Deepberth: Difference between revisions
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|customs = | |customs = | ||
|festivals = | |festivals = | ||
|locations = | |locations = | ||
|magick_overview = | |magick_overview = | ||
|magick_services = | |magick_services = | ||
|legends = | |legends = | ||
|magick_phenomena = | |magick_phenomena = | ||
|military = An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated. | |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 | |defensive_structures = An overview of all walls, towers, earthworks and other defensive structures in the settlement | ||
Revision as of 00:29, 10 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).
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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