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Created page with "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 region..."
 
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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 ==
== Realm-Specific Guidelines ==
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== 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 ==

Revision as of 19:08, 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.

Realm-Specific Guidelines

Realm Cities Towns Villages Outposts Notes

Delmora - Terasil - Zanarak - Orrakar - Vaelthar - Itharalis - Tahr’Zul }

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