=== The Kingdom's Peril (temporary name) === Concept: A kingdom with endless conflict with savages and barbarians (a.k.a. monsters), 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. --------------------------------------------------------------------------------------------------------------------------------------- Environment (dominant or remarkable feature of the Region, geographically speaking; pics would be helpful): Imposing and treacherous mountain range on one end, with tall hills and dense forest afterwards, followed by temperate rich and fertile lands suitable for farming; with a mysterious ocean at the other end. In the [Center of the Region], a [Capital] is situated (relatively) safely between the fiefs managed by nobles with major influences as their landlords. Forts, cities and settlements in this area have sturdy walls and steadfast guardians. This arrangements known as [Inner Circle], and so far, only the "influental ones" within VOC who had visited the [Inner Circle]. (PCs and/or NPC groups will be unlikely to reach/touch this area). On the outer ward of [Inner Circle], or later referred as [Outer Layer], numerous fiefs are spread on the hills and inside the forest. Each fiefs managed by lesser nobles as the landlords. Each of these fiefs also consist of forts, cities, settlements, and towns, but far smaller if compared with those found in the [Inner Circle]. The obvious gaps between the protection offered by the settlements on [Outer Layer] with those within [Inner Circle] are easily found, even for those with commoner's eyes. Villages and hamlets are quite numerous and scattered near the [Outer Layer] settlements. However, let alone walls, villages or hamlets without any proper fence are too common here. Swamps could be found occasionally, giving variations to the terrains of the dense forest, just like the flat greenfields which sometimes could be found between the tall hills. Rivers can be found anywhere, either big or small, with most of them flowing from the mountain range to the ocean. Common: Hill and Forest Uncommon: Coastal, Grassland, Swamp, Urban Rare: Mountain, Underdark, Underwater Non-Existent: Arctic, Desert --------------------------------------------------------------------------------------------------------------------------------------- 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 they are known as [Dukes]. The rest are either serving the [King] and the [Dukes], 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 coast. Other kind of worker class like blacksmith, physician, priest, etc exist throughout the settlements on [Outer Layer], though their qualities are comparatively lower than those on the [Inner Circle]. Few blacksmiths, physicians, priests, etc who can offer better service sometimes could be found on [Outer Layer], 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. The military organized by the [Dukes] are mostly part of the [Royal Guard], the Kingdom's Knight Order, and they are steadfastly guarding the [Capital] and [Inner Circle] from any kind of threat. The [Royal Guard] also maintain their responsibilities to protect the Kingdom and Her people, by sending numerous Knights to the settlements at [Outer Layer], with intention to give sense of security to the people of the Kingdom (later referred as locals). Unfortunately, the [Royal Guards] sent to the [Outer Layer] were mostly did not live up the landlords' expectations, usually both in quantity and quality. The farther a fief located from [Inner Circle], usually the more disappointment that the landlord would find. Exception case might exist, hopefully. Local mercenaries exist, though they are usually less competent than most [Royal Guards]. However, their numbers are far outnumbering the Knights around the settlements on [Outer Layer], and they are easier to be found (and hired) than the Knights. --------------------------------------------------------------------------------------------------------------------------------------- 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 between the settlements in [Outer Layer], be it within the hills, greenfield, forest, swamp, or coast, setting their eyes to raid and besiege the unaware settlement, or simply wreck havoc in unfortunate villages and hamlets. Aside of those vicious humanoid monsters, locals also believe that sinister "forest creatures" resides within the dense forests, especially those where are still left untouched by people's hands. It was said those "forest creature" will mislead any unfortunate soul to their demise. However, some claim those "forest creatures" are only as harmful as mischievous children. Nonetheless, only a few who dare (or care) to seek the truth about these "forest creatures", as aberrations, undead, and other monstrosities also could be easily found within the same forests. Although, it's not uncommon to find those abominations lurking outside the forests. In the meantime, destroyed villages/hamlets are common view in this land. Despite having the ocean in one side of land, none dare to sail too far beyond the coastal border. Anyone who dared to do so were never returned, not even their corpses. The mountain ranges are more or less similar with the ocean, if not worse. Some people claimed giants and some "ancient monsters" exist near those mountain ranges. Although, mostly are just some baseless rumors. Nonetheless, let alone venturing the mountain ranges, most locals are even not dare to step their foot too close to those mountain range. Another abnormality which become a common occurrence 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 become more hostile and will try to attack any non-monster creatures in sight, e.g. locals or VOC. If you ever see two monsters fighting with each others, you should never approach them, as they will lay their eyes upon you once they realize your presence, before attacking you shortly after. Some scholar in [Inner Circle] believed the abnormality with the monsters' behavior has started ever since the rumors of [mysterious invader] spread out. As an addition, some records in [Royal Palace] stated the rumors of [mysterious invader] appearances were first reported from the coastal areas. Exception of monsters behavior still exist, but they are extremely rare occurrences so far. --------------------------------------------------------------------------------------------------------------------------------------- NPC rules (for the DM who want to use Local NPCs, are there any rules, or guides, or dos and don'ts?): Each DM may make their own lesser noble(s), their fief(s), and their settlement(s) (fort/city/settlement/town) in each sessions. Villages and hamlets are abundant, thus feel free to use them. The locals and militias who reside in a settlement of 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 mostly are just 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) the more veteran Knights with average abilities and misbehaviors, who survived quite long due to their experience, wits, or sheer luck, or b) the slightly more talented, but green-horned and prone-to-mistakes younger Knights, who still know too little about the field and cruelness of reality. Any other type of characters are welcomed, but please avoid "the ace", "one-man army", "chosen one", 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 merchants and mercenaries, but sometimes other kind of group, e.g. travelling minstrel). 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, and/or other aspects. Keep in mind that CGM might ask for adjustment if the local NPCs (lesser nobles and their subjects, [Royal Guards], and/or wandering/travelling locals) are not in line with the guides. Also, keep in mind the distinctive NPC types, especially the one used for lesser nobles and [Royal Guards] are optional. DM may choose to not create, use, or show these NPCs in their session. === CAMPAIGN === Entry Point (how the VOC enters the region, and how to 'handshake' with previous CGM): After traversing [the previous region environments] for weeks, eventually VOC meet a flat greenfield, which followed by tall hills and dense forest. When VOC thought they could take a breather here, suddenly more monsters appeared, forcing them to continue the march, unable to take any rest. They keep marching forward, until they finally meet some small settlements, where VOC caught a glimpse about this new region, as well as getting information about the [Capital] and [Inner Circle]. VOC then continue their march, until they reached the border of [Inner Circle]. However, they found out that only a handful of them who can enter the [Inner Circle] area. Thus only the "influential ones" who went in to meet the authorities of this region, while the rest were waiting on the border between [Inner Circle] and area beyond the [Inner Circle], or later known as [Outer Layer]. After waiting in uncertainties, finally the words about the agreement between VOC and the Kingdom has spread, including VOC's next destination. The agreement allowed VOC members to spread across [Outer Layer] and stay in the settlements within the said part of region, while preparing themselves for their next destination: beyond the ocean. --------------------------------------------------------------------------------------------------------------------------------------- Staying Point (where do VOC members stay, and how to make sure they are safe during the absence of Player, what kind of cities --pic would be helpful--, and how to reduce paradox): VOC members are spread across [Outer Layer] part of this region. They had been given the permission to stay at --mostly-- the secured and fortified settlements in the smaller fiefs. However, sometimes the VOC members might ended up staying in less fortified settlement, but should be safe enough for them to rest. Some of the members could be found staying in the villages and hamlets, although they are mostly the "VOC scouts/nondescript members". It was said that as the part of the agreement, and due to reasons, VOC members are expected to stay mobile during their stay in this region, by continuously moving from one fief to another fief, from one settlement to another settlement. --------------------------------------------------------------------------------------------------------------------------------------- Selling Point (what makes VOC stays, either possible profit or possible threat; this also means what are the MISSIONS and SESSIONS by other DMs will do; yes this is the MEAT of the proposal): 1) Destination. Ancient texts and records in the [Royal Palace] libraries showed some hints that VOC's next destination might lies beyond the ocean. Thus, VOC must prepare themselves for sea voyage. 2) Shipbuilding. The problem which immediately surfaced for the preparation is, VOC must build their ships from the scratch. The locals don't have any other means to traverse the ocean, aside of something that resembling small sailing boats. With many talented craftsmen within VOC, building several fleets of ships should be not a problem, if the time, construction materials, and sites are provided. 3) Dangers of the Shores. The shore area so far is one of the most dangerous part of this region, or at least that is how the locals treated it. The [mysterious invaders] were rumored to be coming from ocean, and there are only a handful of fortified settlements near the shore. Even the nearest ones are still around few miles from the shore, or simply located on a high cliffs with ocean right below them. Well, we're not counting a few hamlets and villages around the shore, as they provide little to none protection against monsters threats. Therefore, let alone building a ship, even construction of ports and shipyards would be difficult with constant threats. VOC mayhap can handle the defenses against the threats by their own, but it will be too inefficient, in regards of resource management. 4) Construction Materials. Nobody know how long the voyage toward the ocean will take. Even if someone knew, it is a common sense to build the ships with best materials one can find, especially with this huge numbers of fleets. Well, if not the best, then at least with materials with right quality. Nobody want to have their ship sunk because it was made by rotten plank, don't they? Fortunately, this region has plenty of materials with right quality for shipbuilding. The problem is, most of them are located quite far from the shore. Again, perhaps VOC can handle this by their own, but transporting materials will be too much for a hassle by those lurking monsters. Not to mention, VOC must pass many "territories" of smaller fiefs, and even taking materials from those fiefs' territories. Nobody would mind if VOC want to take the resources near the mountain ranges area. But VOC must ready to feel the wrath of "local inhabitants" of mountain ranges. Sure, some can argue that the nature is created by the Goddesses, thus nobody has right to claim natural resources as theirs, especially when they're not actually using them. But using such argument here will only cause VOC to wage wars with the landlords. Situation could be worsen if the Kingdom and [Royal Guards] are getting involved. It will be a waste of time, energy, and resources for both VOC and the Kingdom. True enough, VOC might be able to emerge victorious against this declining Kingdom, but one shouldn't dare to forget the monsters, especially the [mysterious invaders]. They are the one who will ripe the result if we fought against our own kin. It's a lose-lose situation for VOC and the Kingdom, or lose-lose-win if the monsters are included as third party. 5) Impending Doom. VOC doesn't have exact time constraint for finishing their journey. They will go as far as and spend as much time as they need to find the Holy Kingdom of Atlantis. But staying in one stop for too long should never become one of VOC's agenda. Even when VOC might not have any plan or interest for doing it, staying too long in this Kingdom while making slow progress might be too disastrous for VOC. The Kingdom had endured the threats of monsters for a long time, ever since their establishment some times after the catastrophic disaster. They had maintained the equilibrium between the people and the monsters, and thrived with such condition. However, the appearances of [mysterious invaders] few years ago had tipped the balance off. Alas, the balance does not move to the Kingdom's favor. The Kingdom had lost most their remarkable [Royal Guards] in battling against those [mysterious invaders]. The few survivors of those remarkable [Royal Guards] were forced to stay in defensive position around [Capital], and they could only stretch as far as to the [Inner Circle]. Perhaps, that was the reason why the [Royal Guards] only send the "delinquents" and the "new recruits" as their representatives for the fiefs in [Outer Layer]. Not to mention, their ranks and numbers are quite thin out there, disabling them to secure even trade routes from one settlements to another, and worse, from many parts of [Outer Layer] to the [Inner Circle]. For additional information, with their dense population, the settlements in [Inner Circle] trade resources from [Outer Layer] to fulfill their needs. In the meantime, the settlements within [Outer Layer] could trade their resources for quality handiworks and other kind of needs they could not find within [Outer Layer]. Most settlements within [Outer Layer] are also trading resources with each others to fulfill their needs as well. Without the able [Royal Guards], the local merchants are mostly relying to the mercenaries, making mercenary business relatively thriving in this region. However, only a handful of mercenaries managed to survive and actually enjoyed the fruit of their works. What about the militias? Well, they are struggling to keep their settlements safe even from the slightest threat. Their qualities are mostly worse than those "delinquents" and "new recruits" Knights of [Royal Guards], and sometimes even worse than mercenaries. At least, they are paid less than the mercenaries. Seeing this condition, no wonder that many landlords, if not most, are unhappy with this arrangements. Nobody would be happy seeing their territories, resources, settlements, and trading routes are breached, cut-off, and slowly "devoured" by the monsters. If this situation is not mended, it's only matter of time before the fiefs within [Outer Layer] fell one by one, leaving [Capital] and [Inner Circle] to follow the doomed path sooner or later. In worst case scenario, the addition of VOC members in this region will only make the impending doom come sooner, as they will eat up more resources from the fiefs within this region. Should VOC take their sweet time in helping the Kingdom with Her problems, which eventually will become VOC's obstacles in their preparations for sea voyage, it is not impossible for VOC to eventually perish here. 6) Local Intrigues and Politics. Fine, most of VOC members might not want to involve themselves with local politics which involving landlords in this region, especially within the [Outer Layer], where most of local landlords with various tempers and (personal) interests were spread. However, in some cases, VOC might not able to overlook this issue. It will become a common sense that VOC members should build good relationships with the local landlords. In other time, for better or worse, VOC members might find themselves solving the political problem within a fief, mending the poor relationships between two landlords, or even solving worse political problems, if it is necessary to secure material sources and transportation route, securing the area for port and shipyard sites, or even for obtaining valuable information. Worth to mention that the opinion about VOC are differ from one local landlord with another, ranging from being friendly and hospitable, to having some suspicions and minor sign of hostilities with these guests. Fear not, none of the local landlords would dare to even show open hostilities to VOC members, prohibiting VOC members from staying in their settlements, or mistreating VOC members during their stay. The [King]'s will is to welcome the VOC members as honorable guests and give them best service that the host could provide. Thus, doing any ill deeds above to the VOC members will also means defying the [King]'s will, and it will be branded as rebellious act. While they might not being favored by the [King], being condemned by [His Highness] would become the least of their interest. This condition, however, only applies as long as the guests are not seeking troubles with the hosts. 7) Local Legends and Folklores. Serious business aside, the forests which lush throughout the region, the mountain ranges which stood tall on one side of the Kingdom, and the shores which stretched far on other side of the land are actually quite interesting to explore. It's not only because they provide interesting landscape views; there are also many local folklores around those places which might gave some hints about the existence of "valuable" or even "legendary treasures", which could come in any form. It won't hurt to investigate such possibility, will it? --------------------------------------------------------------------------------------------------------------------------------------- Regional Arc (how long will you DM during the season, on what month is preferred, and how many sessions do you need, and how will you handle with multiple PCs and multiple DMs): As many as I could run. I will try to apply the "random sessions with story progression" as a mean to move Regional Arc forward. The target is to have at least one session hosted by CGM for each weeks. --------------------------------------------------------------------------------------------------------------------------------------- Exit Point (how the VOC leaves the region, and after what event, and most importantly, how to 'handshake' with next CGM): VOC will leave the region once the preparation for sea voyage (ship building, port construction, etc) is done. The other condition for VOC to leave the region is to make sure the Kingdom survives long enough to provide them a safe return point in VOC's journey to return to Nether. Of course, making sure the Kingdom survives longer might provide additional benefits for VOC. Should the conditions above fulfilled, a "feast"/"festival"/any other festivies will be held near the [Port] area, assuming VOC can work together with local landlords to secure shore area. The festivies is meant to celebrate the Kingdom's triumph in surviving a dire peril to see more upcoming days, to thank the VOC members for their assistances, and last but not the least, to wish for VOC's best luck in their journey. After the festivies ended, VOC will leave the region by bidding farewell to the Kingdom's people, and sailing to beyond the ocean, further toward the unknown. --------------------------------------------------------------------------------------------------------------------------------------- Possible Return (how to ensure that VOC can return home -- at least some day in the future; or possibility to send news): Should VOC able to work together with local landlords and help the Kingdom in resolving their problems with the [mysterious invaders], the Kingdom will survive long enough to ensure VOC's point of return from their journey, or even longer than that. Building a good term and relationship with the Kingdom will also help in ensuring this matter. Sending the news to this region might be possible, but due to possibility of long sea voyage between the Kingdom with next region, the news will arrive at the Kingdom after some spans of time.