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Dominus Magisterium--Law and Order in The D&D Campaign
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<blockquote data-quote="jollyninja" data-source="post: 187936" data-attributes="member: 3208"><p>in my current homebrew there are 12 immortal (will not die a natural death) warriors called in a stroke of true originality the judges. basically fear of these 12 men tends to keep people in line as 12 means one is within each nation at any given time and they do wander constantly, this sort of thing gives them a focused goal.</p><p></p><p> also in most larger centers there are a few well known individuals such as the druid in my tag line who like their areas to be nice and predictable, throwing your weight around a bit of course will not draw their attention but if you take over a town in which he has followers and slow down production of any products that he has an interest in, you will be dead within an hour of him hearing of it and his followers have magical items that make it so he will hear of it. basically players know in my campaigns that if they decide that they are the biggest fish in the pond before they actually are at that level of power, they will end up little fish on big freaking hooks. i have come down hard on a few parties who foolishly took a few to many liberties.</p><p></p><p>my campaign as a whole does not have a lawful bent, chaos has it's champions as well but that's a different thread all together.</p></blockquote><p></p>
[QUOTE="jollyninja, post: 187936, member: 3208"] in my current homebrew there are 12 immortal (will not die a natural death) warriors called in a stroke of true originality the judges. basically fear of these 12 men tends to keep people in line as 12 means one is within each nation at any given time and they do wander constantly, this sort of thing gives them a focused goal. also in most larger centers there are a few well known individuals such as the druid in my tag line who like their areas to be nice and predictable, throwing your weight around a bit of course will not draw their attention but if you take over a town in which he has followers and slow down production of any products that he has an interest in, you will be dead within an hour of him hearing of it and his followers have magical items that make it so he will hear of it. basically players know in my campaigns that if they decide that they are the biggest fish in the pond before they actually are at that level of power, they will end up little fish on big freaking hooks. i have come down hard on a few parties who foolishly took a few to many liberties. my campaign as a whole does not have a lawful bent, chaos has it's champions as well but that's a different thread all together. [/QUOTE]
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