Saturday, March 31, 2012

Population Densities

I'm thinking of the population densities in my campaign, as not all areas have the same fertility.

The Elven Confederation, for example, is mostly forested and has quite a low population density; I'd say about 25 Elves/square mile (150 families per 6-mile hex or 2,500 families per 24-mile hex). The same goes for the mostly Steppe-Forest Principality of Tagorsk.

The mountainous Dwergerhold and Dwergerberg, for example, are mostly mountains and have quite a low rural population density, but, on the other hand, they're quite urban; so I'd say about 40 Dwarves/square mile (250 families per 6-mile hex or 4,000 families per 24-mile hex).

The Three Principalities (Norokh, Vorkono and Gironov) are the breadbasket of the region, with a population density of 80 people per square mile (500 families per 6-mile hex; 8,000 families per 24-mile hex).

The Two City-States of Zagadur (Igorgrad and Shakhtar) contain mostly mountainous terrain and forests, with some arable land, so their population density would be 50 people per square mile (300 families per 6-mile hex; 5,000 families per 24-mile hex).

Thursday, March 29, 2012

Map Key

Here is the key to my map from the previous post:

Rebirth in our New Flesh!

This blog, once used for my old Wounded Gaia setting and then for the City on the Ice-Choked Sea setting for LotfP (which is now on hold), now sees its second rebirth - this time to house my new setting for the Adventurer Conqueror King System (ACKS), a new quasi-D&D ruleset perfect for world-building and adventuring over varied power levels.

This is my new campaign setting for the Adventurer Conqueror King System (ACKS), which I've pre-ordered in hardcopy along with its Player's Companion and for which I already have the PDF. It is set in a northern realm of a world in the throes of an ice age, inspired by my previous Wounded Gaia attempts but liberally re-interpreted to suit ACKS. The above map is the preliminary campaign map, 32x32 hexes with each hex being 24 miles across. So far I've only marked the capitols on it; later I'll add smaller cities as well (though, as per ACKS, small towns won't be shown on such a large-scale map).

Note that Dwarven domains get Germanic-sounding names while Human realms get Russian-sounding realms; these are approximations for the Human language (which is a bit similar to Russian) and the Dwarven tongue. Slavic and Nordic myth will be a major source of inspiration for this setting - expect a lot of fey (both Neutral - the Seelee and Chaotic - the Unseelee).

Also note that flora, fauna and climate follow (in rough terms) Earth's latest Glacial Period - mammoths (some tamed by nomads!), sabertooth cats, auruchs, woolly rhinos, cave bears, dire wolves and so on in addition to more mundane beasts such as grizzly bears, horses and sheep.

The main religion in this lands is the worship of Svarog, a Lawful quasi-monotheistic god, originally a Dwarven world-forging smith-god and now the main Lawful god of Humanity as well. The older Human faith is in the Zoriya - the three Neutral goddesses of twilight, midnight and dawn; some Humans still worship them. Chaos has a larger number of deities, such as Koschei the Lich God, Marzanna the Frost Goddess, and Chernobog the High Lord of Chaos.

More to come. Stay tuned!