This is my fictional island of Wintermoot (technically two islands, but both are collectively known as Wintermoot). Same world as my current DM's world, it is located to the southwest. Why southwest? A region on his continent in the south is an icy, cold region. His continent also looks a bit like Australia to me. We have a group of cold islands, an Australia shaped landmass, and a cold region to the south of said landmass. Plus, I want to make Wintermoot a land of exciting adventure, so why not make it this land's analogue to New Zealand?
Sometimes, the best ideas for land masses and shapes is real-life analogues. One of my most beloved campaign settings, Mystara, is based on the Earth after the break up of Pangaea. Once you have a vague idea, you can begin to morph the landscape a little bit, maybe flip something around, maybe change the coast line. Maybe the addition and/or subtraction of mountains could make a change. For example, the volcano Mount Erberous (not labled, its the mountain with the red splotch on it), is based on both the volcanism of New Zealand, and the volcano Mount Erebus in Antarctica.
When making locations, think of the regions first. Cities traditionally have been placed alongside the coast or on riverways, and some on major traderoutes. Different races prefer different locales to. While a human population might not build high up on a mountain, a dwarven population would, and maybe into the mountain as well. Major non-population locations need to have a similar thought process. A large, abandoned temple to a sky god probably won't be found in the depths of the Underdark (for those that don't know, the Underdark is the generic vanilla D&D term for the giant caverns under the world, inspired by Greyhawk and Forgotten Realms) without a good explaination; but a temple to an evil subterranean deity probably would (my vote would be Lolth, but thats my personal choice).
And there we have a look at the physical geography of a region. Next post we will begin talking about the fluff. We will discuss Skrarut, the old Frost Giant Jarldom, and how both are tied together by the same ancient wyrm that still haunts the land.
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