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*'''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 ==

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