Help:Settlement Guidelines: Difference between revisions
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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