STEP Eleven
Choosing Landmarks
A landmark is merely a well known, easily identifiable structure or object that can be used for navigation. Landmarks are useful in developing settlements as they can play a role in the placements of roadways leading out of town, as well as populating the larger regional maps with points of reference for players. By determining what significant landmarks are around your settlement, as the creator, you give yourself a clearly defined set of references when talking for NPCs.
Note, that a landmark may not be well-known to everyone within the region. For example, a significant landmark to a wood elf deep in the forest may be nothing more than a weird looking tree to others. The context that is given to landmarks can play an important role in how cultural differences are shown in your world. Some settlements may have different names for the same landmarks, which in and of itself provides your players with some knowledge of regionality within your world (i.e. giving depth).
There are three categories of landmarks that are useful for developing settlements: natural, historical, and synthetic.
Natural Landmarks
Natural landmarks are landmarks that naturally occur in the terrain of the region. Some good examples of natural landmarks are mountain peaks, waterfalls, bays, capes, peninsulas, large rocks, or large trees.
Synthetic Landmarks
Synthetic landmarks are landmarks that do not occur naturally, but instead are constructed. Some good examples of synthetic landmarks are monasteries, temples, towers, castles, spires, or lighthouses.
Historical Landmarks
Historical landmarks are landmarks that may be natural or synthetic, but also have a historical significance to them. These landmarks are far more likely to be region or settlement specific, as the history of the area is less visible than a mountain peak. However, historical landmarks can play a significant role in more targeted navigation, off the beaten paths and roads outside of the settlement.