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How populated is your setting... with monsters?

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Well, to me, a noob GM, it's hard to balance between two extremes.

Too many monsters festering everywhere will make established kingdom and that sort of organized thing hard, since there will be very little or no connection in between populations.

Too little monsters might make the campaign boring, and even make PCs' job as adventurers meaningless (experienced GMs could make the game interesting even without any monsters to kill, but I'm a noob.)

I want the monsters - horde of orcs, man-beasts, single powerful mosters like dragons, etc - be a valid threat to society (like raiding and kidnapping people, a menance that has to be dealt with) but at the same time people to be war at each other, infighiting, having contact with each other, traveling and sort.

How much monster population you guys fill in? Where? Any tip on balancing? Thanks.
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>>51425718
>Too little monsters might make the campaign boring, and even make PCs' job as adventurers meaningless
Why would it?
PC's follow trouble or trouble follow them. Relatively rare occurrence of monsters, hordes, forbidden cults and so on does not mean that PC will face them rarely.
One known dragon awakes onece a thousands years?
Guess who is lucky enough to be close to his lair or who i hunting the dragon on behalf of king X.
Orc invasion could be as rare as neighbour kingdom invasion.

Just general idea is that PC's are special in some way so rare things happen to them often.
Average person might never face a monster but heroes have luck to find monster of the week each week.

Or monster could stick to their lairs in ruins(they are magic monster, they do not need to hunt outside of dungeon) and there will be many ruins of ancient X, that are filed with treasure, that wit for bold adventures.
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>>51425718
There are enough monsters to go around in Shadowrun, most of them look humanoid
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>>51425718
One of the ways to circumvent the problem of progress is that the monsters are not originally denizens of that world, instead appearing well after the civilization was formed, and thus the original people were able to keep them out of their cities, for the most part.

Another way to have a large amount of monsters is that the monster/citizen strength ratio has shifted. For example if back in the day, there were epic heroes, like of which are unheard of these days. They could keep the monsters at bay, allowing the civilizations to thrive.
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The population of monsters should be based on the population of prey minus the strength.
If a village or two is nearby, a larger tribe could be around, If three villages are nearby the monsterous faction could be village sized themselves, or there could be multiple. Cities should increase the amount less, as they can defend themselves.
Don't forget to factor in wilderbeasts and their prey too, Monsters are the top of the food chain usually with lesser monsters acting as food for them, and deer and such acting as food for those.

If monsters go unchecked, they grow and become a big problem, but the nobles tend to keep them in check. But not too in check that people start to think they dont need protection, you dig?
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>>51425718
>A curse afflicts 1/3 of all people at night to kill their own kind. City curfew anyone other than guards (including royalty) WILL be killed.
>Outside contains forests constantly fighting necromancers with flesh-devouring magic entire forests threatened with extinction Species wiped out include. Griffons. Unicorns. Mermaids. 5200 Different birds (Variations of the golden eagle) 10'000 different fish (land-sharks) 1000 elven clans.
>Dwarves = Boatmurdered + Dragon age dwarves. Paragon branka is queen of all 7 grudge-bearing clans. In times of relative peace clans murder distant relatives in tournaments of honour. Clans include. Clan aeducan. famous for creating policing golems. Clan frost-hammer. famous for being the most hated and mostly selected for golem creation from clan members. Clan brew-stone. famous for being the most loved. invented an ale which most golems use before transformation.
Most illegal substances have been mixed with ale for a painless effect. Clan cadash. famous for "aggressive negotiations" and trade. Clan ground-anger. famous for guerrilla tactics and shanking their own soldiers to see how many live. no "shankers" live. Most suspicious of all clans. Clan lone-shield. famous for being nearly wiped out and implanting weapons (bombs) in clan members. Most envied of all clans for superior firepower.
>Orcs cross-bred with dragons to create scaly fire-breathing wise orcs who seek to evolve into the perfect life forms by mating.
>Atheist wizards created all evils by walking into the realms of the gods stealing and desecrating everything. But this in turn stole anything Pure. Everything Holy. And all things Blessed. Desecration was repaid by killing all clerics and Templars and paladins. angels were recalled to their home realms forcing millions to believe their gods have abandoned them. Thousands committed suicide. Thousands more killed all magic-users in their own city's. The wizards were hoping to become gods instead they became devils.
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>>51427337
Dwarf clans consist of 10'000 only. any others
are killed because grudges.
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>>51427337
7th clan is honorary but exiled for dishonour.
Referred to as the bastard clan.
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