

This is not to say that a DM must spend years building a world before starting the campaign, but that some forethought and planning, and continued development really can bring the world alive. Players who prefer a more "gamist" approach don't mind this, but those (such as myself) who enjoy story and immersion into a secondary world find it, well, irking. I've played in many games in which the DM didn't really take the time to develop the world, and it always felt like we were moving in a moving game-stage, which paper-thin set-pieces. There are two responses I have to this, which hopefully should (imo) lead to less irkage on your part: One, developing the larger world and understanding the context and influences on the "game region" can bring a better sense of internal consistency and coherency to the game. Individual kingdoms, duchies, territories in this space are going to be significantly smaller, depending on how many the realm is broken up into. something like Christendom, dar al Islam, the Hellenistic World, the Middle Kingdom - takes around 60 days to traverse from one end to the other (not at top speed, but if you're transporting goods, for example). One historical model stipulates that a realm that defines itself as the entire world - i.e. You don't get cities of 1 million or more until the turn of the common era - Rome in the 1st century CE, Baghdad in the 8th, and China had a bunch in the 11th/12th century.Īs far as kingdoms go, again, it depends. Historically, a large city in Mesopotamia around the "dawn of civilization' was 30,000 people or so. The Shire is around 50,000-100,000 people, and Gondor (the largest realm in Middle Earth, is around 1 million. A lot of fantasy realms are pretty underpopulated. That depends on what sort of setting you're trying to model. I remember I used to have a book many many years ago that described in great detail the kinds of scales and sizes to use, but I don't have it any more and I'm blocked.Īnyone know of any good resources for this kind of thing? Presumably, even a well-settled kingdom would have large areas of unclaimed wilderness within it, but I'm just completely at a loss regarding realistic scaling. What is a reasonable size for a fantasy city or a fantasy kingdom?

how big is that? How much distance could a person travel in a day? It talks about how you should create a province map at a scale of about 1 mile per hex and that such a map would encompass about a day's travel in any direction from the center of the map. In the DMG it talks about different scales of maps (province, kingdom, and continent). I have a good mapping app (Fractal Mapper 8) and I have a vague idea of what I want the world to look like. I am in the process of creating my own fantasy world for my D&D games.
