WB02.1 Worlds and Planets

I’ll be breaking the second module, Worlds and Planets, into the following two sections

02.1 Shape/Size and Hydrography is this weeks post

02.2 Seismology/Tectonics and Climatology will be next weeks post

First off, if you already have world components built don’t toss them away, adjust the characteristics you want for your campaign or story.

The guidebook is mostly set up to make an earth like world, complete with real world like physical laws. feel free to sub out or remove any system explanations and create your own.

Shape and Size

Now what is the shape and size of your world or how can you create it?

The world for your campaign or story can be any shape or size, for mine I chose an earth like shape and size to make mapping easier, using existing blank forms. Your world doesn’t even have to be a planet, it could be a dimension, a plane or whatever catches your interest.


One of the easiest methods is too look at you’re Polyhedral dice,  here’s a quick link on Polyhedrons. See a die shape you like, make that the shape of your world. Want something more along the lines of a plane of existence? take a pierce of paper,  use it as is or make random rips and tears until you find a shape you like.  Maybe you want something irregular shaped,  mutable even….. well grab some modeling clay, play -doh or for artists use a kneaded eraser. What ever is interesting to you for your campaign or story use it.



There’s also world generator sites that can do that for you, a few in the resource section,  or check the NASA links and get inspiration from the universe.


After you have the shape worked out now figure out the size. For an earth like planet it would be spherical, roughly 8,000 miles in diameter and have an approximate 25,000 mile circumference.

Using the tables in the guidebook shows the following

Diameter  8,000

World map hex size  500 miles

Region map hex size  100 miles

They say there are roughly 700 hexes on the blank world map in the guidebook, I’ll take their word on that.  Also it seems to be a 5:1 ratio for scaling as opposed to using a 6:1.  You could also compare your world size to existing planets in the NASA link.  If you have a non-spherical world start by determining the size and number of hexes you want to use. That will give you a miles per hex  for the world and region. For polyhedral worlds divide number of hexes  by the number of faces.

Book example:  a cubical world with 700 hexes would be divided by 6 faces for  116 (116.66) hexes per face. You could round up to make it an even 121 (11 x 11.)If your world hex size is 300 miles then each face would be 3,300 x 3,300 miles each.

Just remember  if you don’t like it adjust it or make another one….



Technically it’s the distribution and mapping of water but I’ll use liquid  since your world may not be water based.

So determine what percent of your world is liquid based. As a reference earth is 70% water.  you can roll on the table, randomly pick a percent, roll percentile dice, use  the world hook  to address it  or any other way you feel works for the campaign or story. Since my world was based on yin yang shapes it’s going to be 50%.

Next it’s time to place continents major islands ans inland seas. Feel free to freehand it or use the chart form the guidebook. I already had a shape to determine the placement for my world and you can do that as well. think skull island etc is there a shape or icon that fits your campaign or story? There’s also a few links to sites that have generators for almost anything including terrain.

Not sure where to place what? the blank map in the guidebook has 20 sections(handy)… count up your sections and assign a number and roll or generate a random number.

Well that about covers the basics for this week, I’ll try to create a randomly generated world from the guidebook and post my results here.

Feel free to post comments or tag me if you have questions, recommendations etc on your world or world building. I’ll be updating my world project Harmonia based on this post.


Next week we’ll jump into the final sections covering Seismology/Tectonics and Climatology








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