"the chaos of a world without rulers" - are you trying to bring back the measurement debate?
Emily Litella voice: Oh "rules", well that's very different .....nevermind.
So I'll try this again:
From the AD&D Wilderness Survival Guide (by Kim Mohan, TSR 1986) -
"Even if outdoor travel is only used as a means of getting from one Significant Place to the next, a trek through the wilderness is an adventure in itself. With proper attention to detail, getting there is half the fun - perhaps even more than half."
This tome is geared towards Role-playing in outdoor environments, and might not carry a lot of weight with Wargamers and Diorama builders. The commonly encountered terrain types remain Desert, Forest, Hills, Mountains, Plains, Seacoast, and Swamp, so nothing that hasn't been mentioned before. It's really in how that all impacts the player characters as they tromp through it that this book really shines - The opportunities for memorable and exciting adventures that don't (necessarily) involve a band of orcs blocking the way, but present challenges that require skills which often go overlooked or are taken for granted.
Some examples of said skills: Alertness, Animal handling, Animal Lore, Boating, Charioteering (that's what it says), Direction Sense, Endurance, Fire-building, Fishing, Foraging, Hunting, Mountaineering, Plant Lore, Riding, Rope use, Running, Survival (cold, desert), Swimming, Tracking, and Weather Sense. nice.
I'm going to skip the 'effects of weather' since that's not something that would show up in the build itself, but there's some pretty cool tables that cover Hurricane damage, Gales, Fog, Sandstorms, Tornadoes, Lightning Storms, and Ice/Sleet damage. such a good book.
Movement and Encumbrance come into play when one moves from normal to rugged to Very rugged terrain (that wagon hauling the supplies may become more trouble than it's worth), and scaling Cliff faces (or simply rugged vertical surfaces) can require ropes, grappling hooks, and/or specific climbing skills (Rappelling and Belaying). Movement thru Water terrain brings us tables for Swimming, Diving, Treading water, and (my favorite) Holding One's Breath.
There's a great chapter on daily requirements of Food and Water - including a table for Tolerance Levels for Lack of Food, the likelihood of Foraging for Food on specific terrain types across all four seasons, Hunting, Stalking, Fishing, Finding Water, and Purifying Water.
Camping is discussed at length, and I'm wondering why I forgot about this gem. Natural Shelters, Portable Shelters, Quality of Rest, Effects of a Bad Night's Sleep, Starting a campfire, Dousing a campfire, Running away from an out-of-control campfire (I'm paraphrasing, but it's there), and the inevitable Damage from Fire.
Natural Hazards in the Wilderness takes it up a notch with Volcanoes (see lava lamps), Earthquakes, Tidal Waves, Flash Floods, Avalanches, Rockfalls, and Quicksand.
The book wraps up with Effects on Combat & Magic, and Strong Winds (didn't count on that windchill, did you?)
Now, a lot of that is going to occur at the behest of the DM (Avalanche!), and isn't really something to be sculpted, but it all starts with having the correct groundwork (literally). So, I guess what I want for KS7 is ...Everything!