Help:Settlement Guidelines: Difference between revisions
Appearance
No edit summary |
No edit summary |
||
(4 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
*'''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 | == Settlement Distribution by Realm == | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Realm !! Cities | ! 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 | ||
[[ | | 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