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Creating a Region

While this book provides a selection of regions to be used in any world, Narrators may sometimes need to create new regions of their own making. When creating a region, consider the following things.

Terrains. Determine the types of terrains most common in the region. For example, a couple of crypts for dead nobles might make for tombs to be a good terrain for a hamlet urban region, but for a major metropolitan urban region a necropolis would be needed to worth noting it has tombs among its terrains.

Tiers. What tiers does this region type typically accommodate? Remember, that a region can be used with any tier of play, but some regions will tend towards higher or lower tiers.

Weather. On a 1–25 scale (representing a d20 roll, with an additional +5 during the winter season), note what the weather might be like on a given day. Remember that the weather entry only includes milder descriptive weather (clear, overcast, rain, mist, snow) which do not affect the adventurers. More extreme weather events are exploration challenges and should be included in the region’s Exploring table.

Traits. The region should have one or more environmental traits. You can borrow traits from other regions, or create new traits.

Encounters. You will need to devise encounter tables for all five tiers of play. These should include a mix of monsters, exploration challenges, social encounters, and travel scenery.