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<blockquote data-quote="Arkhandus" data-source="post: 5616214" data-attributes="member: 13966"><p>Huh?</p><p></p><p>When Ozrogarth the Obliterator enters the country, you don't have to intervene when he obliterates some peasant that offended him. But you can if you have your own archmage around to intervene for you. As long as Ozrogarth the Obliterator moves on once he's done with his business in the country, you can just deal with any such problems later. The high-level wizard is like a force of nature, you can't just always hope to keep it in check; sometimes you just have to clean up in the aftermath. If you can afford to, you'll keep a high-level wizard of your own on-hand to warn off Ozrogarth the Obliterator. Otherwise, he's only a problem if he decides to depose you. That's when the next band of scrappy young adventurers comes in and deposes Ozrogarth the Obliterator, to restore you or your heir or some other legitimate party, to the throne. Or whatever.</p><p></p><p>Now, you may have plenty of low-level Warriors and Fighters to deter the average uppity peasant from starting a rebellion, and to deal with criminals. But you don't have to be a despot to do so, and you don't need a monopoly on the use of force. Countries have been using mercenaries and soldiers of fortune for ages. Doesn't necessarily prevent a rebellion though, if the people have sufficient reason to try and enough power or skill to succeed.</p><p></p><p>But you don't need to maintain absolute control over the use of force in your country or whatever. When a high-level monster or spellcaster passes through, you can try to mitigate the damage, and you can try to fix things afterward, but you don't necessarily have to stop it in the first place. Besides, that's what adventurers are for. You hire <em>them </em>to deal with the problems that are too big for you to handle without losing too much of your own powerbase (or without diverting too many of your valuable resources away from other important fronts).</p><p></p><p>Also: Keep in mind the sort of medieval setting that D&D typically uses. It's more like the Wild West than a stable modern country. Some lands may allow folks to settle their own disputes, so long as innocents or important officials etc. don't get dragged into it. Paladins and other adventurers may be allowed to smite evil-doers in the region so long as somebody makes sure that those evil-doers were actually doing something wrong or were actually evil and deserving of it. A simple Detect Evil or Speak with Dead or the like from even a low-level local cleric can discern it.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5616214, member: 13966"] Huh? When Ozrogarth the Obliterator enters the country, you don't have to intervene when he obliterates some peasant that offended him. But you can if you have your own archmage around to intervene for you. As long as Ozrogarth the Obliterator moves on once he's done with his business in the country, you can just deal with any such problems later. The high-level wizard is like a force of nature, you can't just always hope to keep it in check; sometimes you just have to clean up in the aftermath. If you can afford to, you'll keep a high-level wizard of your own on-hand to warn off Ozrogarth the Obliterator. Otherwise, he's only a problem if he decides to depose you. That's when the next band of scrappy young adventurers comes in and deposes Ozrogarth the Obliterator, to restore you or your heir or some other legitimate party, to the throne. Or whatever. Now, you may have plenty of low-level Warriors and Fighters to deter the average uppity peasant from starting a rebellion, and to deal with criminals. But you don't have to be a despot to do so, and you don't need a monopoly on the use of force. Countries have been using mercenaries and soldiers of fortune for ages. Doesn't necessarily prevent a rebellion though, if the people have sufficient reason to try and enough power or skill to succeed. But you don't need to maintain absolute control over the use of force in your country or whatever. When a high-level monster or spellcaster passes through, you can try to mitigate the damage, and you can try to fix things afterward, but you don't necessarily have to stop it in the first place. Besides, that's what adventurers are for. You hire [I]them [/I]to deal with the problems that are too big for you to handle without losing too much of your own powerbase (or without diverting too many of your valuable resources away from other important fronts). Also: Keep in mind the sort of medieval setting that D&D typically uses. It's more like the Wild West than a stable modern country. Some lands may allow folks to settle their own disputes, so long as innocents or important officials etc. don't get dragged into it. Paladins and other adventurers may be allowed to smite evil-doers in the region so long as somebody makes sure that those evil-doers were actually doing something wrong or were actually evil and deserving of it. A simple Detect Evil or Speak with Dead or the like from even a low-level local cleric can discern it. [/QUOTE]
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