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Help:Settlement Guidelines: Difference between revisions

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m Text replacement - "Aasilapam" to "Aasila"
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! Notes
! Notes
|-
|-
| [[Delmora]]
| [[Hibailur]]
| Riverine, Wetlands
| Riverine, Wetlands
| ~780,000
| ~780,000
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| ~850,000
| ~850,000
| Low
| Low
| 1 (Mirajhar)
| 1 (Mireria)
| 5–10
| 5–10
| 20–30
| 20–30
| Mobile camps, ruins
| Mobile camps, ruins
| Extremely centralized around Mirajhar
| Extremely centralized around Mireria
|-
|-
| [[Orrakar]]
| [[Orrakar]]
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| 40–60
| 40–60
| Airborne and cliffside sites
| Airborne and cliffside sites
| Includes both Kutharen and Drahari styles
| Includes both Sor-toen and Drahari styles
|-
|-
| [[Celyndor]]
| [[Shorenlur]]
| Deep Forest
| Deep Forest
| ~950,000
| ~950,000
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| Divided between Torinok (fixed) and Veylora (nomadic)
| Divided between Torinok (fixed) and Veylora (nomadic)
|-
|-
| [[Itharalis]]
| [[Elursāde]]
| Glacier, Ice Rift
| Glacier, Ice Rift
| ~1,200,000
| ~1,200,000

Latest revision as of 03:49, 31 July 2026

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
Hibailur Riverine, Wetlands ~780,000 High 6-8 30-50 80-120 40-60: Dense along rivers and canals; trade-focused
Khamria Mountainous, Subterranean ~1,278,911 Moderate-Low 10 60 300 50 in Hidden roads and enclaves
Arezilur Desert, Shifting City ~850,000 Low 1 (Mireria) 5–10 20–30 Mobile camps, ruins Extremely centralized around Mireria
Orrakar Canyonlands, Plateaus ~700,000 Moderate 3–5 20–30 40–60 Airborne and cliffside sites Includes both Sor-toen and Drahari styles
Shorenlur 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 Veylora (nomadic)
Elursāde Glacier, Ice Rift ~1,200,000 Sparse 2–3 8–12 15–25 Subglacial enclaves Mostly subterranean (Nykrathi) or isolationist (Sarnathi)
Aasila 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