Deepberth: Difference between revisions

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|customs =  
|customs =  
|festivals =  
|festivals =  
|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]
|locations =  
|magick_overview = Heka presence (low, moderate, high, unstable), how magick use is viewed and what influence practitioners have over the city
|magick_overview =  
|magick_services = A paragraph describing any magickal services available
|magick_services =  
|legends = Local legends and superstitions
|legends =  
|magick_phenomena = Known curses, relics, phenomena, etc.
|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

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