The Wongery

July 5, 2025: How Not to Do Geography

As I've mentioned before, Dadauar, in addition to being the oldest world on the Wongery in the sense that the Dadauar article was the first to be posted, it is also one of the oldest worlds on the Wongery in the sense that it's one of those I've been working on the longest, long before the Wongery itself existed. (Though that's not to say I've been actively and continuously developing it during all that time.) As I recall (though it's been decades and I may not recall entirely correctly[1]), one of the first things I did when I first conceived of Dadauar was draw a world map—which map is the basis of the map currently shown in the Wongery article. I As the caption says, however, that's a very rough map that I intend to replace with a better map later, so for the benefit of anyone reading this after that happens, I guess I'll reproduce the original map below for archival purposes:

Rough map of Dadauar (the first version of the map posted to the article)

Anyway, I'm in the process of rewriting and expanding the oldest articles on the Wongery—most of which so far are about Dadauar; it wasn't until the twenty-fourth article that I finally introduced another world (Curcalen)[2]. And so, in refining the information about Dadauar, I've also been doing some work on refining and detailing the map. And... yeesh. There are some things I did back when I created that map that I would certainly do differently creating a new world now.

I guess the main one is that, well, when I initially created that map, all I really drew, aside from the (circular) outline of the world, was the coastlines. Well, okay, I guess that's not entirely true; I did also draw the skyfalls, but I feel like that's more of a detail. Anyway, I don't think there's anything wrong with starting with coastlines... but then I didn't do anything else before launching right in to plopping down nations willy-nilly and writing about them. I might mention in my writing that one nation was forested, or another was mountainous, but I hadn't actually gone to the trouble of working out the overall climate patterns or any geography beyond the coastlines, so it was all pretty haphazard and arbitrary.

When I did finally give some thought to the climate, and made some decisions as to what parts of the world were warmer or cooler, I had already placed and described some of the nations. I think some of the descriptions I had already written influenced my design of the climate—clearly the Ice Realms had to be in a cold area, and I may have already described Mapland and the Sibling Nations as tropical—but even so I think some nations ended up in unexpected climate zones... I don't think I had originally intended for Sineae, for instance, to be in a pageric region.

But of course there's more to the world's climate and geography than just the broad geographical zones. Where are the mountains? (Again, the positions of some mountains came up in the nations' descriptions; I had described Ekerben as being in a mountainous area and Freevale as in a valley; but, again, it was all pretty haphazard.) What of the patterns of winds and currents? What areas are relatively wet or dry? Back in November 2023 (yeesh, it's been so long! I've been getting so little done!), before writing an article on Djarvin, the first nation of Curcalen to be detailed, I took some time to work out Curcalen's climate, its winds and currents and the locations of major biomes. But, despite Dadauar having existed (well, "existed" as an imaginary construct) for significantly longer than Curcalen, that's something I never did for Dadauar. And I should. I definitely should. I hate to further put off putting up more articles, which is something I have not been doing much of lately (or really ever) and definitely need to do much more of... but I really ought to firm up more about Dadauar's climate and geography before getting too far into the rewrites of articles that depend on it... such as, notably, the impendent rewrite of the article on the Free Republic of Avelax.

Even when I do get to that, though, I'm afraid there are some things about Dadauar stemming from that rather desultory initial design that I'm less than thrilled about, but that it's too late to change without more drastic modifications to the world than I'm comfortable making at this point. For instance, I kind of wish Dadauar had more tropics; as it is, the tropical area of the world is rather small and mostly over the oceans, the only tropical mainland areas being the Talacho Peninsula of Avelax and the eastern third or so of Eordi. I can't really expand that area much, though, without putting large portions of other nations in the tropics that I don't want there, like the Free Republic and Drithidiach. I can and I guess probably will add more islands in the tropical areas, but still, I'm not wholly happy with their extent.

Wait, actually, hm, I think maybe I can get away with expanding the tropical areas somewhat, if I shift Drithidiach slightly to the west and maybe add more nations besides Mapland to the Talacho Peninsula (which I was considering doing anyway). This would also involve some shifting of the isothermal lines, but, eh, that's okay.

There are also some biomes that aren't currently explicitly represented anywhere on Dadauar that I'd like to have somewhere, but I'm not sure where I can place them. Desert, most notably... well, okay, I guess technically there's probably plenty of cold desert in the pageric regions, but I haven't written anything yet about any hot deserts on Dadauar, and I feel like I would kind of like there to be deserts somewhere... but where? I guess when I work out the wind and current patterns this will help me see where deserts would make sense.

There are other things I could go into that I wish now I had developed more methodically and that I'm going to have to deal with as I further develop Dadauar, but... well, I think the point has been made, if there was indeed any meaningful point to be made, which I'm never actually sure is the case. Anyway, I'll be sure as I further develop and detail my other worlds that, while I may still start with the coastlines... in the future I'll make sure I have a decent idea of the terrain and climate before I start trying to describe any specific locations.

  1. This goes for much of the rest of this post too; when I am relating design processes that happened more than twenty years ago, I cannot guarantee that I am remembering everything entirely correctly.
  2. Of those first twenty-three articles, the only ones that weren't about Dadauar or things found on Dadauar were the article on planes, which is of course a general not tied to any particular world (I think of these articles, and label them in my spreadsheet, as "Meta" articles, though that term isn't used in the Wongery itself); the article on Charos, which is the plane where Dadauar exists; the article on dream magic, which is the primary arcanum of magic used on Dadauar; and the articles on rews, spacemist, and dreamspace, all of which were about features of Charos. So I guess it can be said that, with the possible exception of the article on planes, even the articles that weren't about Dadauar were at least related to Dadauar. (There's also the article on the Red Geis, which was initially set on Dadauar, but as I've mentioned in a (footnote to a) previous post, when I rewrite that article (which I haven't gotten to yet) I intend to move it to Jhembaz.)