Deepberth: Difference between revisions
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|continent = | |continent = Duria | ||
|region = (Region/Nation/Domain) | |region = (Region/Nation/Domain) | ||
|terrain = (alpine, coastal, forested, riverine, highlands, desert, etc.) | |terrain = (alpine, coastal, forested, riverine, highlands, desert, etc.) | ||
Revision as of 17:37, 6 January 2026
Overview: A concise paragraph (3–5 sentences) describing what the settlement is known for, why it exists, and why it matters in the wider world of Feyworld. Include its general tone (prosperous, desperate, decaying, dangerous, holy, lawless).
Geography
People
Notable Personas
List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale]Government & Politics
Law
(include notes on stability [stable, fragile, collapsing, contested], justice style [codified law, arbitrary rule, trial by combat, mob rule, etc.])
Law Enforcement
(guards, militia, mercenaries, religious enforcers)
Power Groups & Factions
Outline active factions operating within or around the settlement. For each, include Name, Nature [guild, cult, noble house, pirate fleet, mercenary company, etc.], Goals, Relationship to the Settlement
Economy
There is no economic information for Deepberth
Black Market Presence
(none, minor, significant, dominant)Culture & Daily Life
(General Disposition: [suspicious, hospitable, devout, brutal, proud])
Notable Locations
(List 5–10 locations a party is likely to visit. Each entry should include: Name, Type [tavern, temple, fort, dock, ruin, market], Why It Matters [quest hub, danger, lore, faction HQ])
Military & Defense
There is no information on the military in Deepberth
Threats Faced
(raiders, monsters, rival states, internal unrest)
Travel & Access
(roads, sea lanes, rivers)==Current Tensions & Conflicts== List 3–5 active problems occurring now. Examples include succession disputes, religious schism, trade war, encroaching monsters, feuds [criminal, families, guilds, tradesmen, etc.], famine or plague
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