“When the Invoked Devastation came
upon the Baklunish, their own magi brought down the Rain of Colorless
Fire in a last terrible curse, and this so affected the Suloise
Empire as to cause it to become the Sea of Dust.”
- World of Greyhawk (1980)
“And no bells tolled and nobody
wept no matter what his loss because almost everyone expected
death...And people said and believed, 'this is the end of the
world.'”
- Agnolo Tura of Siena (mid-14th
century)
I've circled around the margins of theme before—as have a few others—but there is a heady whiff of
apocalypse in old school D&D. It's seen not just in the rather obvious stock elements--the countless ruins, the lost artifacts, the
former sprawl of civilization lost to the wilds—but hard-coded
throughout the rules proper whenever broad human society is involved.
The closer in I go with this AD&D
exegesis the more I see this perspective reinforced in spades.
Let's get started by bouncing back to an
unlikely place, the Encounters section of the DMG (Appendix C) to pick
apart a peculiar section on outdoor encounters (pages 182-183).
Civilization: A Thin Red Line
For starters you get smacked over the
head with how desperate life must be even inside the few “inhabited”
zones of the implied world. For you see with every encounter rolled
in such areas, there is a full 25% chance that the random encounter
table should be utterly ignored and a patrol encountered instead.
And by patrol we are not talking about
a small group of muddling watch or a handful of tax
collectors/wardens, we are talking armed-to-the-teeth, recon in
force. Such patrols are always lead by a fairly formidable leader, a
fighter or ranger of a whopping 6-8th level, who has a
lieutenant of 4-5th level and a sergeant of 2-3rd
level (and this doesn't add in the 40% chance of a 6-7th
level cleric and a 60% chance of a 5-8th level magic
user). Even the enlisted men are tough, three to four alone being
1st level veterans sprinkled among a further 13-24
men-at-arms. All patrol fighters with levels have plate armor,
mounts, and an arsenal of weapons. Even the grunts are humping chain
(and scale at the worst).
The sheer frequency of meeting such
heavily-powered up bands—hell even a mid-level party would find the
standard issue patrol of normal men a tough go--inside the settled
environs sends a strong message that this is a world right on the
knife's edge.
Not only is civilization an
obsessively-patrolled armed camp, it is also damn sparse.
The section counsels a DM who hasn't
keyed out settlements to use the random terrain charts in Appendix B
to do so. These speak wonders about how low the population density
is: there's only a 16% chance per “area” (a mile is suggested) of
a settlement of any kind. And 16 percent chance breaks down further
with the highest chances being a single dwelling, a tiny
thorpe/hamlet, or a ruin.
Compare that to 12th century
Britain--which even though it's population density was less than half
France's of the time—was still around 40 people to each square
mile.
Yet if it isn't the12th
century, it could be more the cataclysmic mid-14th
century. Much like the mass sorcerous devastations of Greyhawk,
bubonic plague depopulated Europe to an unprecedented degree—and
along with the long wars and other disruptions of that
period--unlocked a massive social and political disintegration.
Foissart, a contemporary chronicler,
famously said “a third of the world died.” Modern estimates of a
50-60% mortality rate in Europe incredibly make that an
understatement.
Whatever the death count, the breakdown
of the old order is (relatively) well-documented. Here's Tuchman's
Distant Mirror again; “Hill farms and sections of poor soil
were let go or turned to pasture for sheep which required less labor.
Villages weakened by depopulation...were deserted in increasing
numbers. Property boundaries vanished when fields reverted to
wasteland. Landowners impoverished by these factors sank out of sight
or let castles and manors decay while they entered the military
brigandage that was to be the curse of the following decades.”
The Lost Edge
Ok so if the DMG establishes that
post-breakdown civilization is sparsely-inhabited garrison states,
the very next section in the DMG oddly implies that the wilderness
seems to be reasonably stocked out with fortified outposts. For every
encounter in the wilderness there is a 1 in 20 chance that each and
every random encounter will be superseded by bumping into...a
fortress of all things.
And all these fortresses are not
rinky-dink little palisaded affairs on the whole. There is a full on
45% chance that they are at least stout stone-walled medium-sized
castles (large shell keeps and small or medium walled castles with
keeps) and a further 20% chance of it being a large fortress of some
kind.
The Inhabitants sub-chart clears up the
mystery, these scattered sites are the markers for where humanity
lost the fight with entropy--or is barely holding the walls.
See now 45% of the all the small forts
are completely deserted (30% for medium and 15% large). Monsters
inhabit a further 15-25% of the time. “Humans” (social “monsters”
again, bandits, beserkers, dervishes with a full 60% chance of them
being brigands) are encountered 10-20%. Only in the remaining
minority of the time is the fortress held by the ruling name-level
characters we would expect.
While there is much here to mine again
about AD&D's domain-play, I will rest that thread for another
time, but I think you get a sense of what I am going for here.
AD&D's isn't just a hard-fought
world that merely experienced the fall of great empires centuries
before, it's one where humanity came close to the abyss in the recent
past—and has stayed there. It's on that stage of pure chaos that
player-character, the rootless opportunists knocked out of the fabric
of society, find themselves adventuring in.