Deepberth: Difference between revisions
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|climate = (arctic, subarctic, temperate, subtropical, tropical) | |climate = (arctic, subarctic, temperate, subtropical, tropical) | ||
|geography = A paragraph of how the terrain and climate interact to shape the city. | |geography = A paragraph of how the terrain and climate interact to shape the city. | ||
|people = An overview of the population of the settlement and how different groups interact | |||
|personas = List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale] | |||
|population = | |||
|species = (human %, elf %, dwarf %, etc.) | |||
|primary_languages = | |||
|secondary_languages = | |||
|government = A detailed overview of the government of the settlement and how it works, including references to key leaders and officials. | |government = A detailed overview of the government of the settlement and how it works, including references to key leaders and officials. | ||
|arms = | |arms = | ||
|government_type = (council, noble house, syndics, pirate council, theocracy, military rule, etc.) | |government_type = (council, noble house, syndics, pirate council, theocracy, military rule, etc.) | ||
|ruler = | |ruler = | ||
|importance = (trade choke point, military bastion, religious center, pirate haven, etc.) | |||
|law = (include notes on stability [stable, fragile, collapsing, contested], justice style [codified law, arbitrary rule, trial by combat, mob rule, etc.]) | |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) | |law_enforcement = (guards, militia, mercenaries, religious enforcers) | ||
| | |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 = A general overview of the economy and how it works, including if the local economy is on a decline or incline | ||
|exports = | |exports = | ||
|imports = | |imports = | ||
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|guilds = | |guilds = | ||
|black_market = (none, minor, significant, dominant) | |black_market = (none, minor, significant, dominant) | ||
|religion = An overview of religious practice and beliefs in the settlement | |||
|pantheon = | |pantheon = | ||
|dominant_faith = | |dominant_faith = | ||
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|persecuted_faiths = | |persecuted_faiths = | ||
|major_temples = | |major_temples = | ||
|culture = | |culture = An overview of the local culture, including general disposition: suspicious, hospitable, devout, brutal, proud | ||
|clothing = | |clothing = | ||
|customs = | |customs = | ||
|festivals = | |festivals = | ||
|locations = | |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] | ||
|magick_overview = Heka presence (low, moderate, high, unstable), how magick use is viewed and what influence practitioners have over the city | |||
| | |magick_services = A paragraph describing any magickal services available | ||
|legends = Local legends and superstitions | |||
|magick_phenomena = Known curses, relics, phenomena, etc. | |||
|military = An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated. | |||
|defensive_structures = An overview of all walls, towers, earthworks and other defensive structures in the settlement | |||
| | |forces = An overview of how many professional soldiers and militia can be mustered in times of war, including typical armament | ||
| | |threats = Raiders, monsters, rival states, internal unrest, etc. | ||
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|defensive_structures = | |||
|forces = | |||
|threats = | |||
|primary_routes = (roads, sea lanes, rivers) | |primary_routes = (roads, sea lanes, rivers) | ||
|travel dangers = | |travel dangers = | ||
Revision as of 23:49, 7 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
A general overview of the economy and how it works, including if the local economy is on a decline or incline
Black Market Presence
(none, minor, significant, dominant)Religion & Belief
Culture & Daily Life
An overview of the local culture, including 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]
Magick & the Supernatural
Heka presence (low, moderate, high, unstable), how magick use is viewed and what influence practitioners have over the city
Common Magickal Services
A paragraph describing any magickal services available
Local Legends
Local legends and superstitions
Known Curses, Relics or Phenomena
Known curses, relics, phenomena, etc.
Military & Defense
An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated.
Defensive Structures
An overview of all walls, towers, earthworks and other defensive structures in the settlement
Standing Forces
An overview of how many professional soldiers and militia can be mustered in times of war, including typical armament
Threats Faced
Raiders, monsters, rival states, internal unrest, etc.
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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