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Fantasy Settlement Patterns

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  • Jürgen HubertJ This user is from outside of this forum
    Jürgen HubertJ This user is from outside of this forum
    Jürgen Hubert
    wrote last edited by
    #1

    Another one of my pet peeves about fantasy world building is the concept of “large cities surrounded by miles and miles of howling wilderness” (looking at you, Forgotten Realms!) While such cities aren’t completely unknown in real world history (“oasis towns” in particular, they are and were very rare. Most real world cities are surrounded by a network of smaller settlements, and while you can come up with reasons for why a fantasy city is truly isolated, a setting will be more plausible if that is a rare exception.

    So, what is a good way of developing settlement patterns in fantasy worlds?

    A concept I found useful for worldbuilding purposes is that of the “Central Place Theory”, which describes the notion that settlements of different sizes support each other. (And I first came across it in the WFRP 1E rulebook, of all things!) While this theory is not free criticism, I feel that it yields results that are plausible enough. In order to adapt it for fantasy purposes, I propose the following categories:

    • Villages are mostly inhabited by farmers and other food producers, although there might be a few specialist trades such as millers and village blacksmith. They are self-sufficient when it comes to food production, but need to trade for more complex tools. Using Central Europe as an example, it rarely takes more than an hour or two to travel to the next village.
    • Towns have markets where the farmers can sell their produce, and thus are rarely more than a day’s worth of travel away from any given village. They are administrative centers and can produce most of the tools that the rural population needs for daily survival. However, they are also part of a network of long-distance trade, selling surplus from their own region and buying items that are rare in the local area. Each town is supported by a small network of villages, without whom it would starve.
    • Finally, Cities are major trade hubs and centers of craftsmanship. They will support multiple specialized trades and might be famous throughout the country (or beyond) for things they produce. Just like each town is supported by a network of villages, each city is supported by a network of towns.

    In other words, when you place a city on a map, think about the network of towns and villages that support it. Depending on the scale of the map, you might not bother to place them all - but you should remember that they are there, instead having the wilderness start close to the city walls.

    Which brings me to another point - real world history didn’t have much in the way of “monster-infested wildernesses”, but these are a staple of fantasy world - and they are a further reason why such dense settlement patterns might develop. After all, a lonely settlement is easy pickings for monsters - but a network of settlements can defend each other. If a single village faces monsters that are too tough for the inhabitants, they can ask for help from the next town or even city, who likely have specialist tools (and people) for that kind of thing.

    In worlds where dangerous monsters roam the wilds, you could even make the argument that human(oid) civilization is not viable of the network of settlements is too thin - thus, you have “clusters of civilization” huddling together, while the wilds are full of lost settlement that could not be defended any more…

    So, what are your thoughts on this? Have you put any consideration into settlement patterns for your own fantasy settings?

    SanctusS andonome@lemmy.worldA 2 Replies Last reply
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    • Jürgen HubertJ Jürgen Hubert shared this topic
    • Jürgen HubertJ Jürgen Hubert

      Another one of my pet peeves about fantasy world building is the concept of “large cities surrounded by miles and miles of howling wilderness” (looking at you, Forgotten Realms!) While such cities aren’t completely unknown in real world history (“oasis towns” in particular, they are and were very rare. Most real world cities are surrounded by a network of smaller settlements, and while you can come up with reasons for why a fantasy city is truly isolated, a setting will be more plausible if that is a rare exception.

      So, what is a good way of developing settlement patterns in fantasy worlds?

      A concept I found useful for worldbuilding purposes is that of the “Central Place Theory”, which describes the notion that settlements of different sizes support each other. (And I first came across it in the WFRP 1E rulebook, of all things!) While this theory is not free criticism, I feel that it yields results that are plausible enough. In order to adapt it for fantasy purposes, I propose the following categories:

      • Villages are mostly inhabited by farmers and other food producers, although there might be a few specialist trades such as millers and village blacksmith. They are self-sufficient when it comes to food production, but need to trade for more complex tools. Using Central Europe as an example, it rarely takes more than an hour or two to travel to the next village.
      • Towns have markets where the farmers can sell their produce, and thus are rarely more than a day’s worth of travel away from any given village. They are administrative centers and can produce most of the tools that the rural population needs for daily survival. However, they are also part of a network of long-distance trade, selling surplus from their own region and buying items that are rare in the local area. Each town is supported by a small network of villages, without whom it would starve.
      • Finally, Cities are major trade hubs and centers of craftsmanship. They will support multiple specialized trades and might be famous throughout the country (or beyond) for things they produce. Just like each town is supported by a network of villages, each city is supported by a network of towns.

      In other words, when you place a city on a map, think about the network of towns and villages that support it. Depending on the scale of the map, you might not bother to place them all - but you should remember that they are there, instead having the wilderness start close to the city walls.

      Which brings me to another point - real world history didn’t have much in the way of “monster-infested wildernesses”, but these are a staple of fantasy world - and they are a further reason why such dense settlement patterns might develop. After all, a lonely settlement is easy pickings for monsters - but a network of settlements can defend each other. If a single village faces monsters that are too tough for the inhabitants, they can ask for help from the next town or even city, who likely have specialist tools (and people) for that kind of thing.

      In worlds where dangerous monsters roam the wilds, you could even make the argument that human(oid) civilization is not viable of the network of settlements is too thin - thus, you have “clusters of civilization” huddling together, while the wilds are full of lost settlement that could not be defended any more…

      So, what are your thoughts on this? Have you put any consideration into settlement patterns for your own fantasy settings?

      SanctusS This user is from outside of this forum
      SanctusS This user is from outside of this forum
      Sanctus
      wrote last edited by
      #2

      Very intwresting, definitely.plays mostly towards medieval fantasy but could be used for other settings or games easily. I like the idea that the monster infested woods effect society instead of them just being treated like wildlife that just so happens to be able to cause earthquakes or something whacky powerful that is not reflected in the way civilization develops. The idea that old civilizations and settlements are scattered throughout and abandoned is of course great, it gives plausible reasons in the environment for them being here and frees up us DMs having to explain yet another thing.

      1 Reply Last reply
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      • KichaeK Offline
        KichaeK Offline
        Kichae
        Forum Master
        wrote last edited by
        #3

        A lot of the people developing early fantasy RPGs were probably deeply influenced by the American western as a film and TV genre. It was really, really hard to avoid in the 50s and 60s, and it functionally provided the blueprints for other adventure-based genres. The western provided the setting of the frontier, and frontier towns were all too often depicted as being deeply isolated and under siege by the “savage wilderness”.

        Because indigenous people were usually framed more like wild animals than people whose living room you just plopped yourself down and started squatting in.

        So many of the adventure modules seemed to be built around this idea of the frontier, or the hinterland, or of being on the edge of civilization that they didn’t need to have a theory of settlement patterns. They were explicitly showing us what things looked like where the civilization networks wore thin and broke down.

        But they also just sort of acted as one of the blueprints for later modules, and later settings. And when your setting is entirely made up of frontier modules, you end up with a setting where there’s no civilization.

        1 Reply Last reply
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        • Jürgen HubertJ Jürgen Hubert

          Another one of my pet peeves about fantasy world building is the concept of “large cities surrounded by miles and miles of howling wilderness” (looking at you, Forgotten Realms!) While such cities aren’t completely unknown in real world history (“oasis towns” in particular, they are and were very rare. Most real world cities are surrounded by a network of smaller settlements, and while you can come up with reasons for why a fantasy city is truly isolated, a setting will be more plausible if that is a rare exception.

          So, what is a good way of developing settlement patterns in fantasy worlds?

          A concept I found useful for worldbuilding purposes is that of the “Central Place Theory”, which describes the notion that settlements of different sizes support each other. (And I first came across it in the WFRP 1E rulebook, of all things!) While this theory is not free criticism, I feel that it yields results that are plausible enough. In order to adapt it for fantasy purposes, I propose the following categories:

          • Villages are mostly inhabited by farmers and other food producers, although there might be a few specialist trades such as millers and village blacksmith. They are self-sufficient when it comes to food production, but need to trade for more complex tools. Using Central Europe as an example, it rarely takes more than an hour or two to travel to the next village.
          • Towns have markets where the farmers can sell their produce, and thus are rarely more than a day’s worth of travel away from any given village. They are administrative centers and can produce most of the tools that the rural population needs for daily survival. However, they are also part of a network of long-distance trade, selling surplus from their own region and buying items that are rare in the local area. Each town is supported by a small network of villages, without whom it would starve.
          • Finally, Cities are major trade hubs and centers of craftsmanship. They will support multiple specialized trades and might be famous throughout the country (or beyond) for things they produce. Just like each town is supported by a network of villages, each city is supported by a network of towns.

          In other words, when you place a city on a map, think about the network of towns and villages that support it. Depending on the scale of the map, you might not bother to place them all - but you should remember that they are there, instead having the wilderness start close to the city walls.

          Which brings me to another point - real world history didn’t have much in the way of “monster-infested wildernesses”, but these are a staple of fantasy world - and they are a further reason why such dense settlement patterns might develop. After all, a lonely settlement is easy pickings for monsters - but a network of settlements can defend each other. If a single village faces monsters that are too tough for the inhabitants, they can ask for help from the next town or even city, who likely have specialist tools (and people) for that kind of thing.

          In worlds where dangerous monsters roam the wilds, you could even make the argument that human(oid) civilization is not viable of the network of settlements is too thin - thus, you have “clusters of civilization” huddling together, while the wilds are full of lost settlement that could not be defended any more…

          So, what are your thoughts on this? Have you put any consideration into settlement patterns for your own fantasy settings?

          andonome@lemmy.worldA This user is from outside of this forum
          andonome@lemmy.worldA This user is from outside of this forum
          andonome@lemmy.world
          wrote last edited by
          #4

          Hamlets in Fenestra gather around towns. Outside, walled Baileys spread out like satellites.

          The research isn’t mature but it’s good enough for basic logistics.

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