Keep this format in mind, submited by our lovely Rychi...SO USE IT OR DIE! eek

Name:
Main Purpose:
Size:
Vulnerabilities:
Strengths:
Sovereign/leaders:
Sovereign influence:
Civilization:
Inhabited by:
Random item probability:
Regularly subjected to:
CAN be subjected to:
Continent:
Area Located:
Notes:


NOTES:

Level sizes for towns and villages (very open for tweaking):
1 = Under 200
2 = 201 - 500
3 = 501 - 1,000
4 = 1,001 - 4,000
5 = 4,001 - 10,000
6 = 10,001 - 50,000
7 = 50,001 - 100,000
8 = 100,001 - 500,000
9 = 500,001 - 1,000,000
10 = Over 1,000,000

Towns and villages that are ruled by any specific rulers/leaders can be of varying influence/reputation of the world. They are rated 1 - 20 from 1 with the most influential reputation to 20 with little to no reputation to the world as far as any wars can be enacted out. Can be used to us, the admins/gods, to see what major items can be addressed. Labeled under Sovereign Influence.

Towns and villages are rated on how well developed/ civilized they are. They are rated to 1-15 on how developed they are from 1 being barely a village to 15 to being very advanced. Labeled under Civilization.

Every town and village has vulnerabilities to certain weapons and attacks should any large-scale invasion or battle erupt. Exceptions are the Ethereal located towns and villages, and some Misc locations.

For Pathways and Roads, complexity is rated from 1-15, with 1 being simple straight line to 15 being a nearly impossible maze.

For swamps and deserts, there is a sink danger, on the possibility of being swallowed by the ground for every step the player takes. 1-15. 1 being very little chance of sinking, to 15 with an almost certainty that the player will sink. Labeled sinking danger.



Sky plains are the sky equivalent of continents.


All area sizes (except of town/villages) are measured vaguely for the moment from 1-20. 1 being two acres to 20 being a quarter of the planet.

Monster density is from 1-15. 1 meaning very rare monster attack probability, to 15, where every few steps can yield an attack or ambush. 0 can be put in for absolutely no chance of a monster fight.
Thief density is the same as monster density, referred to either ambush by player/NPC character thieves, or being robbed by monsters.

Continents and areas are not yet scipted out.

Random Item probability is should the player lift, destroy, poke, prod, or agitate/break any common object, the likelihood that they will acquire any mostly common object. Most locations are pretty low in finding random objects.

Every location is subject to specific natural disasters or housing to monsters and other animals. Just about every location can be subjected to God Powers controlled by the admins.


LAND INDEX

Towns and villages [lcit1]
Cemeteries [lcem1]
Forests, meadows [lout1]
valleys [lval1]
pathways and roads [lpar1]
deserts [ldes1]
mountains [lmou1]
Swamps [lswa1]
tunnels, underground, caves [lund1]
wastelands [lwas1]
Beaches, islands, shores [lwat1]