Posted in World Building

WB04.2 Kingdoms and Sociology (Physical Cartography)

Kingdom size

You may have already generated the borders of kingdoms, if not this list is from table 26  Random Kingdom Size. If you already have borders there is no need to regenerate new ones.

  • City-State
    • 1d8  hexes on a regional map ( regional map hexes are 100 miles across on an earth size world)
    • 10d10 miles approximate diameter
  • Small Kingdom
    • 3d6 hexes
    • 10d10 x 5 miles
  • Medium Kingdom
    • 4d6 hexes
    • 10d10 x 8 miles
  • Large Kingdom
    • 6d6 hexes
    • 10d10 x 10 miles
  • Empire
    • 8d8 hexes
    • 10d10 x 20 miles

 

World size and Kingdom size

Medieval kingdoms are severely limited  in their maximum size by lack of efficient overland communications and reliable sea travel.

No matter how much land a world has, kingdoms generally remain about the same size. If a world is unusually large  or has a great deal of land area kingdoms will generally increase in number before increasing in size.

If you are using a system that has advanced technology and/or magic then this guideline may be irrelevant.

Coasts, Seas and Lakes

First sketch out the coastlines and any major body of water within the borders. Here’s a list from table 27.

  • Archipelago-Kingdom is scattered across chains of fairly small islands, each are within a day’s sail 25-50 miles
  • Major Islands-Kingdom occupies most of one or two major islands, bordered on all sides by the sea
  • Coastal with offshore islands-A major portion  of the kingdom border is a coastline, may have inlets, peninsulas and offshore islands under control of the kingdom.
  • Coastal, no islands-A major portion  of the kingdom border is a coastline with no significant offshore islands.
  • Multiple coastlines-Kingdom borders on two or more major bodies of water, with coastlines on several sides.
  • Landlocked with an inland sea-Kingdom has no exterior seacoasts but includes a major body of water. The inland sea is 6d8 hexes in extent on the kingdom map.
  • Landlocked with major lakes-as above  but kingdom features 1d4 major lakes each 4d6 hexes in size.
  • Landlocked, no significant water-No major bodies of water exist although minor lakes (1 hex or less) and rivers may be common.

The sections below will be updated later with additional information, there are links to other sections with information on the topics.

Mountains, Hills and Topography

  • Mountain Ranges
  • Foothills
  • Rolling Hills and Tablelands
  • Depressions and Gorges
  • Plains and Plateaus

Refer to WB03.1 for more information on  geography concerning the above topics.

 

Climate

  • Climatology-For more information see WB02.2
  • Prevailing winds and humidity-see weather patterns in WB03.2 for information.
  • Terrain and Ground Cover
  • Rivers and drainage

 

Posted in World Building

WB03.2 Regional Continents and Geography (Climate, Weather/Terrain/Rivers, Lakes, Seas)

WB03.2 Regional Continents and Geography

The information is all based on an earth like world. Adjust as need to fit your world, story and campaign.

  • Climate
    • There are five basic categories of climates, Arctic, Sub-Arctic, Temperate, Sub-Tropical and Tropical
    • On the Polyhedral Region Map each region will include three climate bands, on the Polar Region Map it will include two climate bands.
    • You can use the table and roll 1d8 for the Polyhedral Region or roll 1d20 for the Polar display
    • Altitude can be accounted for by adjusting the climate bands for higher or lower elevations by  increasing or dropping a climate band or two as required.

 

  • Weather Patterns
    • Prevailing winds generated mostly by high or low pressure cells over large bodies of water(oceans) that spiral out or in of those cells.
    • Mark a circular wind pattern around the oceans perimeter, for large landmasses mark the rotation around the continents edge.
    • Northern hemisphere they rotate clockwise and in the Southern hemisphere they rotate counter-clockwise .
    • You can also dive the region into quadrants and roll a 1d8 and randomly pick a compass direction the winds are coming from.
    • Humid winds, those coming from the ocean, will lose moisture the higher the mountain range is. Medium to high mountain ranges may cause a rain shadow on the far side of the range.
    • Very high or extreme mountain ranges change the wind patterns forcing them to flow along the range.
    • Use what works best for your story, campaign and world as far as what is producing the winds, be it magic, elementals or whatever you decide.

 

  • Terrain
    • Climate bands and prevailing weather combine to create numerous variety of ground cover and vegetation. Ground cover and land forms  describe the type of terrain.
    • You can freehand terrain onto your map and terrain features will normally continue until they hit the next natural boundary.
    • You can also divide the region into quadrants, with each quadrant having 3d4 different terrain areas. Make each area 2d10 hexes long and 2d6 hexes wide.
    • Table 18 has a list of predominant terrain  types.
      • Barren
      • Desert sandy or rocky
      • Forest light, medium or heavy
      • Glacier
      • Grassland
      • Jungle medium or heavy
      • Marsh, swamp
      • Moor
      • Scrub/brushland
      • Tundra
    • Leaving room for transitional terrain on your map between two different terrain types, unless it better fits your world to have abrupt changes.

 

  • Rivers, Lakes, Seas
    • Inland seas are generally located in ares of low  elevation, never far above sea level.
      • A region will support 3d6-3 major inland seas, 2d8 hexes in size
    • Lakes can be found anywhere and normally feature an inlet and outlet.
      • A region will typically have 2d6 major lakes, 2d6-2 hexes in size.
    • Rivers usually follow the path of least resistance, losing elevation when possible.
      • On average there will be 4d6 major rivers in the region. Connecting major lakes to the nearest ocean or inland sea is a good place to begin.
      • You can also sketch in rivers connecting mountains to a nearby body of water. Rivers don’t cross mountain ranges normally.
      • A typical river system resembles a tree, with the mouth of the river the base of the tree and as you move upriver towards the source there are numerous branches, tributaries.
      • Canyons and gorges are normally found near the river’s headwaters and are 2d4 hexes in length. Rivers can create canyons and gorges overtime  by sinking through softer rock.
      • Waterfalls may have rapids extending 1d3 hexes prior, serious waterfalls only occur in hilly or mountainous terrain, but there may be several in any river.

After placing all the terrain feel free to modify as needed or extend areas.

This week we briefing covered placing terrain, climate bands and weather in your world, next week will talk about human geography.

Posted in World Building

WB03.1 Regional Continents and Geography

WB03.1 Regional Continents and Geography (World Size, Coastlines, Seas/Land-forms)

If you’ve worked through the previous  module, WB-02, then you may already have  the size of your world with continents and coastlines. This module will make it easier to focus on a single region at a time. instead of the entire world.

World Size, Coastlines, Seas

First thing is to decide what part of the region is land and what part is water.  The Regional Hydrography table in the guidebook provides us with a few options.

  • Archipelago-mostly water with chains of fairly small islands
  • Major Islands-mostly water, several major islands, numerous minor island chains
  • Island-continent-One continental mass surrounded by ocean, smaller offshore islands may also exist
  • Coastline with offshore islands-One coastline cuts across the region, may have inlets, peninsulas and offshore islands
  • Coastline, no islands-One coastline cuts across the region with no significant offshore islands.
  • Multiple coastlines-Borders on two or more oceans, with a part forming  a land border with another region. (Continental US)
  • Land with an inland sea-Most of the region is land, large inland sea or several small ones nearby, may also include archipelagos or major islands
  • Land with minor bodies of water-No bodies of water larger then 200-400 miles within the region, a large lake may qualify as a minor body of water
  • Land, no significant water-No coastlines, lakes or seas of note.

In my project, I’m starting on the region that would be considered an Island-continent. Grab what you use for a regional map and start laying out the region.

Land-forms (Mountains, Hills, Ridges, Canyons and Plains)

Mountain Ranges are the most predominant type of land forms.You can look in WB02.2 for information on seismology and plate tectonics or the nitty-gritty on how mountains are created. Or perhaps you have your own creation method.

As a crude guide, mountains tend to parallel the coastline. But you can also place them using the following guidelines:

Mountains

  • Regional Location
    • Roll 1d4+1 to determine the number  of mountain systems in the region.
    • Roll 1d4 to determine the quadrant of each system, NW, NE, SE or SW
  • Size
    • Roll 4d8 to determine the length in hexes.
    • Roll 1d4 for width variance.
    • Roll 1d12 to determine direction they run on the clock face. 12-N, 3-E, 6-S,9-W etc.
  • Lesser Flanking systems
    • Roll 1d4-1 for the number of lesser systems
    • Roll 2d4 for each systems length
    • Roll 1d4 for distance away from the main mass.
  • Volcanoes
    • Roll 1d4+1 to determine the rough diameter of the volcano.
  • Mountain Characteristics
    • Options from table 11 that you can pick from, or roll for, each chain.
      • No Mountains
      • Foothills
      • Low Mountains
      • Medium Mountains
      • High Mountains
      • Very High Mountains
      • Extreme Mountains
    • A few options from table 12 that you can pick from, or roll for, each chain.
      • No unusual Properties
      • Volcanic
      • Icebound or Glaciated
      • Mountains Sink or Rise
      • Gates to another location, realm etc
      • Mountains are living, sleeping creatures
      • Home to other beings.

Feel free to mix, match or use them in anyway that fits your world, campaign and story.

 

Foothills

Steeper and more rugged then rolling hills.

  • Roll 1d3-1 to determine the width of the foothills for each mountain range.

 

Rolling Hills, Tablelands

Rolling hills are not part of a mountain , less rugged the foothills and can be settled and cultivated comfortably. Tablelands are hilly terrain that has been eroded, leaves steep-sided towers or mesas of harder stone.

  • Rolling Hills
    • Roll 3d4 to determine the number of hills systems
    • Roll 1d6 for the length of the system
    • Roll 1d3 for the width of the system
    • Roll 1d4 if needed for quadrant placement as above for mountains.
    • Hills may connect to or parallel nearby mountains

Plains

  • Anything that doesn’t contain Mountains or Hills
  • Variation is based on climate and ground cover.

Depressions, Gorges and Escarpments

Place as many or as few as you like within your region, roll 1d6 for a good average amount

  • Depressions
    • Roll 1d6 for diameter of depression.
    • Inland areas lower then sea level.
    • Large depressions may drain water to the center creating swamp or marshlands or a small salty lake/sea
    • In hot /arid climates seasonal  or vanishing lakes  or salt flats may appear
  • Gorges
    • Roll 1d4 for length of gorge.
    • Usually found in hilly or mountainous terrain, rarely fund in flat terrain.
  • Escarpments
    • roll 2d8 for the length,  1d4+1 for the diameter if circular
    • Marks a sudden change in elevation.

 

So this covers the section and I’ll be updating my project as an example. My island continent was roughly built knowing I wanted to be mostly mountainous.

Next week we’ll look at Climate/weather, Terrain types and Rivers, lakes and seas.

 

Posted in World Building

WB02.2 Worlds and Planets (Seismology/Tectonics and Climatology)

WB02.2 Worlds and Planets (Seismology/Tectonics and Climatology)

 

After this module you will have  created/generated the gross physical characteristics of your world by generating linked regions of water and land and work out overall climates and prevailing currents and winds.

Plate Tectonics

Continents and seas ride on crustal plates that float on the softer, hotter material of the planet’s mantle. Their movement is almost imperceptible by human standards.  Friction and collision between moving plates can result in earthquakes, volcanoes and the formation of mountain ranges to say the least.
In your fantasy world this can be caused by anything from god’s, elemental panes,  magic , restless Deities etc etc  whatever you feel fits your story and campaign. You can invent how your planets geology functions.

Our earth’s crust is divided up into plates, and all the continents and seas rest on top of those plates. You’ll find that the greatest seismic activity will be at the edges of the plates.

A typical earth sized world would have 4d4 plates, with each plate spanning 1d6 regions on the world map. If using this method and you run out of regions make the remaining regions a single-region plate.

The guidebook has tables for rolling up the following:

  • Mountain chains and Rifts (Trench systems)
  • Adjustments for Gravity World
  • Volcanic Activity
  • Earthquake Activity
  • Geological Activity on Fantastic Worlds

 

Mountain chains and Rifts (Trench systems)

To use the table  choose one plate and roll d% to determine movement and characteristics with the adjacent plate.

Mountain ranges are the best place to find colliding plates, and rifts are the best place to find receding plates.  Mountains tend to form in chains or ranges instead of clumps with volcanoes being an exception.

Adjustments for Gravity World

If your world has higher gravity your mountains will be smaller, if you have lower gravity it will be larger. Check the size/adjustment chart if this is applicable to your world.

On Mars Mons Olympus is 80,000 feet high, compare to Everest on Earth at 30,000 feet.

Volcanic Activity

Volcanic activity is the result of the planets’ seismic stress and heat, or whatever fantastical explanation you created. Other nearby moons, or celestial bodies, can affect planetary stress as well.

If you have volcanoes on your world you can roll to check for type of activity. Roll d% and refer to the table in the guidebook.

Earthquake Activity

Plates can  also cause earthquake activity.  The table in the guidebook can help you determine the strength and frequency of the activity using d%.

Geological Activity on Fantastic Worlds

There’s an alternative if you don’t want to use plates, check the tables on Optional Regional Mountain Placement and Fantastic Mountain Properties in the guidebook. It uses d% for placement and properties.

 

In  my world or current island location I know I wanted mountains and will adjust tectonic plates after their design. Remember these are guides based on real earth like worlds but it’s your campaign and story.

Climatology

This is the last step affecting the entire planet. World climate has, for this reference, five possible categories:

  • Arctic
  • Sub-Arctic
  • Temperate
  • Sub-Tropic
  • Tropic

These five categories create nine distinct bands of climate. Each band can have significant local variations.

The guidebook has two tables on climatology, Planetary temperature  and Seasonal variations.

Planetary Temperature

Planetary Temperature determines the mean temperature which can range from frozen to inferno etc. The mean temp of the planet can cause climate bands to be one or two steps higher or lower then normal. you can roll to determine the temp or perhaps you already have one in mind.

Seasonal Variations

Seasonal variations can be scientific or even something out of Greek mythology. They can range Mild to Extreme or none  at all.

In my current world i’m using normal for temp and variations. Although other planets in my multiverse will be adjusted later on when developed.

Prevailing Winds and Ocean currents

General rule of thumb for earth like worlds: In the Northern hemisphere currents move  clockwise in motion and for the Southern hemisphere it is counter clockwise. Use the equator as a dividing line for anything that crosses over.

For wind patterns Oceans and large land masses  support huge pressure cells that generate weather patterns and prevailing winds. The winds still rotate clockwise and counter clockwise like currents.