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)
|importance = (trade choke point, military bastion, religious center, pirate haven, etc.)
|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
|people = An overview of the population of the settlement and how different groups interact
|economy = A general overview of the economy and how it works, including if the local economy is on a decline or incline
|population =
|species = (human %, elf %, dwarf %, etc.)
|primary_languages =
|secondary_languages =
|economy =
|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 = (General Disposition: [suspicious, hospitable, devout, brutal, proud])
|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]
(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
|factions =
|magick_services = A paragraph describing any magickal services available
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
|legends = Local legends and superstitions
|personas =
|magick_phenomena = Known curses, relics, phenomena, etc.
List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale]
|military An overview of any military presence in the settlement, including its basic command structure, who controls it and when it is activated.
|magic_overview = Heka Presence [low, moderate, high, unstable] and how magic use is viewed
|defensive_structures = An overview of all walls, towers, earthworks and other defensive structures in the settlement
|magic_services =  
|forces = An overview of how many professional soldiers and militia can be mustered in times of war, including typical armament
|local_legends =  
|threats = Raiders, monsters, rival states, internal unrest, etc.
|magic_phenomena = (known curses, relics, phenomena, etc.)
 
|military_overview =   
|defensive_structures =  
|forces =  
|threats = (raiders, monsters, rival states, internal unrest)
|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

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

Notable Personas

List 3–6 key NPCs. For each, include Name & Title, Heritage, Role, OP Power Level [Mythus scale]

Government & Politics

A detailed overview of the government of the settlement and how it works, including references to key leaders and officials.

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

An overview of religious practice and beliefs in the settlement

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

This page has been identified as needing a map for clarity.