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<blockquote data-quote="Jester David" data-source="post: 7749076" data-attributes="member: 37579"><p>Cormyr is a pretty typical "good guy nation", but it hardly protects the world. It's one small nation. And it can even play the role of the "imperialistic bad guy" in a Dales campaign. </p><p>And most of the high level NPCs in the Realms seldom get involved, because that brings in their evil counterparts. They tend to work through smaller adventurers and proxies. </p><p></p><p>I also don't recall a singular kingdom that "protects the world" in Greyhawk or Mystara or Birthright. The Greyhawk has a lot of the same tropes as Nentir Vale; they could easily have set theVale in the Duchy of Geoff. </p><p></p><p></p><p>The catch is, there was no "big kingdom" in the Nerath/ Nentir Vale setting because it was never really expanded beyond the small valley. Except in the <em>Conquest of Nerath</em> board game that suggested there were several large "empires" still around, such as the Iron Circle, Karkoth, and Vailin. It implied the kingdom had fallen, but never really too deep into how large that kingdom was or what was around it. </p><p></p><p>The gloom and looming apocalypse in a world without heroes wasn't really "the hook" of the setting. Because there was none. Those were just some themes that slowly evolved as people added to the setting. It was purposely generic AF so DMs could make it their own. If a GM wanted the shining nation of Brighthome to the north, then the Shining Knights of that nation existed and held back the night. But if the DM instead wanted a bleak magical archipelago filled with undead corsairs and vampirates to the north, then that was also a thing. </p><p>The absence of name characters wasn't a hook or plan so much as the result of not having novels set in the world and avoiding having to many organisations and large groups that would lock DMs into certain concepts.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7749076, member: 37579"] Cormyr is a pretty typical "good guy nation", but it hardly protects the world. It's one small nation. And it can even play the role of the "imperialistic bad guy" in a Dales campaign. And most of the high level NPCs in the Realms seldom get involved, because that brings in their evil counterparts. They tend to work through smaller adventurers and proxies. I also don't recall a singular kingdom that "protects the world" in Greyhawk or Mystara or Birthright. The Greyhawk has a lot of the same tropes as Nentir Vale; they could easily have set theVale in the Duchy of Geoff. The catch is, there was no "big kingdom" in the Nerath/ Nentir Vale setting because it was never really expanded beyond the small valley. Except in the [I]Conquest of Nerath[/I] board game that suggested there were several large "empires" still around, such as the Iron Circle, Karkoth, and Vailin. It implied the kingdom had fallen, but never really too deep into how large that kingdom was or what was around it. The gloom and looming apocalypse in a world without heroes wasn't really "the hook" of the setting. Because there was none. Those were just some themes that slowly evolved as people added to the setting. It was purposely generic AF so DMs could make it their own. If a GM wanted the shining nation of Brighthome to the north, then the Shining Knights of that nation existed and held back the night. But if the DM instead wanted a bleak magical archipelago filled with undead corsairs and vampirates to the north, then that was also a thing. The absence of name characters wasn't a hook or plan so much as the result of not having novels set in the world and avoiding having to many organisations and large groups that would lock DMs into certain concepts. [/QUOTE]
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