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Physical world

The physical layer of an invented world: star and planet, plate tectonics, climate, rivers, biomes, ecology, resources, settlement, travel and maps. Physical plausibility is cheap to get right and expensive to get wrong: readers and players who know one fact (rivers don't split, deserts sit near 30°) stop trusting everything else. Method and consistency are on worldbuilding fundamentals; how environments shape cultures continues in societies and cultures. Figures are for Earth unless stated; invented examples are marked.

Star and planet

Start from Earth and change one or two parameters deliberately. Each change ripples through climate, life and culture.

The star

Star typeColorHabitable zoneWorldbuilding notes
Fwhitefarther out, widershorter-lived than the Sun; more ultraviolet
G (the Sun)yellow-white~1 AU for Earth-like fluxthe known case; main-sequence life around 10 billion years, currently about halfway
K (orange dwarf)orangecloser and narrowerlong-lived and stable; NASA notes K dwarfs as attractive targets in the search for life
M (red dwarf)redvery close, narrowthe commonest stars; planets in the zone face intense X-ray and UV and frequent flares; close orbits make tidal locking likely

The habitable zone is the range of orbital distances where liquid water could exist on a planet's surface (NASA). Because starlight falls off with the square of distance, the distance that gives a planet the same stellar flux as Earth scales with the square root of the star's luminosity:

dAU≈L/L⊙d_{\text{AU}} \approx \sqrt{L / L_\odot}

A star with a quarter of the Sun's luminosity puts the Earth-equivalent orbit at about 0.5 AU. Flux is only a start: atmosphere, greenhouse gases and cloud cover move a planet's real temperature a long way.

Rotation, tilt and orbit

ParameterEarthWhat changing it does
Day length24 hlong days → larger day-night temperature swings, strong daily winds; very long days change sleep, work and farming rhythms
Tidal lockingnoone face always toward the star: permanent day side, night side and a twilight band; weather dominated by day-to-night circulation
Axial tiltabout 23.4°tilt, not distance, causes seasons (NASA); zero tilt → almost no seasons; a large tilt → extreme seasons (Uranus is tilted about 98°)
Orbital eccentricitysmall (distance varies by about 3%)a strongly elliptical orbit adds a "near" and "far" season that affects both hemispheres at once
Year length365.25 dayslong years → long seasons, few birthdays, calendars based on other cycles
Moonsone largetides, calendars (months), night light, myth; several moons → irregular tides and complex calendars

Tides

  • Tides come mainly from the Moon's gravity; the Sun's tide-generating force is about half the Moon's because tidal force falls with the cube of distance (NOAA).
  • Earth rotates through two tidal bulges each lunar day of 24 hours 50 minutes, so most coasts get two highs and two lows in that time.
  • Spring tides (largest range) happen when Sun and Moon line up, at new and full moon; neap tides (smallest) at the quarter moons.
  • Local tidal range depends heavily on coastline shape: funnel-shaped bays amplify it; enclosed seas (the Mediterranean) have small tides.

Worldbuilding use: tide times drive fishing, harbor access, causeway crossings and ambushes. A world with a larger or closer moon has bigger tides (tidal force scales with the moon's mass over distance cubed).

Gravity

g=GMR2=43πGρRg = \frac{GM}{R^2} = \frac{4}{3}\pi G \rho R

For the same average density ρ\rho, surface gravity scales with radius. Mars (0.38 g) and the Moon (about 0.17 g) show the low end. Qualitative consequences to reason through (not precise predictions): a small, low-gravity world holds its atmosphere less well over geological time; high gravity favors stockier land animals and makes falls and flight costlier; low gravity allows taller structures and bigger flyers.

Plate tectonics and landforms

Mountains, volcanoes, rifts and island chains are not scattered at random: they mark plate boundaries. Sketch the plates first and the landforms follow.

BoundaryMotionLandformsReal example
Divergent (ocean)plates pull apart; new crust formsmid-ocean ridge, volcanic islands on the ridgeMid-Atlantic Ridge, Iceland
Divergent (continent)continent splittingrift valley, long lakes, volcanoesEast African Rift
Convergent: ocean under continentoceanic plate subductsdeep trench offshore, volcanic mountain range inland, big earthquakesPeru–Chile Trench and the Andes
Convergent: ocean under oceanone oceanic plate subductstrench plus a curved volcanic island arcMariana Trench and islands
Convergent: continent–continentneither subducts; crust crumpleshighest ranges, broad plateau, few volcanoesIndia–Asia collision → Himalaya
Transformplates slide past sidewaysfault lines, offset rivers and ridges, earthquakes, few mountainsSan Andreas Fault
Hotspot (not a boundary)a plate moves over a fixed plumea chain of volcanoes getting older in one directionHawaiian chain

Rules of thumb:

  • Mountain ranges are long and linear or arcuate, running parallel to the boundary that made them; they are not isolated cones scattered on a plain (single volcanoes excepted).
  • Young ranges are high and jagged; old ranges are low and rounded because erosion wins over hundreds of millions of years.
  • Plates move a few centimeters a year (the Mid-Atlantic Ridge spreads at about 2.5 cm/yr; the East Pacific Rise at over 15 cm/yr, per the USGS). Nothing changes on human timescales except by earthquakes and eruptions.
  • A subduction coast has a narrow shelf, a trench offshore and mountains close to the sea; a passive margin (the trailing edge of a continent, like the US Atlantic coast) has a wide shelf and a broad coastal plain.

Climate

Global circulation

Solar heating is strongest near the equator. The three-cell model describes the resulting average circulation in each hemisphere:

CellLatitudesSurface windsConsequences
Hadley0–30°trade winds blow toward the equator from the east (north-east in the northern hemisphere, south-east in the southern)rising air at the equator (the ITCZ) → rain; sinking air near 30° → subtropical highs, clear skies, deserts
Ferrel30–60°westerlieschangeable weather; storms travel west to east; a "zone of mixing"
Polar60–90°polar easterliescold, dry sinking air at the poles; storms where polar and mid-latitude air meet near 60°
  • The Intertropical Convergence Zone (ITCZ) follows the Sun seasonally, which creates wet and dry seasons in the tropics (monsoons are the extreme case, amplified by large landmasses).
  • The great hot deserts (Sahara, Arabian, Kalahari, Australian, Sonoran) cluster near 30° north and south under the subtropical highs.
  • Faster rotation or a larger planet changes the number and width of cells; a tidally locked world has a completely different pattern. Treat the three cells as an Earth result, not a law.

Rain shadows

windward side moist air forced up the slope cools as it rises; clouds form heavy rain and snow fall here leeward side air sinks and warms by compression relative humidity falls little rain: steppe or desert moist sea wind warm, dry wind sea wet forested slopes rain shadow
A rain shadow: wet windward slopes, dry leeward lowlands

Moist air forced over mountains cools as it rises and drops its water on the windward side. Descending on the leeward side it warms by compression and dries, producing warm, dry downslope winds (foehn, chinook) and a dry rain shadow. Real examples: the Great Basin of Nevada and Utah (behind the Sierra Nevada and Cascades), eastern Patagonia (behind the Andes), the Tibetan Plateau and Tarim Basin (behind the Himalaya).

To place one: find the prevailing wind for that latitude (trades or westerlies), put the wet side facing it, the dry side behind.

Ocean currents and coasts

Current typeWhereTemperatureClimate effect
Western boundary currentswest side of ocean basins (off continents' east coasts)warm, narrow, fast (Gulf Stream, Kuroshio, Agulhas)warm, humid coasts; moisture for storms
Eastern boundary currentseast side of ocean basins (off continents' west coasts)cold, broad, slow (California, Humboldt, Benguela, Canary)cool coasts, fog, stable dry air; coastal deserts in the subtropics (Atacama, Namib); upwelling brings nutrients → rich fisheries

Mid-latitude west coasts receive the westerlies straight off the ocean: mild, wet, small seasonal range (maritime: Britain, the Pacific Northwest). East coasts at the same latitude get wind that has crossed the continent: hotter summers, colder winters. Between roughly 30° and 45° on west coasts, Mediterranean climates (dry summers, wet winters) form where the subtropical high dominates in summer and the westerlies in winter.

Köppen climate groups

Wladimir Köppen first published his classification in 1884 (revised 1918 and 1936; Rudolf Geiger's changes in 1954 and 1961 give the Köppen–Geiger version). It classifies by temperature and precipitation, which is exactly what a worldbuilder needs.

GroupNameDefining criterionTypical location
ATropicalcoldest month ≥ 18 °Cequatorial belt; rainforest (Af), monsoon (Am), savanna (Aw)
BAridannual precipitation below a threshold that rises with temperature (and depends on whether rain falls in summer or winter); desert (BW) under half the threshold, steppe (BS) between half and all of itsubtropical highs near 30°, rain shadows, continental interiors
CTemperatecoldest month between 0 °C (or −3 °C) and 18 °C; at least one month above 10 °Cmid-latitudes; Mediterranean (Cs), humid subtropical (Cfa), oceanic (Cfb)
DContinentalcoldest month below 0 °C (or −3 °C); at least one month above 10 °Ccontinental interiors of the northern hemisphere; includes taiga (Dfc)
EPolarevery month below 10 °Ctundra (ET), ice cap (EF); high latitudes and high mountains

Altitude mimics latitude: temperature falls with height, so a tropical mountain can climb from rainforest to tundra.

Water and rivers

Rivers are the most common map error. The physics is simple: water flows downhill by the steepest available route until it reaches the sea or a basin with no outlet.

RuleWhyCommon map mistake
Rivers merge, they don't splittributaries join as they descend; the network is a tree whose trunk is at the seaa river forking into two that each reach the sea
Splitting happens in deltas and on alluvial fanslow slope and sediment make channels divide near the mouth (distributaries)distributaries in the uplands
Rivers start in high ground and run to the coastrain collects in valleysrivers running along ridges or between two seas across a mountain range
Rivers flow away from the nearest dividethe drainage divide is the ridge linerivers from both sides of a range flowing the same way
Short, steep rivers on the side where mountains are near the coast; long, gentle ones on the other sideslopeequal rivers on both sides of an off-center range
A lake usually has one outletthe lowest point of its rima lake draining in two directions
Endorheic basins have no outlet; water leaves by evaporation, so lakes are salty (Caspian, Great Salt Lake, Dead Sea)about 18% of Earth's land drains inlanda closed basin with a fresh-water lake and no explanation
Rivers widen downstreammore tributaries, more watera river that narrows toward the sea
Rivers meander on flat land and cut valleys and gorges in hillsenergy and sloperuler-straight lowland rivers

The Casiquiare, which links the Orinoco and Amazon basins, is a famous real exception; use such things sparingly and make them notable in-world.

Biomes

Biomes follow climate (Robert Whittaker's classic diagram plots them against mean annual temperature and precipitation). Put the climate first and the biome follows.

BiomeKöppenClimate driversTypical life and human use
Tropical rainforestAfhot all year, heavy rain spread through the year (typically 1,750–3,000 mm), under the ITCZextreme biodiversity; nutrient-poor, leached soils; shifting cultivation; travel by river
SavannaAwhot, long dry season alternating with a wet one as the ITCZ movesgrassland with scattered trees; large grazing herds and predators; pastoralism; fire
Hot desertBWhsubtropical high, rain shadow or cold currentsparse life; oases and river valleys hold people; caravan trade; salt
MediterraneanCsdry hot summers, mild wet winters; west coasts about 30–45°scrub and hardy trees; olives, vines, wheat; sea trade; wildfire
Temperate forestCfb, Cfa, Dfbreliable rain, four seasonsdeciduous or mixed woods; cleared for farming; timber
Temperate grassland (steppe, prairie)BSk, Dfa/Dfb edgestoo dry for trees, cold winters in continental interiorsdeep fertile soils; horses and herding; nomadic empires; later breadbaskets
Taiga (boreal forest)Dfc, Dfdlong cold winters, short summersconifers, furs, timber; thin population
TundraETwarmest month under 10 °C; permafrostno trees; caribou or reindeer; hunting and herding

Ecology

Trophic levels: producers (plants, algae) → herbivores → carnivores → top predators. Energy passing up each step is a small fraction of the level below. The "10% rule" is attributed to Raymond Lindeman's 1942 paper "The trophic-dynamic aspect of ecology", though Lindeman did not call it a law and the efficiencies he cited ranged from about 0.1% to 37.5%.

Consequences worth building in:

  • Apex predators are rare. If a region supports a million tonnes of plants, it supports far fewer tonnes of deer and far fewer again of wolves. A land crawling with dragons needs an enormous food base, a magical energy source, or very few dragons.
  • Carrying capacity: the population an environment can sustain indefinitely. Populations overshoot and crash; famine cycles and migration follow.
  • Big animals need big ranges. A large predator's territory can be hundreds of square kilometers.
  • Food chains are short (rarely more than four or five levels) for the same energy reason.
  • Islands produce odd results: dwarfism in large animals, gigantism in small ones, flightless birds, vulnerability to invaders.

Domestication

Jared Diamond's Guns, Germs, and Steel (1997) argues that only a handful of large mammals were domesticated because a candidate must pass every test (his "Anna Karenina principle"):

Criterion (Diamond)Fails it
Diet: cheap to feedlarge carnivores
Growth rate: matures quicklyelephants, gorillas
Breeds in captivityspecies needing elaborate courtship or space
Disposition: not too dangerousgrizzly bears, zebras (hard to tame)
No tendency to panicgazelles, many deer
Social structure: herds with hierarchy the human can topsolitary, territorial species

Critiques: geographers and anthropologists (James Blaut; the essays in Questioning Collapse, 2010) accuse the book of environmental determinism and of underplaying human agency and institutions. Use the criteria as a checklist for invented beasts of burden (why do people ride these and not those?), not as a theory of history.

Resources

Where resources occur shapes where people settle, what they fight over and what they trade.

ResourceWhere it tends to occurSettlement and trade effects
Fertile soilriver floodplains and deltas (silt renewed by floods), volcanic soils, loess, grassland soilsdense farming populations, early states, flood control, irrigation politics
Fresh waterrivers, springs, lakes, wells; oases in desertsthe first constraint on every settlement
Coppercommonly porphyry deposits in subduction-related volcanic arcs (the Andes are the largest concentration)early metalworking; long trade routes
Tinalmost always associated with granite; much from stream (placer) deposits downstream of lodesrare and localized, so Bronze Age powers depended on long-distance tin trade
Ironwidespread; bog iron in wetlands was the main source in the Viking Ageiron is common, so iron tools democratise; the limit is fuel and skill
Coalsedimentary basins formed from ancient swamp vegetationfuel for smelting and later industry; coalfields become industrial regions
Saltsea-salt pans on dry coasts, rock salt, salt lakes in endorheic basinsessential for people, livestock and preserving food; taxed and fought over
Timberforests; scarce in steppe, desert and Mediterranean hills after clearanceships, fuel and building; deforestation drives imports
Stonelocal geologybuilding style follows it: timber, mudbrick, limestone, granite

Settlements

Every real town sits where it does for reasons. Give yours at least two.

FactorExamples
Watera river, spring or well; the first requirement
Foodfertile land within a day's walk; fishing grounds
Crossing pointsfords, bridges, ferries: roads converge there, so markets do too
Confluencestwo rivers meeting: two trade routes meeting
Harborssheltered bays, river mouths, lagoons; deep water close to shore
Defensehills, river bends, islands, peninsulas, marsh-protected ground
Trade routespasses, oases, portages between rivers, the head of navigation (the highest point ships can reach upriver)
Resourcesmines, salt, timber, quarries, pilgrimage sites
Administrationa crossroads chosen as a capital, a fort that grew a town

Spacing: pre-modern farm villages cluster within walking distance of their fields, and market towns tend to sit about a day's return trip apart for the farmers who use them. Big cities need a large food hinterland or cheap water transport (river or sea) to feed them.

Travel times

Pre-modern travel rates, sustained over days, from the ORBIS model of the Roman world (Scheidel, Meeks and Weiland, Stanford, 2012). Treat these as rough historical averages, not maxima: terrain, weather, season, roads and logistics move them a lot.

ModeSustained km per dayNotes
Ox cart12heavy freight
Porters, heavily loaded mules20
Walking, armies on the march, pack animals, mule carts, camel caravans30the default for people on foot
Routine private vehicle36with convenient rest stops
Accelerated private vehicle50
Routine horseback56
Rapid military march, no baggage60short-term only
Fast carriage (state post, couriers)67with changes of animals
Continuous horse relay250messages only; an upper bound
River boat downstreamcommonly about 65varies by river
River boat upstream (towed)about 15slow and costly
Sea (a mostly-sea route, Carthage to London, July)about 138wind and season dominate; the same trip in January, avoiding the Atlantic, took about 93 days at 36 km/day

Worldbuilding consequences: water is faster and far cheaper than land for bulk goods, so coasts and rivers are where trade and cities concentrate; winter closes seas; a kingdom 1,000 km across is a month's journey on foot, so central control is weak and news is weeks old.

Maps

Scale and projection

  • Pick a scale before drawing (a scale bar, and how many days' walk it represents). Check every distance against the travel table.
  • A whole planet cannot be flattened without distortion. Mercator (conformal) keeps local shapes but inflates areas toward the poles; equal-area projections keep areas but distort shapes. For a region of a few hundred kilometers, ignore projection; for a world map, choose one and note it.
  • Latitude matters for climate: mark the equator or at least a latitude range on the world map, then check deserts, forests and ice against it.

Coastlines

Real coastlines are fractal: their measured length grows as the ruler shrinks (Benoit Mandelbrot, "How Long Is the Coast of Britain?", Science, 1967). Practical results:

  • Coasts should have detail at every scale (bays within bays), not smooth blobs.
  • Coast character follows geology: fjords in glaciated mountains, rias in drowned river valleys, straight sandy coasts with barrier islands on passive margins, cliffs where hard rock meets the sea.
  • Noise-based generators produce plausible coastlines quickly (see game worlds), but still need a human pass for rivers and mountains.

Labeling conventions

ConventionWhy
Water features in italic (traditionally blue)separates water from land names at a glance
River names follow the river's curvereaders link the name to the feature
Region names spaced out across the regionshows extent without borders
Size and weight of text by importancea visual hierarchy: capitals and seas largest
Few fonts (one serif, one italic)clarity
Don't label everythingempty space is information: wilderness, the unknown

Common mistakes

MistakeWhy it's wrongFix
Rivers that split or connect two seaswater flows downhill and mergesredraw as a tree draining to one outlet; put splits only in deltas
Rivers flowing away from the sea into mountainsuphill flowstart rivers in high ground
Desert next to rainforest with no barrierno climate causeadd a mountain rain shadow, latitude change or cold current
Mountains in random blobs or a lone ringtectonics makes long ranges at boundariessketch plates first
Uniform climate across a continentlatitude, altitude and coast position varyapply the three-cell model and Köppen groups
Every coast the samegeology and currents varymix fjords, cliffs, beaches, deltas
Travel at car speedsarmies and caravans are slowuse the travel table
Huge inland cities with no riverfood and water can't reach themput big cities on navigable water
Too many apex predatorsthe energy pyramid can't support themfewer, larger ranges, or a special food source
Seasons from distance to the sunseasons come from tiltset an axial tilt
Two moons with Earth tidesextra moons change tides and calendarsdecide their effect or make one moon small and distant
Resources everywherethen nobody trades or fights for themconcentrate scarce ones; let geology choose

Templates

Planet sheet

PLANET:
STAR: type (F/G/K/M), luminosity vs Sun:
ORBIT: distance (AU), year length, eccentricity:
DAY LENGTH:             TIDALLY LOCKED? y/n
AXIAL TILT:             SEASONS:
MOONS: number, size, period, tide effect:
GRAVITY (vs Earth):     ATMOSPHERE:
OCEAN / LAND RATIO:
PLATES: sketch attached (boundaries marked by type)
CIRCULATION: cells, prevailing winds by latitude
MAJOR CURRENTS: warm / cold, which coasts
CLIMATE BANDS: Köppen groups by latitude
DIFFERENCES FROM EARTH (and their ripples):
  1.
  2.

Region sheet

REGION:                 LATITUDE RANGE:
SCALE: 1 cm = __ km = __ days on foot
TERRAIN: mountains (why here?), plains, coasts
PREVAILING WIND:        RAIN SHADOW SIDE:
CLIMATE (Köppen):       SEASONS:
RIVERS: sources -> mouths (tree, no splits)
LAKES: outlet / endorheic (salty?)
BIOMES:
KEY RESOURCES and where:
SCARCE RESOURCES (imported from):
SETTLEMENTS: name | why here (2 reasons) | size
ROUTES: roads, rivers, passes, sea lanes, travel days
HAZARDS: floods, quakes, storms, droughts, fires
SEASONAL CONSTRAINTS: closed passes, winter seas

Map-making checklist

[ ] Scale bar and days-of-travel conversion
[ ] Latitude marked; climate checked against it
[ ] Plates sketched; ranges follow boundaries
[ ] Prevailing winds drawn; rain shadows placed
[ ] Cold and warm currents; coastal deserts if any
[ ] Rivers: high ground -> sea or closed basin
[ ] No river splits except deltas and fans
[ ] Lakes have one outlet or are salty
[ ] Biomes follow climate
[ ] Coastlines detailed at several scales
[ ] Settlements have 2+ reasons to exist
[ ] Big cities on navigable water
[ ] Travel distances checked against the story
[ ] Labels: water italic, rivers along course
[ ] Deliberate blank areas (unknown lands)

References