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Help:Settlement Guidelines

From Adaris

The following guide provides standardized expectations for the distribution, density, and classification of settlements across the realms of Adaris. These estimates follow an ancient-world model, emphasizing spiritual geography, environmental constraints, and culturally influenced expansion.

Settlement Types

  • City – A cultural, spiritual, or economic hub. Rare and often tied to major geographic or mystical features.
  • Town – Centers of regional trade, craft, or governance; usually spaced 50–100 miles apart in settled regions.
  • Village – Small, local communities, often supporting a larger town or city; appear every 10–20 miles in fertile or hospitable regions.
  • Outpost – Isolated locations of military, spiritual, or exploratory significance; common in frontier or hazardous zones.

Settlement Distribution by Realm

Realm Terrain Type Approx. Size (mi²) Est. Settlement Density Cities (≥10k) Towns (1k–10k) Villages (<1k) Outposts / Minor Sites Notes
Delmora Riverine, Wetlands ~780,000 High 6-8 30-50 80-120 40-60: Dense along rivers and canals; trade-focused
Terasil Mountainous, Subterranean ~1,278,911 Moderate-Low 10 60 300 50 in Hidden roads and enclaves
Zanarak Desert, Shifting City ~850,000 Low 1 (Mirajhar) 5–10 20–30 Mobile camps, ruins Extremely centralized around Mirajhar
Orrakar Canyonlands, Plateaus ~700,000 Moderate 3–5 20–30 40–60 Airborne and cliffside sites Includes both Kutharen and Drahari styles
Celyndor Deep Forest ~950,000 Low 2–3 10–20 20–40 Sacred groves, hidden circles Mostly small enclaves; few permanent cities
Tahr’Zul Volcanic Wasteland ~500,000 Sparse 1–2 5–8 10–20 Lava tubes, survival enclaves Heat dictates habitability
Baelmarsh Swamps, Wetlands ~562,500 Moderate 2–3 15–20 40–60 Elevated structures; settlements on natural levees; reliance on waterways for transportation
Fendralis Archipelago / Submerged ~300,000 Moderate 3–4 15–25 30–50 Reef-camps, abyssal sanctuaries Split between underwater and above-water zones
Vaelthar Grasslands, Wind Plains ~900,000 Moderate 4–6 30–40 60–90 Seasonal camps, wind shrines Divided between Torinok (fixed) and Vey'Lora (nomadic)
Itharalis Glacier, Ice Rift ~1,200,000 Sparse 2–3 8–12 15–25 Subglacial enclaves Mostly subterranean (Nykrathi) or isolationist (Sarnathi)
Pelagia Oceanic Realm N/A (non-terrestrial) N/A Variable Variable Variable Coral hives, reef clusters Settlement defined by migratory patterns and depth

Placement Considerations

  • Settlements are influenced by spiritual geography, terrain difficulty, access to natural resources, and cultural philosophy.
  • Settlements may cluster in sacred regions, along trade routes, or near ancient structures, even if geographically remote.
  • Towns and villages may rise and fall cyclically, particularly in nomadic or unstable regions.

See Also

   Help:Cartography
   Help:Realm Design
   Help:Cultural Planning