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<blockquote data-quote="kigmatzomat" data-source="post: 3355078" data-attributes="member: 9254"><p>How depends on the local government. </p><p></p><p>In Tyrranicaldespotland you either join up with the Tyrranical Despot or you are an outlaw. It's kind of the despot way. </p><p></p><p>In LawfulFicticiousEuropeLand you either swear fealty to the king/lord or are an outlaw. It's the medieval way. </p><p></p><p>Things are easier and yet more complicated when the central power is less powerful. Weak kings, warlords, clan chiefs, and tribes are where small groups of heroes thrive. The only difference between an adventuring party with Leadership and a warlord/clan chief is the desire to settle down. </p><p></p><p>My setting is a mixed bag, where there are strong despots (great wyrm dragons) who really aren't concerned with the decade-to-decade affairs of their territory. Therefore adventurers can rise to power as long as they don't rise so high as to threaten the dragonlords. They can be brigands or heroes and as long as they stay below the dragons' radar all is fine and good. </p><p></p><p>Some Dragonlords/despots/nobility will "export" troublemaking adventurers, essentially giving them letters of Marquis to be official rabble-rousers, as long as the rabble they rouse is in another dragon/lord's demense. </p><p></p><p>I've roped the players into various roles, depending on locale. </p><p></p><p>In Blevin's Gap (small town) they are Patriciate; wealthy individuals with lots of coin but no traditional source of income (aka no farms, mines, or craftsmen). They loan the city money to provide improvements in return for a small interest-based profit and the right to own lands within the city walls. </p><p></p><p>Over in Bateka (large town), a large isolated city that the party helped break a siege, they are saviors. The party claimed several properties as their own as reward (many people died in the siege) but have also made efforts to help the city recover, importing livestock and supplies. </p><p></p><p>Palanthas (a british-esque capital city) they are members of the King's Division, vaguely like the Musketeers only more focused on the protection of the realm than the person of the King. They have the rank of Colonels within the military so nobles will take them seriously but also are expected to report on their actions to the High Chamberlain. They acquired their rank by simply being heroes; after doing the heroic thing 2 or 3 times in a very public way without screwing up, they were given military commissions. </p><p></p><p>Cross the ocean to Kristophan (romanesque capital city) and the party has the title of Imperial Champion. They had contacts with one of the senators who asked the party to represent him directly, and the Emperor indirectly, in the arena. The group agreed and won their match. Since it included dramatic uses of "outlander magic" the Emperor felt it was best to get a grip on the party and made them Imperial Champions, which prevents them from acting in the arena agains the Emperor and makes them swear to protect the person of the Emperor (possible conflict of interest or maybe not). They acquire social status and some small (for their level) stipend. </p><p></p><p>In the Tamire (mongolesque nomads) they are effete outlanders. </p><p></p><p>The quasi-feral Laesh (monstrous humanoid swamp dwellers) the party are ignorant softskins, blindly staggering about. The heroes are like giant children, trying to help but using excessive amounts of force when guile would suffice.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3355078, member: 9254"] How depends on the local government. In Tyrranicaldespotland you either join up with the Tyrranical Despot or you are an outlaw. It's kind of the despot way. In LawfulFicticiousEuropeLand you either swear fealty to the king/lord or are an outlaw. It's the medieval way. Things are easier and yet more complicated when the central power is less powerful. Weak kings, warlords, clan chiefs, and tribes are where small groups of heroes thrive. The only difference between an adventuring party with Leadership and a warlord/clan chief is the desire to settle down. My setting is a mixed bag, where there are strong despots (great wyrm dragons) who really aren't concerned with the decade-to-decade affairs of their territory. Therefore adventurers can rise to power as long as they don't rise so high as to threaten the dragonlords. They can be brigands or heroes and as long as they stay below the dragons' radar all is fine and good. Some Dragonlords/despots/nobility will "export" troublemaking adventurers, essentially giving them letters of Marquis to be official rabble-rousers, as long as the rabble they rouse is in another dragon/lord's demense. I've roped the players into various roles, depending on locale. In Blevin's Gap (small town) they are Patriciate; wealthy individuals with lots of coin but no traditional source of income (aka no farms, mines, or craftsmen). They loan the city money to provide improvements in return for a small interest-based profit and the right to own lands within the city walls. Over in Bateka (large town), a large isolated city that the party helped break a siege, they are saviors. The party claimed several properties as their own as reward (many people died in the siege) but have also made efforts to help the city recover, importing livestock and supplies. Palanthas (a british-esque capital city) they are members of the King's Division, vaguely like the Musketeers only more focused on the protection of the realm than the person of the King. They have the rank of Colonels within the military so nobles will take them seriously but also are expected to report on their actions to the High Chamberlain. They acquired their rank by simply being heroes; after doing the heroic thing 2 or 3 times in a very public way without screwing up, they were given military commissions. Cross the ocean to Kristophan (romanesque capital city) and the party has the title of Imperial Champion. They had contacts with one of the senators who asked the party to represent him directly, and the Emperor indirectly, in the arena. The group agreed and won their match. Since it included dramatic uses of "outlander magic" the Emperor felt it was best to get a grip on the party and made them Imperial Champions, which prevents them from acting in the arena agains the Emperor and makes them swear to protect the person of the Emperor (possible conflict of interest or maybe not). They acquire social status and some small (for their level) stipend. In the Tamire (mongolesque nomads) they are effete outlanders. The quasi-feral Laesh (monstrous humanoid swamp dwellers) the party are ignorant softskins, blindly staggering about. The heroes are like giant children, trying to help but using excessive amounts of force when guile would suffice. [/QUOTE]
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