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- === REGION ===
- Concept: A kingdom with endless conflict with savages and barbarians (monsters etc), as well as latest addition of [mysterious invaders], while slowly yet steadily approached by an impending doom.
- Theme: Fantasy Medieval Europe(?), Knight, Losing battles(?), desperate and hopeless situation.
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- Environment (dominant or remarkable feature of the Region, geographically speaking; pics would be helpful):
- Vast plains and hills, bordered with impassable and treacherous [mountain range] on [one side] of the plains, and [sea] on the [opposite side] of the vast plains.
- In the [Center of the Region], a [Capital] is situated (relatively) safely between the forts/cities/settlements managed by nobles with major influences as their landlords. This arrangements known as [Inner Circle] (and PCs and/or NPC groups will be unlikely to reach/touch this area).
- On the outer ward of [Inner Circle], numerous smaller forts/cities/settlements/towns are spread around the vast plains, each managed by lesser nobles as the landlords. Villages and hamlets are quite numerous near those smaller forts/cities/settlements/towns.
- Forests and swamps could be found occasionally, giving variations to the terrains of the vast plains and hills. Mostly could be found around the foot of impassable [mountain ranges]. Sometimes they can also be found around the shore near the [sea]. Although rather uncommon, forests and swamps can show up in the middle of vast plains.
- Rivers can be found anywhere, either big or small, with most of them flowing from the [mountain range] to the [sea].
- Common: Hill and Grassland
- Uncommon: Coastal, Forest, Swamp, Urban
- Rare: Mountain, Underdark, Underwater
- Non-Existent: Arctic, Desert
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- Social (general social life, including political system, who holds power, etc.):
- Monarchy/Feodalism. The whole region is owned by the King, with countless nobles acting as landlords in this vast land. The King resides in the [Capital] where the [Royal Palace] situated. Numerous nobles managing their own fiefs, each with different influences. Only a few known by having major influence in the kingdom, and the rest are either serving the said major nobles, or simply trying to survive along with their own fiefs.
- The most common livelihood in this regions are farming and stockbreeding, though fishermen could be found on the shores. Other kind of worker class like blacksmith, physician, priest, etc exist throughout the smaller forts/cities/settlements/towns, though their qualities are comparatively lower than those on the major forts/cities/settlements. Few blacksmiths, physicians, priests, etc who can offer better service could be found on the smaller settlements, though they are rare occurrances. In the meantime, villages and hamlets are usually less fortunate regarding this matter.
- Each landlords managed their own militias, with wide range of qualities. Most of the militias can at least keep minor annoyance away from their settlements, and only a few who can hold their ground against monsters in small numbers.
- In the [Inner Circle], the Kingdom's Knight Order, known as [Royal Guard], are steadfastly defend the [Capital] and the [Inner Circle]. However, to show that they still maintain their responsibilities to protect the Kingdom and Her people, the [Royal Guards] had sent numerous Knights to the lesser forts/cities/settlements/towns, to give sense of security to the people of the Kingdom (later referred as locals). Or at least, that is what they are trying to do.
- Local mercenaries exist, but they are usually less competent than the [Royal Guards]. At least their numbers are outnumbering the Knights around the lesser settlements, and they are easier to be found (and hired) than the Knights.
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- Anomaly and Abnormality (anything peculiar that is against common sense and physics here?):
- Monsters can be found easily within the Region, with most Humanoid type monsters lurking on the border of each smaller forts/cities/settlements/towns. Sometimes, bigger or more dangerous monsters can be found in place of those humanoid monsters. Destroyed villages/hamlets are common view in this land.
- Despite having [sea] in one side of land, none dare to sail too far to the [sea]. Anyone who dared to do so were never returned, not even their corpses. The [mountain ranges] are more or less similar with the [sea]. Thus, let alone venturing the [mountain range], some locals are even not dare to step their foot too close to those [mountain range].
- Another anomality which somehow become a common occurrance in this land is the monsters' behavior. Despite their general behaviors are more or less similar to those which can be found in Nether, they usually more hostile and will try to attack the (non-monster) locals in sight. If you ever see two monsters fighting with each others, do not dare to approach them, as they will lay their eyes upon you once they realize your presence, and then attack you immediately.
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- NPC rules (for the DM who want to use Local NPCs, are there any rules, or guides, or dos and donts?):
- Each DM may make their own lesser nobles and their fiefs (fort/city/settlement/town) in each sessions. Villages and hamlets are abundants, thus feel free to use them.
- The locals and militias who resides in the said fief (fort/city/settlement/town/village/hamlet) are fully within respective DM's control. Feel free to make them as nondescripts or more distinct characters. Keep in mind to not use other DM's properties without their consent.
- Each DM also may make their own [Royal Guard] group, which consists of several nondescript Knights who are slightly better than militias, with one or two of them as the group leader.
- DMs may make their [Royal Guard] group leaders as nondescript characters or more distinctive characters.
- The leaders of [Royal Guard] groups are typically consist of:
- a) more veteran Knights with average abilities, who survived quite long due to their experience, wits, or even their sheer luck, or
- b) more talented, but inexperienced younger Knights, who were put into the responsibilities in frontlines recently.
- Any other type of characters are welcomed, but please avoid "the ace", "one-man army", and/or other kind of similar characters.
- Each DM may reuse their lesser noble(s) and fief(s) over and over for their whole sessions in this region, or simply create new one for each of their sessions. Same rule apply for the [Royal Guard] groups. Just remember to respect other DM's properties by not using them without their consent.
- Wandering/Travelling groups of locals are also common (mostly merchant, but sometimes other kind of group, including mercenaries). Each DM may use them as nondescript characters or as more distinct ones, though avoid making them too strong, either in influence, wealth, combat prowess, or other.
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