Climate & Terrain

Trid's distance from Ammonkis allows for five distinct climate bands, while its axial tilt provides seasonal variation by latitude. Given that Trid's civilised societies rely on agriculture, climatic impact on what can be grown and how long before it may be harvested is the primary factor in population migrations and density.  

Climate

Five climate bands, each 18 degrees north-to-south, characterise the environmental conditions between the equator and each of Trid's poles.  

Tropical

The equator straddles the breadth of the tropical belt. Seasonal variation here is subtle, as the weather remains fairly constant throughout the year. Periods of daylight and night are roughly equal. Areas within this band are generally quite hot, and winter is often characterised by violent rainstorms and hurricanes (in those places where rain does fall). Tropical forests are known as jungles, and grass- and scrub lands do exist, mixed with desert in the most arid regions.  

Sub-tropical

The sub-tropical band hosts areas of predominately high temperatures, with long dry summers and short rainy winters. Land is covered by lush forests and grasslands where rainfall is high. Seas are warm throughout the year. In the northern hemisphere, the southern-most border of the sub-tropical belt marks the extreme of the planet’s axial tilt, known as the Northern Tropic (which lies some 18 degrees from the equator; in the southern hemisphere, the opposite is true).  

Temperate

Beyond the sub-tropical band lies the temperate belt, where regions of moderate temperature exist. Seasons are highly distinct, characterised by hot summers, cold winters and moderate autumns and springs. The distinct seasonal variation leads to easily predicted periods of growing and harvesting. All manner of vegetation covers the ground; so large standing forests, vast grasslands and plains, and steppe are common.  

Sub-arctic

Approaching either of Trid's poles, one crosses through the sub-arctic bands. These regions are quite cold, and periods of daylight and night are skewed by the axial tilt of the planet, depending on the time of year. Thus, during winter months, when Trid's southern hemisphere faces Ammonkis, daylight in the northern hemisphere is drastically reduced as one travels farther north. Sparse vegetation grows in sub-arctic areas: hearty scrub and evergreen dominate the land when the temperature is high enough to melt the permafrost and allow growth. Icebergs are common on the seas while deep snow is common on land, as are ice floes around lakes and rivers, throughout much of the year.  

Arctic

The arctic climate bands surround both the north and south poles. These regions are typified by extreme cold and a lack of vegetation. Both land and sea are covered with a mix of ice and snow (and, below the ground’s surface, frozen soil). The non-uniform periods of daylight and night are more pronounced in this region than in the sub-arctic, and depending on the time of year, there are days when the sun never rises or never sets (the point at which this occurs is known as the arctic circle, which is the southern boundary of the arctic band in the northern hemisphere, or the northern boundary of the arctic band in the southern hemisphere).   Trid supports each of the standard terrain types outlined in the core rules. The tables below describe each and the visuals correspond to the world and atlas maps.  

Terrain Distribution and Population

Trid has a global land area of 34.2 million square miles, with a total population of 33.9 million, for a rough global population density of one person per square mile. However, not all land is equally habitable, and the table below shows the population by terrain type:  
TerrainArea (square miles)PopulationPopulation Density
Barrens / Hills / Mountains2,800,000230,0000.08 / sq. mile
Clear / Grasslands8,800,0005,100,0000.58 / sq. mile
Desert636,000122,0000.19 / sq. mile
Forest9,800,00017,300,0001.77 / sq. mile
Jungle2,000,0003,500,0001.75 / sq. mile
Swamp3,500,0004,800,0001.37 / sq. mile
Taiga (cold forest)6,200,0002,500,0000.40 / sq. mile
Tundra (cold clear)804,000207,0000.26 / sq. mile
Totals:
33,540,00033,759,0000.8 / sq. mile (average)
 

Barrens / Hills / Mountains

Any rough terrain with sparse vegetation.  
TerrainDescriptionHex Symbol
BarrensDry and bare land covered with a mix of rock and soil; sometimes referred to as rocky deserts.
GlacierThick sheets of hard-packed ice and snow that move slowly under their own weight; typified by wide snowfields, crevasses, steep inclines, and ice caves.
HillsRocky and uneven heights, often with caves, canyons, and plateaus, usually ringing mountain ranges.
MountainsEssentially hills rising above 1,000 feet. Altitude makes mountains colder by one climate band (e.g., a sub-tropical mountain range has a temperate climate).
 

City

In the context of terrain, "city" refers to any settlement. Certainly, this includes cities, towns, and villages, but also strongholds, monasteries, and fighting orders.  
TerrainDescriptionHex Symbol
VillagePopulation: 50–1,000 (1d20 x 50)
Town, SmallPopulation: 500–5,000 (1d10 x 500)
Town, LargePopulation: 4,000–15,000 (1d12+3 x 1,000)
CityPopulation: 13,000–24,000 (1d12+12 x 1,000)
  Port: Any settlement that engages in trade via river or sea. Port settlements support an additional population of 20–50% (1d4+1), consisting of dock labour and security, merchants, trade guilds, and travellers.   Capital: Any settlement that serves as the seat of government in a wider territory. Capitals are outlined in red on the map and support an additional population of 30–80% (1d6+2), consisting of bureaucrats, noble families, diplomats, security, merchants, and travellers.  

Clear / Grasslands

Generally flat land covered with abundant, low-lying vegetation.  
TerrainDescriptionHex Symbol
ClearTypically lightly wooded and relatively easy to convert to arable acreage.
GrasslandsCharacterised by short shrubs, tall grass, and the occasional stand of trees. As with clear terrain, soil is rich and fed by plentiful sources of water.
TundraClear terrain in cold areas with low grasses, shrubs, and scattered trees
 

Desert

Arid regions that receive little to no annual rainfall. Plants and animals survive in deserts through specialised adaptations, adding to the danger of this desolate terrain.  
TerrainDescriptionHex Symbol
Cold DesertHigh-altitude desert with rocky soil.
Hot DesertUsually sand-filled with dunes formed by wind; the occasional oasis exists where fed by a natural spring.
 

Forest

Any predominately wooded area where trees provide a tall canopy.  
TerrainDescriptionHex Symbol
ForestDeciduous trees that can withstand the extremes of hot summers and freezing winters. Undergrowth may be sparse if a dense canopy prevents sunlight from reaching the ground.
TaigaCold forests dominated by conifers extending to the treeline at the arctic climate band.
 

Jungle

Limited to tropical climes, jungles are "multi-story" forests, with tall and medium-height trees whose canopies are thin enough to allow thick undergrowth.  
TerrainDescriptionHex Symbol
JungleGenerally thick undergrowth and tall trees that provide the basis for a vibrant and inimately connected ecosystem. Jungles are hot, humid, and teeming with predators.
 

Lake / River

Bodies of fresh water.  
TerrainDescriptionHex Symbol
LakeA standing body of fresh water; lakes may be of any size, depth, or altitude. They are often fed and/or drained by rivers.
RiverA flowing course of fresh water; rivers may be of any length, width, or current speed. Generally, rivers start in higher altitudes with swift and narrow currents that slow down over distance, invariably flowing into another body of water (i.e., another river, a lake, or the sea).
 

Ocean / Sea

Bodies of salt water.  
TerrainDescriptionHex Symbol
OceanVast stretches of open water, separating continents.
SeaA smaller part of an ocean, partially enclosed by land.
 

Settled

Land surrounding an established settlement, considered "civilised" and made safe by armed patrols and satellite occupants (homesteads, industial centres, etc.). The larger the settlement, the larger the area of settled terrain around it:  
Settlement TypeSettlement AreaSettled Radius
VillageCurrent Local hex (0.9 mi2)
TownCurrent Regional hex (31 mi2)
CityCurrent Regional hex + 1 Regional hex surrounding (218 mi2)
 

Swamp

Any wetland area where poor drainage allows standing water.  
TerrainDescriptionHex Symbol
SwampWooded wetland, though other wetlands may be represented: marsh (shallow wetlands dominated by low vegetation and grasses), bog (acidic wetlands fed by rainwater, rich with decomposing vegetation, or fen (alkaline wetlands, usually fed by underground springs)

Article Contents

 

Terrain Classifications

Terrain of any type may be characterised as one of the following:   Wilderness: The wilderness is by definition dangerous and lawless. These areas lack permanent settlements offering safety or supplies. As a result, there are no organised patrols strong enough to dislodge monsters from their lairs or to provide travellers with safe passage.   Frontier: Sparsely settled areas that serve as buffers between the wilderness and civilisation. The few patrols that exist are heavily armed and wont to use force over diplomacy. Monster lairs may be smaller and less frequent, but they nevertheless pose a threat to any frontier settlement, which may be days away from civilisation. Frontier areas are almost never greater than one Atlas hex (30 miles) in width.   Civilised: Any area settled or patrolled to the extent that monsters cannot establish permanent lairs (though wandering monsters may be encountered). Because borders are fluid, the dividing line between civilisation and frontier can shift quickly.  

Travel

Permanent routes between settlements offer speed, ease of travel, and (ostensibly) safe passage:   Roads: Paved with stone and commonly referred to as "Elven Roads" in reference to their origin during the days of the Ardic Republic. Being paved, they are resistant to the effects of inclement weather and thus allow 50% greater movement all year round (unless rendered impassible by snow). Any hex traversed by a road is considered settled terrain, and it is impossible to get lost while following one.   Trails: Unpaved roads that, in good weather, offer the benefits of a paved road (i.e., 50% greater movement, considered settled terrain, and no chance of getting lost). However, in bad weather, where muddy or flooded due to rain or runoff, a trail reverts in all respects to the underlying terrain (e.g., a trail through a forest acts as a road during good weather or forest terrain during bad).   Sea routes: Ocean waterways take advantage of prevalent wind and water currents to accelerate travel, while avoiding known aquatic hazards like reefs, gyres, or whirlpools. Most routes lie within sight of land to compensate for limited navigational technology. Travel along a sea route increases movement by 33% and reduces the chance of getting lost by 1 pip on the d6 roll.

Comments

Please Login in order to comment!