Building a Random World. Part 2: Geography and Seismology. By Yasadu De Silva


By: Yasadu De Silva

Hello all,

I’ve recently begun building a world for a tabletop RPG. To see what a tabletop RPG is and what I will use to create the world, look at my previous post.

Geography is important in a world because it can shape civilizations. For example, the first settlements were built near water sources. Land formations such as mountains can make a nation difficult to invade. The steps below show my process in fleshing out the geography for my world.

I need to create a map of the world. For this map, I am using the free version of a program called Hexographer. The map is divided into 20 triangles, called regions. First, I need to decide my world shape. To make it simple, I’ll choose sphere. Then, I must find my world size. Rolling a 100 sided die (referred to as a d100. Six sided die are referred to as a d6, Four sided as a d4, etc.) I get a 39. If you don’t have the necessary fancy gamer dice, use this dice roller: The 39 gets me a 4800 mile diameter (For reference,  Earth has a 8000 mile diameter). It also means that one hex on the world map equals 300 square miles. After finding the world size,  I need to find how much water there is. Rolling a d100, I get 71. Looking at the table, that means that the world is 80% water. I begin to add in the amount of land needed. Then I roll 4 d4s, or 4d4, to find the number of plates. Rolling a d6 for each plate size, I get: 5, 2, 1, 1, 6, 2, and 3. Adjusting for the inaccuracy of drawing, I get this: Then, I roll for plate movements and earthquakes/volcanic islands. I get this:

Next time, I will be looking at political geography, or the various races and kingdoms that inhabit my planet.

Thank you for reading,                                                                                                                         Yasadu De Silva


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