Geography: Difference between revisions
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The lands of Eseron are as varied as the peoples who dwell upon them. From towering mountain ranges and endless forests to sprawling deserts and storm-tossed seas, the world’s geography shapes not only the course of travel but also the cultures, economies, and conflicts of its inhabitants. Scholars and explorers alike study these landscapes to chart safe paths, uncover hidden wonders, and better understand how the land itself guides the destiny of nations. | |||
== | == Classifications == | ||
To better understand the lands of Eseron, scholars divide geography into three key classifications: biome, topography, and climate. A biome describes the type of environment and the life that thrives there, such as forests, deserts, or tundras. Topography explains the physical shape of the land, from plains and valleys to mountains and coasts, showing how the terrain itself influences travel and settlement. Finally, climate defines the long-term weather patterns of a region, determining what can grow there and how people must adapt to survive. Together, these three categories provide a complete way to describe any landscape, whether a quiet valley, a burning desert, or a frozen sea. | |||
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== | === Biome === | ||
Biomes define the broad ecological regions of Eseron, determined by the types of life and vegetation that flourish within them. Aquatic biomes encompass the oceans, lakes, and rivers that sustain countless creatures. Wetlands serve as fertile grounds rich in both danger and bounty. Grasslands stretch wide and open, supporting herds and agriculture alike. Forests, whether temperate or deep and ancient, are homes to mystery and resource. Deserts test survival with endless heat and scarcity, while tundras are harsh, frozen realms where only the hardiest endure. | |||
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=== Topography === | |||
Topography describes the physical features of the land, shaping how people travel, settle, and defend their homes. Plains provide fertile soil and ease of movement, while valleys shelter settlements and channel rivers. Hills and plateaus offer vantage and stability, often becoming sites of fortresses or farmlands. Mountains stand as natural barriers, feared and revered in equal measure. Peninsulas extend civilisations into the seas, and bays offer havens for trade, fishing, and naval power. | |||
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=== Climate === | |||
Climate governs the rhythm of life across Eseron, dictating seasons, harvests, and hardships. Temperate regions balance warmth and cold, fostering abundance and varied cultures. Tropical lands brim with heat, storms, and vibrant biodiversity. Dry climates create deserts and arid plains, where survival depends on scarce water. Continental regions endure harsher seasonal extremes, from scorching summers to brutal winters. At the world’s edges, polar climates freeze the land beneath ice and snow, leaving it barren yet still touched by resilient life. | |||
== Geographic Regions of Eldland == | |||
The continent of [[Eldland]] is a land of extremes, its regions as varied and unforgiving as the people who inhabit them. From the ever-frosted forests of Chyornava in the north to the burning steppes of Narath in the south, Eldland offers both beauty and peril in equal measure. Its heartlands are divided by the stout mountains of Thonevit and framed by the towering Karmikil chain, while the fertile Crownlands along the Reinach River provide sustenance to its greatest city. Yet just beyond these thriving fields lie darker domains: the devouring swamps of Morvain, the accursed wastes of Dôk-Myr, and the arcane scar of the Great Chasm. Even the surrounding coasts are treacherous, with the Nebulond Isles claiming countless ships upon their jagged shores. Each of these regions holds its own history, dangers, and riches, and together they weave the complex tapestry of Eldland’s geography. | |||
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{{Navtable Geography}} | |||
== Landmarks of Eldland == | |||
Beside the great regions and landscapes of Eldland stand its landmarks, places so distinct that they have become woven into the memory and myths of the continent. Some are natural wonders shaped over millennia, others are the remnants of forgotten civilisations or the works of gods and arcanists. Landmarks serve as points of guidance for travellers, as centres of culture or pilgrimage, and often as the stages upon which history itself has been written. To catalogue them is to preserve the stories of Eseron’s past while guiding those who seek to explore its future. | |||
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{| class="wikitable mw-collapsible mw-collapsed" width=30% style="margin-left: auto; margin-right: auto; width=200px; background:#EDE2C5;" | |||
!colspan="2" span style="background:#b88c8c; color:#000; text-align:center; vertical-align:middle;"|Landmarks of Eldland | |||
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| style="background:#EDE2C5;" valign="center"| To be announced! | |||
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Revision as of 15:36, 3 October 2025
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The lands of Eseron are as varied as the peoples who dwell upon them. From towering mountain ranges and endless forests to sprawling deserts and storm-tossed seas, the world’s geography shapes not only the course of travel but also the cultures, economies, and conflicts of its inhabitants. Scholars and explorers alike study these landscapes to chart safe paths, uncover hidden wonders, and better understand how the land itself guides the destiny of nations.
Classifications
To better understand the lands of Eseron, scholars divide geography into three key classifications: biome, topography, and climate. A biome describes the type of environment and the life that thrives there, such as forests, deserts, or tundras. Topography explains the physical shape of the land, from plains and valleys to mountains and coasts, showing how the terrain itself influences travel and settlement. Finally, climate defines the long-term weather patterns of a region, determining what can grow there and how people must adapt to survive. Together, these three categories provide a complete way to describe any landscape, whether a quiet valley, a burning desert, or a frozen sea.
Biome
Biomes define the broad ecological regions of Eseron, determined by the types of life and vegetation that flourish within them. Aquatic biomes encompass the oceans, lakes, and rivers that sustain countless creatures. Wetlands serve as fertile grounds rich in both danger and bounty. Grasslands stretch wide and open, supporting herds and agriculture alike. Forests, whether temperate or deep and ancient, are homes to mystery and resource. Deserts test survival with endless heat and scarcity, while tundras are harsh, frozen realms where only the hardiest endure.
Topography
Topography describes the physical features of the land, shaping how people travel, settle, and defend their homes. Plains provide fertile soil and ease of movement, while valleys shelter settlements and channel rivers. Hills and plateaus offer vantage and stability, often becoming sites of fortresses or farmlands. Mountains stand as natural barriers, feared and revered in equal measure. Peninsulas extend civilisations into the seas, and bays offer havens for trade, fishing, and naval power.
Climate
Climate governs the rhythm of life across Eseron, dictating seasons, harvests, and hardships. Temperate regions balance warmth and cold, fostering abundance and varied cultures. Tropical lands brim with heat, storms, and vibrant biodiversity. Dry climates create deserts and arid plains, where survival depends on scarce water. Continental regions endure harsher seasonal extremes, from scorching summers to brutal winters. At the world’s edges, polar climates freeze the land beneath ice and snow, leaving it barren yet still touched by resilient life.
Geographic Regions of Eldland
The continent of Eldland is a land of extremes, its regions as varied and unforgiving as the people who inhabit them. From the ever-frosted forests of Chyornava in the north to the burning steppes of Narath in the south, Eldland offers both beauty and peril in equal measure. Its heartlands are divided by the stout mountains of Thonevit and framed by the towering Karmikil chain, while the fertile Crownlands along the Reinach River provide sustenance to its greatest city. Yet just beyond these thriving fields lie darker domains: the devouring swamps of Morvain, the accursed wastes of Dôk-Myr, and the arcane scar of the Great Chasm. Even the surrounding coasts are treacherous, with the Nebulond Isles claiming countless ships upon their jagged shores. Each of these regions holds its own history, dangers, and riches, and together they weave the complex tapestry of Eldland’s geography.
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Landmarks of Eldland
Beside the great regions and landscapes of Eldland stand its landmarks, places so distinct that they have become woven into the memory and myths of the continent. Some are natural wonders shaped over millennia, others are the remnants of forgotten civilisations or the works of gods and arcanists. Landmarks serve as points of guidance for travellers, as centres of culture or pilgrimage, and often as the stages upon which history itself has been written. To catalogue them is to preserve the stories of Eseron’s past while guiding those who seek to explore its future.
Landmarks of Eldland | |
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To be announced! |