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IV. The Tenjo Region
Topic Started: Aug 26 2012, 07:51 AM (47 Views)
Kirin
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The Tenjo Region
Tenjo, Heaven's Battlefield. This is a place where battle and warfare is common, but it is fought of a much higher capacity for nobility than other regions in this world. Wars are no longer fought by the warriors themselves, but by the Pokémon they have formed a bond with. Honour demands that this be so - to do so would be a very strong reason to end one's own life. Honour and bonds are important here; in fact they are the most important thing.

For many years the Tenjo region has had much of an 'eastern' influence - most of the materials available, primarily high-quality building wood, make for a simple design theme. Not to mention that many of the people who originally inhabited the region were from eastern lands, but this is not true for all of them. Family names have spread as interbreeding occurred between clans. Technology, likewise, is non-existent. There are potions made from natural ingredients and little else that those from other regions would understand. Things are done the natural way in Tenjo.

Region Map
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Kingdoms
Pokémon and humans exist in this region much in the same way: in nomadic bands of those who wish to work together and their families. Once one of these bands of people have found somewhere to set up camp, they do so using natural resources and knowledge, forming a village - and from there under the leadership of a true leader, make a kingdom. Pokémon will move to the kingdom for protection and also to assist the people. Most kingdoms form a royal 'clan' from the original warlord's bloodline. By now most kingdoms are into their second generation of warlords of all ages, though first and third are still heard of.

A kingdom consists of very little. Contrary to popular belief, a kingdom is no more than a castle, a small village for perhaps ten extended families, a very small piece of land around or inside it that is designated specifically as a battlefield (often fortified with traps, defences or natural elements that can substitute as either), and usually one or two other elements - a mine, a park, a training ground or anything else that the kingdom can afford to build. These things are all described in the Hero Scrolls.

Trading between kingdoms, even those at war, is extremely common. Caravans consisting of carts pulled by workhorse Pokémon are rife, as are seafaring trade ships. This is an easy way for warriors to go and meet others. Resources are required, and the common monetary source across the region - gold coins known as zenny - is managed by an independent trading guild that makes their own home on the sea, though none know where it is located.

Bodyguards
Any warrior who is not a warlord is typically a bodyguard. A bodyguard can be from the same kingdom as their chosen warlord, or a sellsword from another, perhaps a rogue wanderer of the region. Those designated as a bodyguard are only known so once they have obtained and formed a bond with a Pokémon and thus when one is obtained, come with one to begin with. They may then serve in a warlord's retinue.

Tradition demands that all kingdoms maintain only six active warriors at any given time - one warlord and their five bodyguards. To breach the sacred rule of war would be to invite all the neighbouring kingdoms to attack them in response.

Pokémon
Pokémon are almost all exclusively tamed, but are not bonded with. They exist in groups in the wild or in villages as beasts of burden or to assist the villagers with their daily life. However, as Poké Balls do not exist, warriors must bond completely with their Pokémon before it will fight on a battlefield. This bond can change. A Pokémon is a partner for life. If one wishes to change that partner, then it had better be for a good reason.

There are still many wild packs, however, which can be encountered anywhere. They are all based on appropriate geography - a Geodude could still be found in an underground cave beneath a forest, while most Water-types won't be found anywhere but by a body of water for their survival.

Conquest
Conquest. This is the ultimate victory, the way one signs their own legacy in Tenjo's history. To do so, a single warlord must unite and conquer all the other kingdoms under their own banner, through force or diplomacy.

There are two battles to conquer a kingdom; one to defeat them in informal battle on their territory, then a second immediately after to declare their intent to take their land. Should the attacker win this second battle, the warlord must swear fealty to their conqueror. If the second battle is lost by the attacker, however, the process begins anew.

And, of course, revolts are possible when supported by other outside kingdoms. A proper warlord must be able to maintain their conquered land.
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