average unskilled worker. |
Aryalómë |
Posted - 12 May 2013 : 22:54:33 I actually think that keeping the pre-conceived prejudices of the other races/species helps to create that feeling of 'otherness' that has been lacking in the Realms for a long time. |
sleyvas |
Posted - 12 May 2013 : 21:42:27 Loved the example of Thay given. Makes me homesick. I will say though that that Mulan bully beating on that orc female had best watch his back when he turns a corner.... just saying, when other Mulans aren't around, he's likely to get his comeuppance. Hell, some other Mulans who want to curry favor with some orcs might even nab him and hand him over.
However, the real reason I'm replying is the answer given about agricultural advances, because it intrigued me. I'd say that in some areas of the realms, they've reached agricultural advances that are either equal to OR even advanced beyond our own. I stress that this is in SOME areas of the realms. For instance, outside Waterdeep in Goldenfields (think that's what the Chauntean farmland is called). I would also put Thay on this list as one of the areas that may even bypass our own skill in agriculture, due to their advancements in weather magic, use of "free" labor in the form of undead, their abilities in all forms of transmutation magics, etc.... Therefore, in those areas and immediately surrounding, we may see more urbanized societies and thereby more intellectually trained societies. Now, all that being said, in the heartlands... for the most part, I'd say that we're probably a little better than 1860's technology only through the use of magic to help push against the technological advances of our own society (cheap animated constructs would be highly useful in performing repetitive tasks). Gondsmen may also be introducing labor saving devices that would aid the average farmer. Alchemists may be introducing chemicals that might save farmers things that would be rigorous (for instance, a fluid that either slow burns or dehydrates stumps for example would aid in clearing fields), though alchemical improvements aren't my forte'. |
Aldrick |
Posted - 12 May 2013 : 19:29:51 Gyor -
That may be true post Spellplague. Races of Faerun is obviously a pre-Spellplague source book. Unfortunately, we don't have a source book that goes into depth like Races of Faerun post Spellplague, so things are left much more to speculation. |
Gyor |
Posted - 12 May 2013 : 15:13:58 It really varies between regions.
More importantly it varies between eras. In 4e after the chaos of the spell plague, many monster races aren't killed on sight anymore. People have gotten used to Genasi and Dragonborn merchants, and the sudden explosion of the Tiefling population.
They doesn't mean species prosecution doesn't exist, it just means shot on sight orders of individual memebers of monsterous humaniod races is rare.
People might not like it, but they get used to it, especially when the strange comes with lots of gold coin to spend or they happen to save your village.
Is a Gnoll member of a party going to be treated worse, yes, is he going killed on sight by the guard, in most places no.
They've adapted to strange. |
Aldrick |
Posted - 10 May 2013 : 08:34:48 When I said "freaky sub-races" I was talking about some of the really bizarre combinations people attempt to create. For example, half-dragons who are also half-fiends. (Which I believe I used as an example.) Something like a half-orc wouldn't be killed on site in most places, obviously. Denied access to towns and villages? Yes. Deemed dangerous and savage by most? Yes. Mistreated by many? Absolutely.
Even aasimar face discrimination and prejudice in the Realms according to Races of Faerun. Quoting directly from page 113: "Even those raised by parents who understand their heritage cannot escape the stares of other children and adults, for humans fear that which is different. Aasimar usually experience a great deal of prejudice, which is all the more painful to the good-inclined aasimar who truly wants to help others survive in a hostile world."
If aasimar are viewed in this light, just imagine how a more monstrous looking creature is viewed and treated.
I'm not saying that various races can't find communities that embrace them. Of course they can. In some cases it could mean that they are respected, valued, even revered. In most cases they simply find a place in the Realms where they can eek out a living just like anyone else.
You keep using Thay as an example, but if anything Thay proves just how racist / supremacist the Realms can get. Sure, many monstrous races are not kill on site. However, that does not mean that their lives are easy and that they are accepted as valued members of their society.
The Mulan in general, well - let's turn to Races of Faerun page 98:
quote: "The Mulan view members of other human ethnic groups with disdain. The Turami minorities of Mulhorand, Unther, Threskel, and Chessenta are generally tolerated, (except in Unther, where they are almost universally despised), but they are always considered members of the lower class. North of the Wizards’ Reach, the Rashemi form the bulk of the lower class of Thay.
...
The Mulan get along with the gold dwarves of the Great Rift, thanks to centuries of trade, and are inclined to view all the Stout Folk in similar light, although arctic dwarves and wild dwarves might prove an exception. Rock gnomes are largely unknown, so the Mulan view them as little dwarves. Halflings are similarly rare, as the largest nearby concentration of the hin lies in far-off Luiren, and are generally treated much like dwarves as well. Elves and half-elves are almost unknown to the Mulan and the subject of great superstition, stemming in large part from the frustrations Unther’s armies experienced long ago while attempting to subjugate the Yuirwood. In Mulhorand and Unther, the Fair Folk are seen as wizards by the bureaucracy of priests, and thus are regarded with the same combination of fear and loathing as Red Wizards of Thay.
The Mulan despise half-orcs, a legacy of the Orcgate Wars handed down for centuries.
...
Of the nonhuman civilized races, planetouched, particularly aasimar, are the only race looked up to by the Mulan.
...
Tieflings engender fear rather than reverence...
...
Genasai are scarce, although fire genasi of Mulan descent are treated as full-blooded Mulan in Thay and welcomed into the School of Evocation."
So, what do you think will happen to an Elven Cleric of Corellon Larethian in Mulhorand? Well, considering how the clerics who run the country view elves... it probably won't be kindly. And keep in mind the country is governed by a church of the Lawful Good deity Horus-Re. Also, keep in mind that pretty much all of the deities of the Mulhorandi Pantheon are good aligned.
I'm just saying - the Mulan are racist bastards in general, even the good aligned ones. 
In Thay itself it's not like it's better. Check out pages 158 and 159 of the Unapproachable East. It's made clear that the Rashemi don't have the same opportunities for advancement or wealth that the Mulan do, and that they are not happy about being lorded over by the Mulan but have resigned themselves to their lot in life.
Any monstrous race would be treated WORSE than a Rashemi. There may be exceptions to this rule in the case of powerful individuals, but it's made clear that commoners on the whole do not have a much better life than slaves do.
Those of a monstrous heritage who join the Thayan military may get a bit more respect because they're useful. However, you can pretty much envision a situation where even a Mulan commoner could perhaps make an accusation about one of them and they'd likely be believed over the monstrous individual.
For example, you could imagine a scenario where a Gnoll Guardsman offends a Mulan merchant. The Mulan merchant reports the offense to someone and said Gnoll would probably be dragged off to be tortured, and then either left permanently crippled or simply executed.
There would be even less leeway for an orc or a gnoll commoner.
Just take a moment and try to imagine the abuse and injustices they likely suffer on a daily basis. Just imagine how they must be dehumanized regularly and for arbitrary reasons just to make sure they remember their place.
I can picture a female orc commoner walking down the street, attempting to spend what little coin she has wisely. Unfortunately, she happens to catch the eye of a Mulan Commoner who is having a bad day.
"Come here, Orc."
She'd have to obey, since she is someone of lower status. So she walks over to him, her head bowed, and stands before him silently.
"I'm going to beat you, Orc."
"...but I haven't done nothing?"
"Yeah, I know. I'm going to keep you from doing nothing."
That's when he'd hit her so hard that she'd be knocked to the ground. Then he'd proceed to kick her repeatedly. As she screams, people simply look the other way. No one is going to help her. People pretend that they don't see what is happening.
She's an Orc in Thay. No one cares about her. There is no justice for her. So, when the Mulan is done beating her he tells her to get up. She does her best to obey, and then she thanks him for her beating and promises to be good. She attempts to gather her things including her coin. The Mulan stops her, tells her no, and then takes it for himself. She thanks him again and returns home empty handed. She and her children then proceed to go hungry for the next several days until they can scrape together enough coin to make another attempt to get food.
This is probably what it is like for the average Orc in Thay. It wouldn't be a nice or easy life. They wouldn't be embraced as equals, or be viewed as particularly valuable members of society.
And the sad part is her lot in life is still better in Thay than if she lived in a place like Cormyr - where they would likely just kill her on site.
Especially if they join the military in Thay because at least that way they are useful, and are therefore likely to have some degree of protection by the more powerful Mulan. Thus, they'd have some ability to improve their lot in life.
Anyway, my point is that in some places just because you're used to seeing "odd things" doesn't mean that you'll be treated well. Thay is definitely one of those places.
---
As to the ratio of those who live in rural areas vs those in urban areas... I'll point out that it wasn't until our lifetime when more people started living in urban areas than rural areas.
In 1800 only 3% of Earth's population lived in urban areas. The Realms is -AT BEST- as agriculturally advanced as Earth in 1800.
quote: Through most of history, the human population has lived a rural lifestyle, dependent on agriculture and hunting for survival. In 1800, only 3 percent of the world's population lived in urban areas. By 1900, almost 14 percent were urbanites, although only 12 cities had 1 million or more inhabitants. In 1950, 30 percent of the world's population resided in urban centers. The number of cities with over 1 million people had grown to 83.
The world has experienced unprecedented urban growth in recent decades. In 2008, for the first time, the world's population was evenly split between urban and rural areas. There were more than 400 cities over 1 million and 19 over 10 million. More developed nations were about 74 percent urban, while 44 percent of residents of less developed countries lived in urban areas. However, urbanization is occurring rapidly in many less developed countries. It is expected that 70 percent of the world population will be urban by 2050, and that most urban growth will occur in less developed countries.
What is an urban area? An urban area may be defined by the number of residents, the population density, the percent of people not dependent upon agriculture, or the provision of such public utilities and services as electricity and education.
Link to the source is here. |
Tyrant |
Posted - 10 May 2013 : 06:11:23 quote: Originally posted by Aldrick
quote: Originally posted by Tyrant
I believe Aldrick's "99.9%" number is wildely innacurate. We have already ruled out a couple major population centers like Waterdeep and Silverymoon. I would add Hlondeth to that list given that the Yuan Ti openly rule the city. I would add Thay (though they are very racist about human races) as they incorporate Orcs and I believe Gnolls in their military and at least some of them openly traffic with demons and undead. Narfell likely has some patches of Tieflings who are allowed to live. In Damara (I think) there is that city populated primarily with Half Orcs. The Silver Marches is now grudgingly accepting an entire Orc Kingdom in their midst. Then for every region or city that accepts, or is populated by, demi-humans and non humans there have to be neighboring cities/nations that are accepting of that idea because they don't randomly launch crusades against the "monsters" and in all likelyhood trade with them. And this is pre spellplague, things get much more interesting on this front after the spellplague. Racism and being wary of them, sure. Kill on site, it can't be as common as some think.
Edit: I guess I am trying to say that if these races are playable in the Realms then there has to be somewhere that they are accepted. Otherwise, where do they come from? And if one place accepts them, their neighbors likely at least learn to live with them due to trade. Over time, unless a race is outright evil (like the Drow typically are), I think wide areas would at least learn to not try to kill them on sight. Be not so nice towards them and harbor suspicions about them, sure. Hate and fear them for no real reason, I just don't see it. That attitude wouldn't be able to survive in parts of the Realms because it would lead to isolation while those that are more tolerant thrive by dealing with new (possibly exclusive) customers who might also traffic in rare goods (maybe Orc made pottery is all the rage in Cormyr this season). In a world with so many intelligent species (all of which seem to have the ability and the desire to mate with humans) there would have to be a fair level of tolerance or there would be open, rampant warfare across the continent.
I'm not sure how exactly you're disagreeing with me. I never said there weren't places that certain races couldn't find acceptance, or even tolerance. Thesk, for example, is rather tolerant toward Orcs and Half-Orcs and they are members of their culture and society. However, just because Thesk is more open minded toward Orcs and Half-Orcs doesn't also mean it is open minded toward other races.
I was making several points, and drawing directly from Races of Faerun to back it up. My points were the following.
1. Racial and Cultural bigotry is common in the Forgotten Realms. Bigotry goes beyond simply killing someone on site, it can take on obvious as well as subtle forms.
2. The bulk of the people of Faerun may have never even heard of some of the more exotic races, and even some of the standard core races would be unusual to see. It is important to keep in mind that the overwhelming majority of people live in very rural areas. It takes anywhere from ten to twenty individuals to produce enough food for one person living in the city. As a result, it's important to keep in mind that while urban centers may be more open minded (because they have greater exposure to the more exotic races), the rural areas wouldn't really reflect that.
In most cases what is written in the Races of Faerun is the default treatment for those races unless there is a reason for it to be otherwise.
"In 99.99% of the Realms a lot of the freaky sub-races are kill on site."
This is what I am disagreeing with. 99.99% of the population of the Realms aren't simple farmers. Again looking at Thay, most of the populace should be used to seeing odd things given who and what the Red Wizards deal with coupled with the monsterous races in their military. Then add in Hlondeth and their trading partners. Then Waterdeep and any other cosmopolitan city and their surrounding lands and trading partners. Their populations easily surpass 0.01% of the Realms.
I have no doubt that large chunks of the Realms are filled with simple farmers. However, I do not believe it is anywhere near the number you believe it to be. I can't find my world history textbook at the moment so I had to rely on wikipedia for this, but your numbers people it takes to feed one person in a city are wildly off. The primary Wiki example I could find on this topic was a bronze age settlement of 6000 people where 2500 or so worked in the food side of things. That was everything from farming to the finished product. That is 1 person being able to feed a little over 2 people. I believe it is safe to assume the Realms is not many times worse at this than Bronze Age Earth, so 10 to 20 people to feed 1 person in a city can't be even close to right. It is probably closer to the inverse of that, 1 person feeding 10 to 20.
If it isn't, the whole system would collapse and cities would never grow beyond small settlements. The whole division of labor thing that allows civilization to advance is built on agriculture and 1 guy being able to feed a number of people other than himself. Without that, you've got nothing. I'll give you a Realms example. Calimport. It supposedly has over a million people living there. Where are the 10-20 million farmers stashed that are fueling that place? Nevermind the fact it's in a desert.
So, if that is the case, the cities don't need the number you think they do meaning a lot of people aren't simple farmers and are in most likely engaged in some type of trade or craft, which also means they live in at least a town if not a city. The greater the population the greater the likelyhood that they will see some strange things and be forced to accept them.
All of this is ignoring the fact that not everyone in the Realms is good aligned. If humanity is even remotely evenly distributed between good and evil alignments (unlikely, but stick with me here), then a fair number of people are as likely to attempt to ally with monsterous humanoids as slay them.
When I look at all of this together I see a world where a fair number of odd creatures can find (with some trial and error) a place where they can thrive and they can most likely find humans willing to accept them and that chunk is far more than 0.01%.
It's not the racism, suspicion, or oppression that I am question. It's the implied omnipresence of it that I have a real hard time believing. |
Aldrick |
Posted - 09 May 2013 : 19:06:10 quote: Originally posted by Tyrant
I believe Aldrick's "99.9%" number is wildely innacurate. We have already ruled out a couple major population centers like Waterdeep and Silverymoon. I would add Hlondeth to that list given that the Yuan Ti openly rule the city. I would add Thay (though they are very racist about human races) as they incorporate Orcs and I believe Gnolls in their military and at least some of them openly traffic with demons and undead. Narfell likely has some patches of Tieflings who are allowed to live. In Damara (I think) there is that city populated primarily with Half Orcs. The Silver Marches is now grudgingly accepting an entire Orc Kingdom in their midst. Then for every region or city that accepts, or is populated by, demi-humans and non humans there have to be neighboring cities/nations that are accepting of that idea because they don't randomly launch crusades against the "monsters" and in all likelyhood trade with them. And this is pre spellplague, things get much more interesting on this front after the spellplague. Racism and being wary of them, sure. Kill on site, it can't be as common as some think.
Edit: I guess I am trying to say that if these races are playable in the Realms then there has to be somewhere that they are accepted. Otherwise, where do they come from? And if one place accepts them, their neighbors likely at least learn to live with them due to trade. Over time, unless a race is outright evil (like the Drow typically are), I think wide areas would at least learn to not try to kill them on sight. Be not so nice towards them and harbor suspicions about them, sure. Hate and fear them for no real reason, I just don't see it. That attitude wouldn't be able to survive in parts of the Realms because it would lead to isolation while those that are more tolerant thrive by dealing with new (possibly exclusive) customers who might also traffic in rare goods (maybe Orc made pottery is all the rage in Cormyr this season). In a world with so many intelligent species (all of which seem to have the ability and the desire to mate with humans) there would have to be a fair level of tolerance or there would be open, rampant warfare across the continent.
I'm not sure how exactly you're disagreeing with me. I never said there weren't places that certain races couldn't find acceptance, or even tolerance. Thesk, for example, is rather tolerant toward Orcs and Half-Orcs and they are members of their culture and society. However, just because Thesk is more open minded toward Orcs and Half-Orcs doesn't also mean it is open minded toward other races.
I was making several points, and drawing directly from Races of Faerun to back it up. My points were the following.
1. Racial and Cultural bigotry is common in the Forgotten Realms. Bigotry goes beyond simply killing someone on site, it can take on obvious as well as subtle forms.
2. The bulk of the people of Faerun may have never even heard of some of the more exotic races, and even some of the standard core races would be unusual to see. It is important to keep in mind that the overwhelming majority of people live in very rural areas. It takes anywhere from ten to twenty individuals to produce enough food for one person living in the city. As a result, it's important to keep in mind that while urban centers may be more open minded (because they have greater exposure to the more exotic races), the rural areas wouldn't really reflect that.
In most cases what is written in the Races of Faerun is the default treatment for those races unless there is a reason for it to be otherwise. |
Jeremy Grenemyer |
Posted - 09 May 2013 : 16:18:47 quote: Originally posted by Lord Bane
One simple solution, get the paladin to arrest the rogue for slaughter and hand him over to the authorities of the Purple Dragons. If one would pull such a thing off and i would DM it, i would make sure he quickly feels the effects of his doings that should force him to think things through or end up in chains or dead.
That smacks a little too much of player vs. player (not something D&D should ever be about, notwithstanding my statement above about there being no single correct play style), but I think you're right: it sure would send a message, wouldn't it? 
For what it's worth: in the game I ran, the Paladin player was older and more experienced than the rest of us (pushing 50), yet he seemed interested in the Paladin class just for the abilities and wasn't keen on being the bossy Paladin type.
I liked his approach--not least because he checked with me beforehand--but it took some cajoling on my part to get him to roleplay a little more and lean on the Rogue a to reign it in.
Another element I played on was that the evil nobles (some of them survived) felt wronged by the Rogue and the PCs in general, yet they were on the outs with the Crown of Cormyr, so they pursued their own petty vengeance against the PCs (something I never quite got to play out as our campaign ended before things got going vengeance-wise). |
Lord Bane |
Posted - 09 May 2013 : 15:15:33 quote: Originally posted by Jeremy Grenemyer
In a recent campaign I had one player (old school 1E/2E type) who ran a Chaotic Good rogue/fighter/ranger that started out many an encounter by asking the Paladin in our group, "Is he/it/that evil?"
If he got a yes (when the Paladin deigned to respond) the old school player elected not to care about plot or story (i.e. lets keep one alive for questioning) or worry over whether the evil guy's minions were also evil--they were all as equally soon to be dead as the main evil bad guy.
This struck me as overly bloodthirsty--or at least not always Chaotic Good--but when I reflected on how I do things when I'm a player and not a DM, my style isn't too far removed from how the old school player ran his character.
After a few encounters where I had the players battle villagers pressed into service by evil nobles of Cormyr, that player saw that there was value in keeping NPCs alive, but I made sure to run more encounters with monsters and humanoid foes that were either clearly evil or clearly committed to the bag guy's cause (e.g. mercenary types, lesser clerics, etc.) so my player could do what we're all eager to do: roll the dice.
One simple solution, get the paladin to arrest the rogue for slaughter and hand him over to the authorities of the Purple Dragons. If one would pull such a thing off and i would DM it, i would make sure he quickly feels the effects of his doings that should force him to think things through or end up in chains or dead. |
sleyvas |
Posted - 09 May 2013 : 15:14:10 quote: Originally posted by Chosen of Asmodeus
quote: Originally posted by Markustay
Yes, what began in 4e as a reduction in alignments will end in 5e with everyone being Neutral Greedy.
You don't rescue the Princess from the dragon anymore, you slay the dragon, take its horde, and then you take the Princess' crown and anything else of value she has on and sell her to the first slaver you come across.
YAY! for heroes. 
No, these days you come to find out that the princess was a petty tyrant who rules her kingdom with all the generosity and maturity one can expect from a spoiled rich entitled teenager, and the dragon was trying to spare the population the suffering that she would inflict on them should she come to power.
LOL, loving this response |
Jeremy Grenemyer |
Posted - 09 May 2013 : 14:11:44 I've run into angst myself as a DM on this Good vs. Evil business.
In a recent campaign I had one player (old school 1E/2E type) who ran a Chaotic Good rogue/fighter/ranger that started out many an encounter by asking the Paladin in our group, "Is he/it/that evil?"
If he got a yes (when the Paladin deigned to respond) the old school player elected not to care about plot or story (i.e. lets keep one alive for questioning) or worry over whether the evil guy's minions were also evil--they were all as equally soon to be dead as the main evil bad guy.
This struck me as overly bloodthirsty--or at least not always Chaotic Good--but when I reflected on how I do things when I'm a player and not a DM, my style isn't too far removed from how the old school player ran his character.
After a few encounters where I had the players battle villagers pressed into service by evil nobles of Cormyr, that player saw that there was value in keeping NPCs alive, but I made sure to run more encounters with monsters and humanoid foes that were either clearly evil or clearly committed to the bag guy's cause (e.g. mercenary types, lesser clerics, etc.) so my player could do what we're all eager to do: roll the dice.
There's no single right way to play the game. |
Jorkens |
Posted - 09 May 2013 : 08:07:23 quote: Originally posted by Chosen of Asmodeus
quote: Originally posted by Markustay
Yes, what began in 4e as a reduction in alignments will end in 5e with everyone being Neutral Greedy.
You don't rescue the Princess from the dragon anymore, you slay the dragon, take its horde, and then you take the Princess' crown and anything else of value she has on and sell her to the first slaver you come across.
YAY! for heroes. 
No, these days you come to find out that the princess was a petty tyrant who rules her kingdom with all the generosity and maturity one can expect from a spoiled rich entitled teenager, and the dragon was trying to spare the population the suffering that she would inflict on them should she come to power.
In other words the PC's will meteor storm everything and take over themselves; being benign tax collectors of course. By the end of the second month they will be bored and let the dragon take over whilst they seek some way to annoy Azoun or Khelben. |
Jorkens |
Posted - 09 May 2013 : 08:01:24 quote: Originally posted by Markustay
Yes, what began in 4e as a reduction in alignments will end in 5e with everyone being Neutral Greedy.
You don't rescue the Princess from the dragon anymore, you slay the dragon, take its horde, and then you take the Princess' crown and anything else of value she has on and sell her to the first slaver you come across.
YAY! for heroes. 
Isn't that 1st edition? It sound like Cugels basic rules of life to me.
As for the discussion at hand. Its fantasy and it is D&D; I go with the fireball solution. Good is good and evil is evil; PC's are just dangerous. If I want a more serious game I go with another system and another world. Kill and loot or run for your life; maybe even go into the brick-selling business and tear down the whole castle. D&D works best that way. Of course, this might be done just as well whilst playing goblins as elves. Come to think of it it works better. |
Venger |
Posted - 09 May 2013 : 05:20:14 quote: No, but I would expect your character to.
I don't play mopers or whingers.
quote: I would angst over fictional people, and do XD
I used to angst over my dead Space Marines when I first started playing 40k twenty years ago. But after about five minutes of that I slapped myself and remembered that they're just little plastic figures and nobody's actually getting killed. :P |
CorellonsDevout |
Posted - 09 May 2013 : 04:33:39 I would angst over fictional people, and do XD |
Chosen of Asmodeus |
Posted - 09 May 2013 : 03:53:33 quote: Originally posted by Venger
quote: Well, it's still a question of simplicity.
How do you know they're rapists? How do you know they're murderers? Does the DM cast them as mustache twirling stereotypes? Did someone tell you they were murdering rapists? Why do you believe the person who told you that? Was it a potentially corrupt authority figure using you as a tool to eradicate the rebellious freedom fighters who're throwing a wrench into his small scale tyranny? If they are evil, why kill them as a first resort? Why not try and arrest them to face justice, killing them only when they force your hand?
If I'm fireballing them to death I pretty much already know they're bad guys.
quote: I have no problem with the use of lethal force when necessary and I'm generally more liberal when it comes to what qualifies as "necessary". But I know people who have, in real life, killed other people and have had it ruled justifiable homicide. Even still, it's something that haunts them. It's something they carry with them every day for the rest of their life. They may not be angsting about it constantly, but it isn't something that is casual.
You expect me to angst over the fictional people I kill in an RPG?
No, but I would expect your character to. |
Venger |
Posted - 09 May 2013 : 02:34:37 quote: That's pretty circular logic. "Of course I'll kill them, they're bad guys." "But how do you know?" "Well, if I'm killing them of course they're bad."
Do I seriously need to spell this out? If I'm attacking someone it's because I'm satisfied to their guilt. I don't go around finding encampments of people asleep and coup de grace them, all joking aside. |
Tyrant |
Posted - 09 May 2013 : 02:28:12 quote: Originally posted by Venger
quote: Well, it's still a question of simplicity.
How do you know they're rapists? How do you know they're murderers? Does the DM cast them as mustache twirling stereotypes? Did someone tell you they were murdering rapists? Why do you believe the person who told you that? Was it a potentially corrupt authority figure using you as a tool to eradicate the rebellious freedom fighters who're throwing a wrench into his small scale tyranny? If they are evil, why kill them as a first resort? Why not try and arrest them to face justice, killing them only when they force your hand?
If I'm fireballing them to death I pretty much already know they're bad guys.
That's pretty circular logic. "Of course I'll kill them, they're bad guys." "But how do you know?" "Well, if I'm killing them of course they're bad."
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Posted - 09 May 2013 : 02:25:56 quote: Originally posted by Chosen of Asmodeus
I have no problem with characters in universe having racist attitudes towards orcs/half-orcs, tieflings, elves, dwarves, whatever. That's fine. I include that in my own home brew, despite favoring (half)orcs and tieflings over other races personally.
What I have a problem with is the player attitude of "It's ugly, kill it" "It's not human, kill it." "It's different, kill it." I hate that attitude in players, I hate that attitude in writers. It's moral simplicity taken to an offensive level.
And while I'm fine with the in-universe racism playing a part, I do have issues with writers making it perfectly justified. Playing orcs and goblinoids up as stupid marauding brutes is boring and is done to give the heroes something they can kill without tackling the moral complexity that comes with taking a life, which is something else I find offensive. Killing is never something that should be done lightly, at least not by heroes. It is sometimes, indeed, often justified. But it should never be justified just because "they're orcs", or "they're goblins" or "they're monsters". Because something isn't like us, because it is "the other", is not sufficient reason to kill it with moral impunity. Killing an orc should have no more or less moral weight than killing a dwarf or an elf; a life is a life.
These are my issues.
I'm in agreement with this. I think certain novels reflect this too. One of the overall themes of the Drizzt book is that free will matters. If the Drow were absolutely evil to a one, we wouldn't have Drizzt. Sure he faces problems because he's a drow, but his novels show that a number of people are eventually able to see past his skin to what truly matters.
One short story shows the logical end to the "kill it and ask questions never" mentality in some of these posts, Necessary Sacrifices in Realms of the Elves, and personally I find that mentality monsterous.
If I recall correctly, the story Bones and Stones in Realms of War even shows that in the middle of a war between two bitter enemies, and Orc and a Dwarf can find common cause long enough to not try to kill each other and gain some measure of understanding of one another.
Beyond that, we know that there are parts of the Realms where monsterous races are not only accepted, they rule. Like Hlondeth, ruled by the Yuan Ti. Then consider the ramifications of that. Not only do snake people rule the city openly, they have to trade with neighbors meaning other cities accept the snake people and do business with them. That means a whole region has to at least somewhat accept monsterous humanoids. What about other regions? Does anyone trade with goblinoids someplace? Are Tieflings known to appear in numbers anywhere (like Narfell)?
I believe Aldrick's "99.9%" number is wildely innacurate. We have already ruled out a couple major population centers like Waterdeep and Silverymoon. I would add Hlondeth to that list given that the Yuan Ti openly rule the city. I would add Thay (though they are very racist about human races) as they incorporate Orcs and I believe Gnolls in their military and at least some of them openly traffic with demons and undead. Narfell likely has some patches of Tieflings who are allowed to live. In Damara (I think) there is that city populated primarily with Half Orcs. The Silver Marches is now grudgingly accepting an entire Orc Kingdom in their midst. Then for every region or city that accepts, or is populated by, demi-humans and non humans there have to be neighboring cities/nations that are accepting of that idea because they don't randomly launch crusades against the "monsters" and in all likelyhood trade with them. And this is pre spellplague, things get much more interesting on this front after the spellplague. Racism and being wary of them, sure. Kill on site, it can't be as common as some think.
Edit: I guess I am trying to say that if these races are playable in the Realms then there has to be somewhere that they are accepted. Otherwise, where do they come from? And if one place accepts them, their neighbors likely at least learn to live with them due to trade. Over time, unless a race is outright evil (like the Drow typically are), I think wide areas would at least learn to not try to kill them on sight. Be not so nice towards them and harbor suspicions about them, sure. Hate and fear them for no real reason, I just don't see it. That attitude wouldn't be able to survive in parts of the Realms because it would lead to isolation while those that are more tolerant thrive by dealing with new (possibly exclusive) customers who might also traffic in rare goods (maybe Orc made pottery is all the rage in Cormyr this season). In a world with so many intelligent species (all of which seem to have the ability and the desire to mate with humans) there would have to be a fair level of tolerance or there would be open, rampant warfare across the continent. |
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