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== Settlement Types ==
== Settlement Types ==


    '''City''' – A cultural, spiritual, or economic hub. Rare and often tied to major geographic or mystical features.
*'''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.
*'''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.
*'''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.
*'''Outpost''' – Isolated locations of military, spiritual, or exploratory significance; common in frontier or hazardous zones.
 
== Realm-Specific Guidelines ==


== Settlement Distribution by Realm ==
{| class="wikitable sortable"
{| class="wikitable sortable"
! Realm !! Cities !! Towns !! Villages !! Outposts !! Notes
! Realm
[[Delmora]]
! Terrain Type
-
! Approx. Size (mi²)
[[Terasil]]
! Est. Settlement Density
-
! Cities (≥10k)
[[Zanarak]]
! Towns (1k–10k)
-
! Villages (<1k)
[[Orrakar]]
! Outposts / Minor Sites
-
! Notes
[[Vaelthar]]
|-
-
| [[Delmora]]
[[Itharalis]]
| Riverine, Wetlands
-
| ~780,000
[[Tahr’Zul]]
| 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 ==
== Placement Considerations ==


    Settlements are influenced by spiritual geography, terrain difficulty, access to natural resources, and cultural philosophy.
*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.
*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.
*Towns and villages may rise and fall cyclically, particularly in nomadic or unstable regions.


== See Also ==
== See Also ==

Latest revision as of 20:42, 22 March 2025

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