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Patchwork Map
- 361 statements
- 69 feature instances
- 169 referencing feature instances
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In the real world, the landscape is determined by a complex combination of climate and geography. Deserts, for instance, are usually created by cold ocean currents along their shoreline, with the cold preventing water from evaporating and forming rainclouds. Tundra has to be at the right temperature to remain frozen, which means being either at high altitude or high latitude. Rivers have to source their water from higher terrain (from rain running off mountain slopes and collecting in vast basins). Swamps are generally located in flat-lying areas where the water collects rather than rapidly draining away. Not so in the world of fictional geography, where you can have a vast jungle next to a desert with nothing separating them and no reason why the two should have different geological features aside from an invisible line. You'll also have swamps on mountain tops and caves full of ice slightly below a sunny surface. Particularly notable in video games, which often try to pack in a variety of environments in a relatively small space. In older games in particular, a simple Palette Swap will turn green grass into yellow sand, white snow, blue water, or red lava without a hitch. Also tends to happen to maps of Magical Lands. Which somewhat makes sense — everything's possible with enough magic, let alone divine intervention. May be excused by Gameplay and Story Segregation; a game with 12 levels that are all grasslands would be boring. In addition, may be Hand Waved by saying that the game is not to scale with the world it's depicting; that invisible line between the jungle and the desert in the game may be described as several miles of mixed terrain in the tie-in novel. All that being said, climate can do some weird things in Real Life. As mentioned above, the factors influencing the climate of a particular place are highly complex. Something that should (or shouldn't) happen based on one factor may be cancelled out by one or more other factors which are also present - or even due to phenomena originating hundreds or even thousands of miles away! See the Real Life section below for details. Something of an extreme opposite form of the Single-Biome Planet. See also Hailfire Peaks, where the different climates are smushed together into a single area. Also note that the sea is typically off to one side and the whole thing fits into a neat square (like any good quilt should). The colder regions are also often located north of the map, and the warmer regions to the south. For when it's justified by some force randomly or deliberately slotting regions together to create one of these, see Patchwork World. |
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Patchwork Map | isPartOf |
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Patchwork Map / int_11b7db91 | type |
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Patchwork Map / int_11b7db91 | comment |
Adventure Time is set in a world where The Magic Came Back and really did a number of the landscape. In particular, the Ice Kingdom and the Fire Kingdom are right next to each other, with only a small temperate strip of land between them. A later arc has the protagonists travel to an island where surviving humans experimented with climate and weather control technology. This resulted in biomes right next to each other neatly sectioned off. |
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The Super Mario Bros. Movie: Princess Peach has a map in her castle that shows the different locations of kingdoms close to the Mushroom Kingdom. All of them have different biomes that aren't too far from each other, such as a desert and an (at this point in the film, destroyed) ice kingdom. | |
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The Super Mario Bros. Movie | hasFeature |
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Return to Oz features the Deadly Desert being right smack-dab next to a thick lush forest. This is a carry-over from the original Oz books; see below under Literature. Also probably justified because of why the region is called "The Deadly Desert": Any living thing that makes contact with the ground there turns into more sand, which would tend to inhibit plantlife from developing no matter the other environmental conditions. | |
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The Digital Worlds of the Digimon franchise are almost always portrayed as this (the big exception being that of Digimon Tamers, which had a very different structure). Thinking back, this is exactly what should be expected in a digital universe. After all it may very well have gotten its strange geography from video games. | |
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Digimon (Franchise) | hasFeature |
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In Middlewest, the Winter Woods is located through a tree line on the other side of a dead Ethol field. It has a very... obvious border. It turns out this is because a human containing the power of a blizzard lives there. | |
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Middlewest (Comic Book) | hasFeature |
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The Belgariad: Lampshaded by David Eddings in The Rivan Codex, where he states that because he's not a geographer or climatologist, the map of his world is probably geologically impossible. At least it's not as blatant as some of the examples here. Somewhat justified in that the geography at the time the books are set was caused by an insane evil god trying to use a magical source of power to kill his enemies and ended up Breaking the World, a cataclysm that kills most of the human race, raises mountain ranges and splits the crust of the planet so a new sea is formed when the oceans flood the gap, cooling the magma rising up from beneath into new crust (which in turn appears to lower the sea level a great deal). If you look at the world map from before the Breaking of the World, found in Belgarath the Sorcerer, it's a lot more geologically plausible. | |
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The Belgariad | hasFeature |
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Patchwork Map / int_261c8d3f | type |
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In The Simpsons, Springfield apparently borders almost every type of terrain and climate, with the possible exception of tropical jungle (so far). | |
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The Simpsons | hasFeature |
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In the comedy Caveman, one character gets swept by a river that is situated in an arid prehistoric landscape and ends up in a "Nearby Ice Age". | |
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Caveman | hasFeature |
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Patchwork Map / int_30b4b679 | type |
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The Forgotten Realms has the burning-hot Anauroch desert immediately next to the High Ice, Faerun's equivalent of the North Pole. A Wizard Did It. | |
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Forgotten Realms (Tabletop Game) | hasFeature |
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Patchwork Map / int_35e05f2a | type |
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RWBY: The Ever After is divided into many distinct, hexagonal biomes, separated by a bottomless white void and connected by bridges that strongly delineate the change in environment. The specific sections are known as Acres. | |
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RWBY (Web Animation) | hasFeature |
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Patchwork Map / int_3727e5f8 | comment |
Camp Candy: The camp is located in a temperate forest, but one episode has the main characters getting lost while hiking and ending up in a tropical rainforest on the other side of the mountain. | |
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Camp Candy | hasFeature |
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Patchwork Map / int_38c57aa2 | type |
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Eberron: The continent of Xendrik works like this explicitly, with such occurrences as sweltering deserts abutting arctic tundra. A Wizard Did It, in that it's all caused by a magical cataclysm in the continent's past. It happens in Khorvaire too. Consider Karnnath and The Mror Holds, who have weather like northern Europe or Canada, with lots of snow. Slightly East of them are Lazhaar Principalities, with a Caribbean-like weather and palm trees. Must be a really warm ocean. Regalport (the main Pirate town in a tropical weather) is further north than Frostmantle and Rekkenmark, both of whom are described as cold. So warm ocean indeed. Similarly, Breland is supposed to be a tropical, rainy country, but most of the neighboring lands are depicted as temperate. Khorvaire◊ also has rivers that start nowhere and occasionally go nowhere, and lakes alone in the middle of nowhere. |
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Eberron (Tabletop Game) | hasFeature |
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Patchwork Map / int_3b88d68c | type |
Patchwork Map | |
Patchwork Map / int_3b88d68c | comment |
The Inferno in The Divine Comedy is made of this trope. A burning plain (to punish sodomites and usurers) is right next to a forest (to punish suicides). The center of hell is apparently a frozen lake. Sort of justified, since it is hell, after all. | |
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The Divine Comedy | hasFeature |
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Patchwork Map / int_436883f7 | type |
Patchwork Map | |
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In the Well World series, the surface of the Well World is divided into regular hexagons, each featuring its own environment, often startlingly different from its neighbors in climate, biome, atmosphere, gravity, or even achievable tech level, with no apparent separating mechanism other than force walls that just about anyone can shove through without noticing. Justified as the construction of Sufficiently Advanced Aliens. | |
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Referenced (and averted) in the notes to The Discworld Mapp, wherein Stephen Briggs quotes Pratchett as describing traditional fantasy novel mapmaking as "putting the wiggly river through the pointy mountains", before adding that when he showed Pratchett the first draft of the map (which was indeed drawn that way), he got the response "Do you know what a rain shadow is?" and a brief lecture on climatology. | |
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Patchwork Map / int_470e5bc9 | type |
Patchwork Map | |
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In Melanie Rawn's Dragon Prince trilogy, a major river has its source on one side of a group of mountains, flows up through them, and empties out in a bay on the other side. Yay, gravity! This can happen in real life, if the river is older than the mountains it flows through; it cuts through them as they rise, creating a water gap. This can also happen in stream capture, where two streams erode towards their sources and one captures the other. Which isn't to say that that's what Rawn was thinking of when she drew this map... | |
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Patchwork Map / int_4d9653ef | type |
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Planescape has the ultimate example in Limbo, the Plane of Pure Chaos, where pieces of the plane randomly and seamlessly shift between being completely dominated by one element or another. But, well, justified; Plane of Pure Chaos, you know? | |
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Grim Jack: The city of Cynosure consists of a more-or-less stable central region surrounded by areas — "dimensions" — that phase in and out of contact with the central dimension at irregular intervals, so that the composition, size and shape of the city is always changing. A map of the city was published in one issue, with instructions to cut it up along the "dimensional" boundaries shown, then toss the pieces into the air: at some point in their "flight", the dimensions would be in exact correspondence to what the city looked like at one instant in its history (which point and instant was not specified). | |
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Patchwork Map | |
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The titular island of Dinotopia has grasslands, rainforests, snowy mountains, deserts, swamps, canyons and temperate forests, all crammed on a single island about 200 miles across. | |
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The Land of Oz: L. Frank Baum's series offers up perhaps both the original and definitive example of this trope: Oz is a more-or-less perfect rectangle◊, filled cheek-and-jowl with every known and unknown variety of bizarre landscape and surrounded on all sides by wide expanses of desert. Baum should also be considered a patron saint of Continuity Drift, but in one of the books he established that a passing Wizard (or rather, Fairy Queen) Did It. Wicked gives Oz a far, far more realistic landscape, incredibly using only existing continuity to make it into an equivalent of 1930s Earth, right down to the general geographic locations of the regions/continents, which became counterparts. Gillikin is Europe, Munchkinland is (roughly) Asia, Quadling Country is Africa and the Vinkus is North America (specifically, the Native Americans of the Great Plains). Alternatively, one could view the Oz in Wicked as a counterpart to the United States, with urban, forest-filled Gillikin as the Northeast; agricultural Munchkinland as the Midwest; swampy Quadling Country as the South (more specifically, the Mississippi Delta and Florida Everglades regions); and the barren Vinkus as the Mountain West. Even Oz residents' opinions of certain regions mirror American regional stereotypes. Quadlings are seen as filthy and uneducated. Gillikin is where the best universities are and the Gillikinese come off as snobbish. The Vinkus is seen as wild and untamed, and something of a wasteland... etc. |
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With Strings Attached: A minor example is the Poison Swamp in Goblin Valley; John immediately pegs it as artificial, noting that the land should have been much too dry for a swamp. | |
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Patchwork Map / int_542ca4c1 | type |
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Iggy Arbuckle is set in Kookamunga National Park which contains a swamp, a forest, a desert, a tropical beach, a volcano, a frozen tundra, glaciers, geysers, and a lake; all jammed up against one another. Played for Laughs, obviously. | |
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Patchwork Map / int_54f1f0c | type |
Patchwork Map | |
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Kemono Friends: Japari Park's geography doesn't make a whole lot of sense, but it has the Sandstar keeping things working. | |
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Kemono Friends | hasFeature |
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Patchwork Map / int_5755b96a | type |
Patchwork Map | |
Patchwork Map / int_5755b96a | comment |
The author of The Order of the Stick has also published an (unfinished) series or articles on his site about creating a tabletop campaign setting. One of the first things addressed is how to create a realistic map, especially needing to pay attention to things like rain shadows and how rivers behave in order to avoid this trope. | |
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The Order of the Stick (Webcomic) | hasFeature |
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Patchwork Map / int_6059ad6b | type |
Patchwork Map | |
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The author of xkcd says he'd like to live on one of these. | |
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xkcd (Webcomic) | hasFeature |
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Patchwork Map / int_664b5d51 | type |
Patchwork Map | |
Patchwork Map / int_664b5d51 | comment |
Appears in Star Trek III: The Search for Spock. The planet in question had recently been created with unstable technology, which made for interesting climate patterns. In the novelisations, the scientists behind Genesis had apparently been competing to see just how improbable they could make the geography by hand-designing things Just So. Although that code was supposed to have been removed… The instability of such climatic adjacencies is shown in the film as well. When they follow their tricorder readings into a desert complete with large cacti, it's currently being covered with snow by the blizzard that blew in from the adjacent tundra region. | |
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Patchwork Map / int_68237790 | type |
Patchwork Map | |
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Averted in Pathfinder, where the world of Golarion is fairly respectful of geographical science. Even areas that are explicitly magically influenced don't stray too far from what's plausible— the land of Irrisien is locked in an eternal winter due to Baba Yaga's magic, but it's far enough north that the winter isn't any worse than normal for the area, it just lasts year-round. Likewise, the enormous hurricane known as the Eye of Abednego is significantly larger and longer-lasting than any normal storm, but it is at least located in an appropriately tropical area of the world. | |
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Patchwork Map / int_6897a608 | type |
Patchwork Map | |
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Implied Spaces takes place in a world where technology is advanced enough that every rich kid can design his own little world. Most of them try for patchwork maps. The main character is a scholar studying what happens on the borders between the patches, when the physical realities of these constructed worlds start to act. These borders are the titular implied spaces. | |
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Patchwork Map | |
Patchwork Map / int_6ac55ec7 | comment |
Dungeons & Dragons: You just gotta love those rivers in the Greyhawk setting. They start at the northern shore, and wind their way south to the bay. Eberron: The continent of Xendrik works like this explicitly, with such occurrences as sweltering deserts abutting arctic tundra. A Wizard Did It, in that it's all caused by a magical cataclysm in the continent's past. It happens in Khorvaire too. Consider Karnnath and The Mror Holds, who have weather like northern Europe or Canada, with lots of snow. Slightly East of them are Lazhaar Principalities, with a Caribbean-like weather and palm trees. Must be a really warm ocean. Regalport (the main Pirate town in a tropical weather) is further north than Frostmantle and Rekkenmark, both of whom are described as cold. So warm ocean indeed. Similarly, Breland is supposed to be a tropical, rainy country, but most of the neighboring lands are depicted as temperate. Khorvaire◊ also has rivers that start nowhere and occasionally go nowhere, and lakes alone in the middle of nowhere. Planescape has the ultimate example in Limbo, the Plane of Pure Chaos, where pieces of the plane randomly and seamlessly shift between being completely dominated by one element or another. But, well, justified; Plane of Pure Chaos, you know? The Forgotten Realms has the burning-hot Anauroch desert immediately next to the High Ice, Faerun's equivalent of the North Pole. A Wizard Did It. The trope is fully justified in the Ravenloft setting. The Land of Mists is composed of artificial landmasses created and sustained by mysterious Dark Powers. Each landmass is separate from the others and bordered by the Mists, in which they drift. The Core (the largest) has a truly patchwork appearance, because each subregion is a "domain" specifically formed to imprison an individual darklord, and its geography and climate has far more to do with that darklord's culture and personal issues than reality. For example, the domain of Lamordia has a far colder and more wintry climate than its neighbors, and the tropical island of Markovia is less than two hundred miles off the coast. The shape of rivers is even more bizarre, as some literally flow into or out of nowhere, apparently emanating from the Mists themselves. There is also a massive hole (the Shadow Rift) cut straight out of the middle of the Core where other domains used to be (they got relocated during a plane-wide cataclysm). |
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The city of Ba Sing Se in Avatar: The Last Airbender has a large area of Ghibli Hills between its inner and outer walls, but it appears that just outside the wall is a barren dusty desert. Then again, there's a lake inside the area, so maybe they just have good irrigation, and the walls are higher than some of the clouds. (Not to mention a lot of Earthbenders to create channels, transport fertile soil, etc.) | |
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Patchwork Map | |
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Zootopia: The titular city has several extremely climate-controlled suburbs — a snowed-over polar zone is sandwiched between an extremely dry and windy desert and a wet equatorial jungle. Justified in that the city's infrastructure works to transfer atmospheric conditions from one area to another, creating extremes in both. For example, the air conditioners that freeze Tundra Town produce a lot of heat exhaust, which heats the adjacent Sahara Square. | |
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Patchwork Map / int_7d122312 | type |
Patchwork Map | |
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The Flintstones did it in one episode. Rain up until a border. | |
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Patchwork Map | |
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This is also how the Battleworld from the 2015 sequel is built, except it is made up of pieces of the different Earths from the then-destroyed multiverse. | |
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In Warehouse 13, the titular Warehouse is located in the South Dakota badlands/desert, but the nearby town of Univille — stated to be just eight miles away — is lush and green. | |
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In Urban Underbrush, this is how you find the capital city -- it's surrounded by this, not the one on the major trade route. | |
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Similarly, there was a Bugs Bunny cartoon where the drab, unpleasant Northern U.S. was separated from the verdant, flowered South precisely at the Mason-Dixon Line. | |
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The Noob has the Crossroads, in which each way leads to a differently themed map. | |
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The Lion King (1994) features a tropical rainforest paradise right beside a large desert. It's made even more confusing in the sequel, where it's shown that the jungle is connected to the Pridelands through the barren, dusty gorge. There's a river with a waterfall running through that rain forest. Perhaps it never rains in that region, and so all the wildlife grows right by the river. | |
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Parodied in Red vs. Blue: "The Burning Plains are next to the Freezing Plains? I bet there's some pretty wet plains in between." And it turns out there are some pretty wet plains in between, since after going through the burning plains, but before the freezing plains, they cross a swamp. OK, so it's not exactly a plain, but still, Caboose got something right! | |
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Occurs in Suzanne Collins' The Underland Chronicles: in the Underland there are plains, jungles, maze-like tunnels, small seas, arable land and desolate areas all within one or two hundred miles of each other, and no transitions. | |
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Daria: Blink and you'll miss it, but in "Speedtrapped" the countryside goes from the lush greens of Lawndale to the dry desert lands of Fremont in an instant when Daria pulls over to let Quinn drive. | |
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Daria | hasFeature |
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Mild example in A Song of Ice and Fire. The general pattern of colder in the north -> hotter in the south holds true from the Land of Always Winter down to Dorne. However, Essos doesn't seem nearly as badly affected. Word of God has it that the explanation is supernatural and not astronomical; Word of God also states that Essos isn't quite as badly affected because it's located at a more southern latitude. Westeros is long north to south, narrow east to west, while Essos is the reverse: the northern coast of Essos only reaches up to the mid-point or so of Westeros (where the Neck is), extends a bit further south than Dorne, and a considerable distance to the uncharted east. It doesn't snow in Dorne either, even in winter. | |
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One Piece: On Grand Line, there are four different kinds of islands — Spring, Summer, Autumn and Winter Islands. Obviously, that (partly) explains the ridiculously unpredictable weather changes. It also causes the Drum/Sakura Kingdom and Alabasta Kingdom to be neighbour countries. Played straight with Punk Hazard, that has ice on one side and lava on another. It was caused by the battle between Admirals Akainu and Aokiji. | |
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Dark Legacy Comics treats the subject with an eye to one of the potential ramifications. | |
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Old Kingdom: The series has a downplayed yet also unique version of this trope. The Old Kingdom has normal regions of mountains, swamps, rivers, forest, laid out perfectly plausibly. However, this ends at the Wall. On the south side of the Wall is the country of Ancelstierre, which, unlike the Kingdom, has no magic, although northern Ancelstierre seems to have a fairly similar climate. However, the Old Kingdom and Ancelstierre are strongly implied to actually be two different realities joined together at the Wall, as the season and time of day is different each side of the Wall. In addition to this, north of the Old Kingdom, the steppes inhabited by barbarian tribes end at the Great Rift, which is described as having either a forest or a dead world on the other side. In general, it is implied that the world is a mixture of multiple realities that happen to overlap. | |
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Settlers of Catan is played on a map of a single island made of hexagonal tiles, each tile depicting exactly one biome (mountains, hills, forests, pastures, grainfields, and desert); the map is laid out randomly at the beginning of each game. Thus, it more or less runs on this trope. | |
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Patchwork Map | |
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Burgle Bros. is played on two or three grids of square tiles, each grid representing a floor of the building. Each tile depicting exactly one type of room (foyer, lavatory, stairs, walkway, etc.). The tiles are arranged randomly, often resulting in floor plans that don't make much sense architecturally. | |
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Patchwork Map | |
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Nine Days Down: Tartarus is a living dimension that can rearrange its interior at will and operates through magic and story logic rather than mundane climate and natural systems. As such, its landscape is a patchwork maze of forest, prairie, tundra, rivers and wastelands, often bordering each other with extremely sharp and regular borders. | |
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Patchwork Map | |
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Legend of the Five Rings is horrible about this trope. Rivers go any which way (including uphill), cities and whole geographic features are outright misplaced onto the wrong ends of the Empire because the mapmakers weren't paying attention, and to top it all off, it might be an execution-worthy offense to question the actual in-game mapmakers if the gamemaster feels like being strict over it. And it's not really justified by "the spirits", because unless specifically asked they don't do weird stuff like that (they're lazy). | |
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In one fan-created variant of Magic: The Gathering, you shuffle basic lands into a "board", start out with one creature, and the lands on boards where your creatures are can be tapped for mana. This results in Urza's Saga plains (in Serra's cloud world) being next to...anything. And islands being surrounded by land. It gets weirder if you add nonbasic lands. A normal game of Magic tends to eventually result in this, even with decks that only have basic lands. Unless every single land card has the same artwork, they might show the same kinds of formations in different biomes, in different time periods, or even on entirely different planes. Basic Islands are especially notorious for using this frequently, with whatever counts as an island ranging from an actual island, to a shallow pool of water in a field, to a building with water flowing off the side of it. And non-basic land cards cause this even worse, with tropical islands sitting next to glaciers and tourist destinations in major metropolises. |
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The trope is fully justified in the Ravenloft setting. The Land of Mists is composed of artificial landmasses created and sustained by mysterious Dark Powers. Each landmass is separate from the others and bordered by the Mists, in which they drift. The Core (the largest) has a truly patchwork appearance, because each subregion is a "domain" specifically formed to imprison an individual darklord, and its geography and climate has far more to do with that darklord's culture and personal issues than reality. For example, the domain of Lamordia has a far colder and more wintry climate than its neighbors, and the tropical island of Markovia is less than two hundred miles off the coast. The shape of rivers is even more bizarre, as some literally flow into or out of nowhere, apparently emanating from the Mists themselves. There is also a massive hole (the Shadow Rift) cut straight out of the middle of the Core where other domains used to be (they got relocated during a plane-wide cataclysm). | |
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The Green Lantern storyline Mosaic featured something similar when a renegade Guardian of the Universe stole parts of a bunch of different planets and pasted them to Oa. They eventually all got sent home. | |
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Justified in Legion of Super-Heroes's Sorcerer's World. As seen in The Great Darkness Saga, its geography is constantly changing due to the wizards' love for showing off their magic. So you have a mountain range populated by rock monsters big enough to build cities on them next to an ocean where "cities built atop waves [are] frozen in motion". | |
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Legion of Super-Heroes (Comic Book) | hasFeature |
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Patchwork Map | |
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Transformers: Animated has a volcano on an island in the middle of Lake Erie. | |
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Transformers: Animated | hasFeature |
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In The Neverending Story, a desert reaches right up to a forest. It is revealed that a magic talking lion causes everywhere near him to be a desert, but it returns to normal when he's not nearby. At another point, it's explicitly mentioned that it's indeed possible in Fantasia that an icy area borders a hot desert. It's Fantasia, after all. In fact, drawing a map would be impossible even if the country weren't infinite — it's written that the borders between lands aren't always even determinable and are prone to shifting; the lands that a given traveler will encounter tends to have more to do with the nature of their journey than with regular geography and the direction they set off in. | |
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Cranked up a notch in "Kubla Khan", where a range of climates are placed within a ten-mile circumference: | |
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Kubla Khan | hasFeature |
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Warhammer Fantasy: The Chaos Wastes are a bit at odds with reality thanks to the Realms of Chaos bleeding through from the Polar Gate, so the Grim Up North is interspersed with regions of forest, desert, jungle, and even incongruous farmland. | |
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Warhammer (Tabletop Game) | hasFeature |
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It was indicated in a few shots that The Marvelous Misadventures of Flapjack that their version of Earth is literally half land, half sea◊. | |
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Justified in the Star Trek: The Animated Series episode "The Eye of the Beholder". On the planet Lactra VII the Enterprise crew finds deserts right next to forests, and Mr. Spock comments on how unnatural it is. It's eventually revealed that the alien Lactrans did it to make their planet a giant zoo. | |
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Star Trek: The Animated Series | hasFeature |
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Wicked gives Oz a far, far more realistic landscape, incredibly using only existing continuity to make it into an equivalent of 1930s Earth, right down to the general geographic locations of the regions/continents, which became counterparts. Gillikin is Europe, Munchkinland is (roughly) Asia, Quadling Country is Africa and the Vinkus is North America (specifically, the Native Americans of the Great Plains). | |
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Wicked | hasFeature |
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You know how there's always snow on the ground in South Park? When they went to Nebraska the snow gave way to green fields, with the boundary being exactly at the Colorado-Nebraska state line. Or was the state line being placed exactly on the snow-grass boundary? | |
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South Park | hasFeature |
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Patchwork Map | |
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In Clive Barker's Weaveworld, the odd bits and pieces of terrain incorporated into the Fugue were stuck together in a frantic rush, creating literal patchwork geography. | |
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Weaveworld | hasFeature |
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Patchwork Map | |
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Christopher Paolini's Inheritance Cycle has a desert right next to a dense forest in an otherwise medieval setting. Justified due to the forest being noted to have been grown with the elves' magic and the desert also being very close to a twelve mile high mountain range. The numerous large lakes that lack either tributary or distributary rivers without emptying or overflowing are a little harder to explain. | |
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The GURPS fantasy setting of Yrth mostly tries to avoid getting too egregious, if only by sticking to the basic principle of "cold in the north, warm in the south" — though the center of the continent seems fairly lush, while the deserts are more coastal, which seems a little odd. (Some of the deserts were blasted into that status by a magical cataclysm, to be fair.) However, that leaves the peninsula of Sahud, north of some bleak mountains and on a similar latitude to the sub-arctic Nomad Lands, which is kind of temperate, being similar to Japan or coastal China. The updated version of the setting in Banestorm attempts to explain this by some handwaving involving a warm ocean current, but it's a pretty blatant kludge. | |
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The Adventures of Teddy Ruxpin: Grundo has a huge desert, a system of caves, a mountain range, rivers, beaches, cliffs, meadows, farmland, a bog, a volcano, a large lake, a jungle, temperate broadleaf forests, and a Fungus Humongous forest. Oh, and apparently a coniferous forest, but it only appears in the books. | |
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Madcap, nicknamed "the crazy moon", from the Firefly spin-off comic Float Out. Wash uses the wet-to-cold-to-hot environmental changes to take out a pursuing ship. | |
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Firefly | hasFeature |
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10,000 BC changed from (for example) freezing mountains to humid swamps with little transition. | |
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10,000 BC | hasFeature |
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Patchwork Map | |
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The Smoggies: Coral Island has snow-capped mountains, iceberg-filled waters, warm beaches, farmland, forests, and more, all crammed into one tiny island. | |
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Patchwork Map | |
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You just gotta love those rivers in the Greyhawk setting. They start at the northern shore, and wind their way south to the bay. | |
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