Difference between revisions of "Hârn Geology"
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== [[Game_Design_Ideas_Hârn_Geology|Hârn Geology]] == | == [[Game_Design_Ideas_Hârn_Geology|Hârn Geology]] == | ||
| − | + | === Preface === | |
| − | + | Tracing the geological history of Harn is a paradoxical task. There is little reason to believe that the creators of Harn paid more than passing attention to geology as they mapped its contours and marked its features. There are hints buried here and there of some small plans, but no trace of an organic whole. For the most part, things are where they are on Harn for the simple reason that N. Robin Crossby liked them there. | |
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| − | + | ||
| + | Of course, the creator was artist enough to give Harn a patina of verisimilitude. For the person unfamiliar with geology, the maps look real enough. It takes a skeptic’s eye to notice that the basic shapes and forms on Harn aren’t quite right. There aren’t enough straight lines or any circles, the coastlines are too jagged, there is an odd lack of canyons and promontories, the rivers and mountains are too similar. Harn just isn’t as strange as reality. | ||
| − | + | So why even attempt a project like this? The only honest reason is that it is an interesting challenge. What is more natural than the intellectual desire to force order upon the unorderable? The absurdity of explaining the arbitrary gives the project a peculiar appeal, at least for this author. | |
| − | + | ||
| + | But there is a practical benefit. The data here - if accepted by the GM - can be used to posit the results of prospecting, or to help describe gargun complexes, or provide a justification for an ancient edifice. Small details may have surprising ramifications in any game. | ||
| + | |||
| + | The basic premise of this project is simple - all the processes described here are well documented real world phenomena. Every feature has been explained as the result of processes that are known to occur in the real world. In addition, common features are explained by common processes, and rare processes are invoked only rarely. The result should seem reasonable and familiar to a modern geologist. | ||
| + | |||
| + | The primary clues used to solve this puzzle were the topography, landform descriptions in canon, and mines. The topography is the trickiest to evaluate. Both the Kelestia and the Columbia maps were used, and these maps have subtle differences. Both maps have their limitations. The Columbia maps provide very little information on contours and elevation. The Kelestia map has more topographical hints, but the process used to create the map obscures a lot of details. For example, mountain valleys are monotonously alike, which makes it impossible to know whether the valleys were shaped by glaciers. The Kelestia map does have more detail, and is also more refined, as new ideas can be seen in the map that clearly are missing from the older maps. | ||
| + | |||
| + | There are only a handful of passages in canon that address geology, notably in the Azadmere and Kiraz articles. The most interesting canon element is the karst landscape of Misyn. In fact it’s the central riddle of Harn - why is the very center of Harn built from seafloor sediments? | ||
| + | |||
| + | Very rarely, canon descriptions were simply too far off-base to consider as true. For these, the canon descriptions were taken as being the common interpretation of Harnic scholars, rather than the literal truth. Only the most egregious errors were treated this way, and they are clearly described as such in the text. | ||
| + | |||
| + | The mines are perhaps the most important element of all. They are widespread, and in places seem scattered at random. Ores that are rarely found together in the real world are juxtaposed with abandon on Harn. Explaining the mineral lodes presents incredible challenges, and where we occasionally demand a leap of faith, it is inevitably to explain an oddly placed mine. | ||
| + | |||
| + | Absolutely no attempt was made to consider any fanon literature. | ||
| + | |||
| + | One process that was invoked but rarely was meteor impacts. As cliche as these have become in fantasy worlds, there is evidence for exactly one of them here, and it was minor. Lake Benath is often discussed as a candidate, but the central valley is far from circular. It looks nothing like a real-world impact. A more plausible candidate is the Denia Marshes, which are smaller and more roughly circular. However, it is still not nearly as circular as we should expect and the rim not well defined. The explanation offered here has three advantages. It better matches the topography of the Denia Marshes, it explains the unique broad valley extending to the southeast of the marshes, and it provides for more interesting gaming, as the Denia Marshes now have a unique geological composition analogous to Yellowstone National Park. | ||
| + | |||
| + | Inevitably there will be disagreement and alternative explanations for almost every statement made here. The same is true in real world geology, where almost nothing can be stated without controversy. The only way to adjudicate such arguments is through careful field research, for which, unfortunately, grant money is hard to come by. | ||
| Line 220: | Line 231: | ||
| − | === | + | === [[Game_Design_Ideas_H%C3%A2rn_Kingdom_of_Káldôr|Káldôr]] === |
* A | * A | ||
| − | === | + | === [[Game_Design_Ideas_H%C3%A2rn_Republic_of_Thârda|Thârdic Republic]] === |
* A | * A | ||
| − | === | + | === [[Game_Design_Ideas_H%C3%A2rn_Kingdom_of_Kandáy|Kandáy]] === |
* A | * A | ||
| − | === | + | === [[Game_Design_Ideas_H%C3%A2rn_Kingdom_of_Réthem|Réthem]] === |
* A | * A | ||
| − | === | + | === [[Game_Design_Ideas_H%C3%A2rn_Kingdom_of_Mèlderýn|Mèlderýn]] === |
* A | * A | ||
Revision as of 15:29, 7 April 2017
Geology of Hârn
March 25, 2013
What are the rocks that lie underneath all the kingdoms of Hârn? Why is there a salt mine at this particular location? Why is Lake Benath so big? This article attempts to reconcile the information from the maps and canon writings of HârnWorld with real-world geology. Sometimes that’s a difficult thing to do because Hârn is in fact too regular and too disparate at the same time.
With colourful maps and solid explanations, this is an invaluable aide to GMs and of interest to players. The Geology of Hârn is a worthy edition to anyone’s collection.
by pokep
Note: Green = I Have, Red = Don't Have, Orange = Old Scan, Blue = Misc, Black = ALL Base (Template)
| File:Do17 model.jpg |
Contents
- 1 Hârn Geology
- 2 Part One: Geological Units
- 2.1 Alluvial Sedimentary Units
- 2.2 Complex Central Highlands
- 2.3 Non-Volcanic Central Highlands
- 2.4 Mixed Central Alluvial Units
- 2.5 Hefiosa Uplift
- 2.6 Misyn Karst
- 2.7 Peripheral Uplifts
- 2.8 Anadel Granites
- 2.9 Telumar Sediments
- 2.10 Kaldor and Anoth Depressions
- 2.11 Kathela Volcanic Plateau
- 2.12 Tuleme Basalts
- 2.13 Sorkin Core Region
- 2.14 Sorkin Volcanic Region
- 2.15 Sorkin Accretion Zone
- 2.16 Keron Island
- 2.17 Jahl Mountains
- 2.18 Exotic Volcanoes
- 3 Part Two: Geohistory
- 4 Part Three: Survey of Mines
- 5 A
- 6 Notes
Hârn Geology
Preface
Tracing the geological history of Harn is a paradoxical task. There is little reason to believe that the creators of Harn paid more than passing attention to geology as they mapped its contours and marked its features. There are hints buried here and there of some small plans, but no trace of an organic whole. For the most part, things are where they are on Harn for the simple reason that N. Robin Crossby liked them there.
Of course, the creator was artist enough to give Harn a patina of verisimilitude. For the person unfamiliar with geology, the maps look real enough. It takes a skeptic’s eye to notice that the basic shapes and forms on Harn aren’t quite right. There aren’t enough straight lines or any circles, the coastlines are too jagged, there is an odd lack of canyons and promontories, the rivers and mountains are too similar. Harn just isn’t as strange as reality.
So why even attempt a project like this? The only honest reason is that it is an interesting challenge. What is more natural than the intellectual desire to force order upon the unorderable? The absurdity of explaining the arbitrary gives the project a peculiar appeal, at least for this author.
But there is a practical benefit. The data here - if accepted by the GM - can be used to posit the results of prospecting, or to help describe gargun complexes, or provide a justification for an ancient edifice. Small details may have surprising ramifications in any game.
The basic premise of this project is simple - all the processes described here are well documented real world phenomena. Every feature has been explained as the result of processes that are known to occur in the real world. In addition, common features are explained by common processes, and rare processes are invoked only rarely. The result should seem reasonable and familiar to a modern geologist.
The primary clues used to solve this puzzle were the topography, landform descriptions in canon, and mines. The topography is the trickiest to evaluate. Both the Kelestia and the Columbia maps were used, and these maps have subtle differences. Both maps have their limitations. The Columbia maps provide very little information on contours and elevation. The Kelestia map has more topographical hints, but the process used to create the map obscures a lot of details. For example, mountain valleys are monotonously alike, which makes it impossible to know whether the valleys were shaped by glaciers. The Kelestia map does have more detail, and is also more refined, as new ideas can be seen in the map that clearly are missing from the older maps.
There are only a handful of passages in canon that address geology, notably in the Azadmere and Kiraz articles. The most interesting canon element is the karst landscape of Misyn. In fact it’s the central riddle of Harn - why is the very center of Harn built from seafloor sediments?
Very rarely, canon descriptions were simply too far off-base to consider as true. For these, the canon descriptions were taken as being the common interpretation of Harnic scholars, rather than the literal truth. Only the most egregious errors were treated this way, and they are clearly described as such in the text.
The mines are perhaps the most important element of all. They are widespread, and in places seem scattered at random. Ores that are rarely found together in the real world are juxtaposed with abandon on Harn. Explaining the mineral lodes presents incredible challenges, and where we occasionally demand a leap of faith, it is inevitably to explain an oddly placed mine.
Absolutely no attempt was made to consider any fanon literature.
One process that was invoked but rarely was meteor impacts. As cliche as these have become in fantasy worlds, there is evidence for exactly one of them here, and it was minor. Lake Benath is often discussed as a candidate, but the central valley is far from circular. It looks nothing like a real-world impact. A more plausible candidate is the Denia Marshes, which are smaller and more roughly circular. However, it is still not nearly as circular as we should expect and the rim not well defined. The explanation offered here has three advantages. It better matches the topography of the Denia Marshes, it explains the unique broad valley extending to the southeast of the marshes, and it provides for more interesting gaming, as the Denia Marshes now have a unique geological composition analogous to Yellowstone National Park.
Inevitably there will be disagreement and alternative explanations for almost every statement made here. The same is true in real world geology, where almost nothing can be stated without controversy. The only way to adjudicate such arguments is through careful field research, for which, unfortunately, grant money is hard to come by.
Part One: Geological Units
- A
Alluvial Sedimentary Units
- A
Complex Central Highlands
- A
Non-Volcanic Central Highlands
- A
Mixed Central Alluvial Units
- A
Hefiosa Uplift
- A
Misyn Karst
- A
Peripheral Uplifts
- A
Anadel Granites
- A
Telumar Sediments
- A
Kaldor and Anoth Depressions
- A
Kathela Volcanic Plateau
- A
Tuleme Basalts
- A
Sorkin Core Region
- A
Sorkin Volcanic Region
- A
Sorkin Accretion Zone
- A
Keron Island
- A
Jahl Mountains
- A
Exotic Volcanoes
- A
Part Two: Geohistory
- A
Early Period
- A
Primordial Hârn
- A
Early Uplift and Salt Formations
- A
Benath Graben
- A
Alluvial Expansion
- A
Tuleme Lava Flows
- A
Second Period
- A
Central Mountain Building
- A
Kald and Anoth Spreading
- A
Early Rivers
- A
Anrist Hitch
- A
Third Period
- A
Peripheral Uplifts
- A
Sorkin Volcanoes
- A
Kathela Basalts
- A
Kaldor Volcanoes
- A
Tontury Lake and the Osel River
- A
Hefiosa and Lake Benath
- A
Denia Hotspot
- A
Ice Ages
- A
Glaciation
- A
Lake Benath
- A
Glacial Features
- A
Peran Impact Event
- A
Part Three: Survey of Mines
- A
Káldôr
- A
Thârdic Republic
- A
Kandáy
- A
Réthem
- A
Mèlderýn
- A
Kiraz and Azadmere
- A
A
- A
- A