Deepberth: Difference between revisions
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|name = Deepberth | |name = Deepberth | ||
|common_epithets = | |common_epithets = | ||
|continent = Duria | |continent = Duria | ||
|region = (Region/Nation/Domain) | |region = (Region/Nation/Domain) | ||
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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. | ||
|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 = | ||
| Line 24: | Line 21: | ||
|law_enforcement = (guards, militia, mercenaries, religious enforcers) | |law_enforcement = (guards, militia, mercenaries, religious enforcers) | ||
|importance = (trade choke point, military bastion, religious center, pirate haven, etc.) | |importance = (trade choke point, military bastion, religious center, pirate haven, etc.) | ||
|people = An overview of the population of the settlement and how different groups interact | |people = An overview of the population of the settlement and how different groups interact | ||
|population = | |population = | ||
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|primary_languages = | |primary_languages = | ||
|secondary_languages = | |secondary_languages = | ||
|economy = | |economy = | ||
|exports = | |exports = | ||
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|guilds = | |guilds = | ||
|black_market = (none, minor, significant, dominant) | |black_market = (none, minor, significant, dominant) | ||
|pantheon = | |pantheon = | ||
|dominant_faith = | |dominant_faith = | ||
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|persecuted_faiths = | |persecuted_faiths = | ||
|major_temples = | |major_temples = | ||
|culture = (General Disposition: [suspicious, hospitable, devout, brutal, proud]) | |culture = (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]) | (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]) | ||
| Line 55: | Line 47: | ||
|personas = | |personas = | ||
List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale] | List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale] | ||
|magic_overview = Heka Presence [low, moderate, high, unstable] and how magic use is viewed | |magic_overview = Heka Presence [low, moderate, high, unstable] and how magic use is viewed | ||
|magic_services = | |magic_services = | ||
|local_legends = | |local_legends = | ||
|magic_phenomena = (known curses, relics, phenomena, etc.) | |magic_phenomena = (known curses, relics, phenomena, etc.) | ||
|military_overview = | |military_overview = | ||
|defensive_structures = | |defensive_structures = | ||
|forces = | |forces = | ||
|threats = (raiders, monsters, rival states, internal unrest) | |threats = (raiders, monsters, rival states, internal unrest) | ||
|primary_routes = (roads, sea lanes, rivers) | |primary_routes = (roads, sea lanes, rivers) | ||
|travel dangers = | |travel dangers = | ||
|encounters = | |encounters = | ||
|conflicts = | |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 | 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 | ||
|history = | |history = | ||
|map= | |map= | ||
}} | }} | ||
</noinclude> | </noinclude> | ||
Revision as of 20:49, 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
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
| This page has been identified as needing a map for clarity. |