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Those of you planning to play in my campaign, BACK! Back I say!
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The town information for Piren's Bluff states a population of 210 (pg. 4).
According to the Barracks description (p. 18), there are 90 primary guards and enough militia and conscripts to bring the total defense population to 200.
This would leave 10 adults in the normal population, and whatever non-adults also live there??
Am I misinterpreting these numbers?
If not, I don't plan to take them literally. I was just hoping for some clarification on how these numbers were reached, especially since I want to allow the PCs full exploration freedom of the town, and I want to express the ratios realistically.
Thanks for any feedback or help!

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To further rationalize, the figure of 90 main guards might seem high for a town of 210 - but given the nature of the leader's position in town and in the larger territory, saturating the population with loyal guards for his protection seems prudent.
If they weren't included in the town population figure, it would make more sense. That means about 50% of the rest of the population agrees to help defend the town, which to me seems reasonable for this situation. The rest are either unable, or unwilling.

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... realistically.
I think I know where you're going wrong :)
I don't have LB1 to hand, and it's a while since I looked at it, so can't comment on the module itself, but in general accurate medieval demographics don't make for a fun D&D-style game.
A medium sized village like Piren's Bluff would only have 1 or 2 "professional" guards or watchmen, relying on raising a militia (posse comitatus) in time of need (which would effectively be most adult men in the settlement).
All able-bodied adult men would be expected to contribute to the defence if required, and in many european countries such was (effectively) the law. In England the "Assize of Arms" act in C13 required pretty much everyone to be trained and armed (at least with bows -- bizarrely in the middle ages even the poorest farmers could afford 75gp longbows and lived in 1000gp homes! :) This requirement that the general citizenry was well armed and trained was significantly stricter than in the rest of Europe, and contributed greatly to the stability of the country and the quality/behaviour of the ruling classes -- a few noteworthy exceptions generally proved the risk to the government of requiring such a well trained militia :) -- while at the same time contributing significantly to our ability to beat up various other nations we had grievances with.
Cheliax would likely, given its nature, shy away from depending on (or even permitting) a significant citizen militia, so would have to rely more on professional soldiers to enforce the law and defend settlements.
I'd assume that the 90 guards are separate from the 200 townsfolk, and that the +110=200 comes from a potential militia of able bodied citizens. The 90 guards would be part of the castle garrison, which probably needs accounting for separately.
Assuming that the main PB population of 200 is more-or-less self-sufficient (probably a fairly big assumption) then the 100-or-so "unproductive" people in the castle/garrison would need about 500-1000 people (mostly farmers) to support them, probably more.
Roughly speaking about 95% of medieval populations lived in settlements of less than 500, and these were generally self-sufficient and almost entirely farming-dominated. Non-self-sufficient communities, especially such "unproductive" places as castles and cities, will be surrounded by farms and small villages with a total population of 5-10x the main settlement.
Even allowing for a bit of clerical magic (create food & water, plant growth) you still need a lot of farmers within ~1 day's travel to support even a relatively small town or contingent of professional soldiers.
D&D tends to work better if you ignore realistic demographics, economics, etc :)

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I had thought about the need for food, but the town description also suggests high trade activity. There could be outlying farms, but there is no room in the walls of the town itself. So how the town sustains itself isn't really much of a concern to me. And within the scope of the scenario, a 3-4 day cutoff isn't too unreasonable. By the end of that time frame, it will all be over, one way or the other.
I just didn't want every single person in town carrying weapons. I think I will go with the 90 guards being outside the population total.

Cheddar Bearer |

I'm not certain but I think the James Jacobs said that the number used as population is not the total population but the number of healthy bodied males instead. In which case that number makes more sense as 90% in the militia in a military frontier town is not an impossible number. I'm not certain though. Hope that helps (and isn't one of my half remeber facts that later turn out to be false) : )

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So the adult town population may be closer to 400 or so, assuming the majority are male?
Of course, that starts to beg the question of living space... bah :)
As you study a scenario and think about how you are going to generally present it, you start to notice these things...
I mean, I don't expect my players to say, "Wait, how can this town survive? There are too many people to live purely on trade, much less live without going stir crazy from the limited space..."
But I would like to at least generally feel good about how I'm going to show them a visual approximation of it (20-30% are trained guards, 30-40% are conscripts or militia, the rest are normal townsfolk, not including children - so I would expect to show these ratios on the streets, and clue the PCs in how just how many there are in total).

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There also might be a certain amount of simple disconnect in the adventure between the map and the population figures; this happens a LOT in RPG products, and while I try to make sure that maps generally match the listed populations for towns... it's not always possible to make them fit.
As for the split between guards and citizens... I suspect that the current state of this town has a lot of crossover between soldiers and family.