Thinking Medieval with a Twist: Scarterra is more wild than Earth
This is part of my "Thinking Medieval" series
Overview of historical Earth attitudes towards the wild
A lot of medieval and ancient Europeans viewed nature as a foe to be a conquered or at least as something dangerous and useful that needs to be kept in check. Environmnetalism is a fairly modern concept. Which isn't to say that ancient and medieval people never thought about conservation because they certainly did, it was more in a cost-benefit lens rather than an ethical lens. While many ancient people were shortsighted, it was not a foreign concept that "If we use this resource up, future generations won't have it". Medieval Europe has a lot of woodlands but they didn't have a lot of primordial forests or even a second growth forest that can be truly called "wild". Medieval Earth humans could have leveled every woodland so they can plant more crops, but they didn't clear every forest. This is nobles wanted lands to hunt in. Peasants usually are not allowed hunt in woodlands without their lord's permission but they can still gather herbs and edible plants and mushrooms in woodlands. Peasants and princes a like wanted firewood to heat their homes and fuel their forges. While one can make homes out of stone, mud bricks, clay bricks, or sod, wood is a useful building material. It's really hard to make a boat or a sailing ship out of a material other than wood. All these things apply to Scarterra as well but Scarterra has even more wild places for several reasons.I am the Korus, I speak for the trees
Korus is the god of agriculture, and he is tasked by the rest of the Nine to maintain the balance of nature because he alone of the Nine is believed to be trustworthy enough not to abuse this position of authority and responsibilty.
Korus, and by extension his core followers, are famous for being apolitical often to the point of seeming apathy. Korus usually minds his own busy and strives to stay above the constant bickering of the rest of the Nine and their proxies. But Korus has goals and Korus has emotions. Korus rarely gets angry, but when Korus is angry, it is utterly terrifying.
Korus, named by Zeta Gardner
A pen and ink drawing of a tarasque (public domain) by unknown artist in the 1500s
Korus is the god of agriculture as well as the god of the wilds. If a group of people (or just their foolhardy leaders), opts to disrepect nature on a grand scale, Korus can simply blight crops and cause massive famines or he can go full on "RELEASE THE KRACKEN" on mortals who displease him. All of the Nine have some spirits that act as "muscle" on the material plane. Korus' more violent spirit minions are few in number, but extremely powerful and ruthless such as the dreaded Tarasconus.
There is slightly less need to clear the wilderness for new farmland
Korus has a benevolent side too. It is largely thanks to his many affiliated Plant theurgists that Scarterra has average crop yields centuries ahead of medieval Europe. This means Scarterra can feed their population with less tilled land. Because infant mortality is moderately reduced compared to historical Earth, there are also fewer Malthusian population pressures pushing mortals to snatch up every available piece of arable land.
It also Korus' mortal servants one more tool to pressure people to not press against nature too hard. If they are displeased, they can stop magically boosting their crops. This will cause a modest inconvenience without causing a devesating famine, but it is useful as a light warning.
Reagents are highly conveted and they tend to be found in wild places
Korus' wrath is the proverbial stick encouraging Scarterrans to leave the wilderness intact, reagents are the proverbial carrot. Reagents is a catch-all term for rarified materials that can be turned into potions, wands, or even permanent magical items. "Common reagents" are used for making disposable magical items liked charged items or potions and "durable reagents" are used for making permanent magical items. Apart from food and water, reagents are the most hotly contested natural resource in Scarterra, driving whole economies and serving as the fuel and casus belli for many wars much like petrolium does in the 20th and 21st century of Earth.Common reagents are not that all that common and commonly sell for a silver piece a dram. In many cases, adventurers or mercenaries would rather be paid with a pile of reagents than a pile of coins, particularly if the adventurers in question are spell-casters
With great effort, it is possible to farm common reagents in some circumstances and durable reagents can be manufactured in an alchemist's lab but the most reliable way to gather reagents is to carefully harvest it from nature, especially forests.
In medieval Earth, noblemen often put peasants to death for the crime of killing a deer or even a rabbit without permission, but on Scarterra, nobles are far more concerned with protecting their reagent rights than they are defending their hunting rights. Whether a stretch of forest is claimed by a nobleman, a priesthood, or a monster such as a dragon, the owner of said forest is going to be very angry at anyone poaching reagents on their territory. This certainly gives powerful mortals an economic incentive to leave stretches of wilderness untouched.
Downstream Consequences of More Wilderness means more Adventure!
Scarterra having more wilderness is going to slightly alter attempts to copy and paste aspects of real medieval history. Scarterra is a fantasy world. That in addition to forests potentially hiding bandits and mundane threats that real Earth forests sometimes held, Scarterra's wilderness hides spirits, and monsters, mysterious Fair Folk and extremist cults full of dangerous theurgists.This is part of why reagents are so expensive. A reagent forager can go on a two-week long gathering excursion into the wild, he will probably not be attacked by anything scary but if a reagent forager goes on on ten or twenty such expeditions, the chance of being attacked at least once begins to approach 100%.
Reagent foragers with half a brain either quickly learn to fight, or they will hire strong warriors to watch their back on foraging expeditions. This means there are plenty of opportunities for freelance adventurers to dip their fingers into the lucrative pie that is the reagents trade even if they don't have the training to look for reagents themselves.
In every era of Earth history, there have been entrepeneurs who have opted to follow mining camps and set up businesses where they "mined the miners" by selling them basic necessities and desireable luxury goods, often at jacked up prices. During the California Gold Rush, a lot cooks, inn keepers, and general store managers ended up far richer the prospectors ever did.
Scarterra certainly has people who mine the miners, but it has even more people who mine the reagent foragers.
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