Because of terrain and distance, Wowotu is broken into five districts, departments, provinces or counties, whatever nomenclature we might choose. I'd like to add the infrastructure numbers for each district: Port Tethys-Avalon, 147; Nagoya-Fenris, 57; Cork, 40; Hoth, 12; and Sarai, 8. This is a total of 264.
This would be a higher number if the settlements were not constrained by terrain, and could spread their influence more easily. However, whatever the infrastructure, the population total would be static; basically, infrastructure measures communication, not population.
Still, we can now divide the population by the infrastructure: 39,166 by 264 equals 148 people per point of infrastructure. This is something we want to keep in mind as we build the hexes.
Next, let me admit that I don't intend to expand the whole map into 6.67-mile hexes. I could do it, obviously, but it would take time away from my actual world and it isn't necessary to make the point I want to make. So I'm going to show the Port Tethys-Avalon district, partly because it's the largest and partly because it is the most isolated.
This does create a dilemma, regarding the references that I had the readers choose. Normally, I would make the whole region, then randomly distribute the references among the possible appropriate hexes where said reference could occur. For example, mining camps, where we would find iron and gold, occur in type-6 and type-7 rural hexes. So after expanding the whole map, I would add up all the possible type 6 & 7 hexes, roll randomly and place the gold or iron reference.
Here, I'm going to place all twelve references in the Port Tethys-Avalon district. This is not too many for an area of this size; most of my game's regions of this size have at between 20 to 40 references.
Yes, I know, not very exciting. But nonetheless, the system gives some structure to the hex surrounding Port Tethys. Remember, there are nearly 12,000 people in this hex alone. The settlement itself accounts for most of that; type-"2" indicates that Port Tethys is a commercial city, so right off we can put the two market references chosen by the readers in place. Avalon won't come close to this. Port Tethys would have a repair shipyard, even if there were no shipping reference; but the readers did designate a ship yard so the city does build ships.
The other type-2 that we generated is a rural hex; and as it happens, consists of a manor house with a small village surrounding it; and knowing it exists, we can give that village a name (I'll just go ahead and call it Rainus. There's a 1 in 4 chance of it possessing a shrine ... which it does! We're on our way.
Past that, we should hold off on guessing where the other references will go. We only need to know for the moment that the type-5 rural hexes are occupied by grouped freeholder farms (no lords on that land), while the type-7 hex is a marginal area with isolated homesteaders.
I'm going to leave off now, and get into all the delicious grittiness after. It has taken a long time for me to write this post. I'm going to finish by giving the numbers (but not the terrain, I'll add that again with the next post) for the rest of the Port Tethys-Avalon District). Just for consideration.
|The grey would be an arid, near-desert wilderness.|