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General Tabletop Discussion
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How much politics do your campaigns usually have?
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<blockquote data-quote="Shiroiken" data-source="post: 6935474" data-attributes="member: 6775477"><p>Politics has a background effect for my current campaign, as the players' actions impact the land. Politics sometimes setup the adventures too.</p><p></p><p>The first adventure took place in Verbobonc, which is a semi-independent Viscounty of the ArchClericy Veluna (a theocracy). They uncovered that the Temple of Elemental Evil has arisen again, and rescued Prince Thrommel IV, heir of Furyondy (a monarchy allied with Veluna) from its depths. They were rewarded, and one of the characters was made a Knight Bachelor of the Hart, made commander of a stronghold in the Northern Lortmills (a hilly territory on the western edge of Veluna, technically belonging to the Highfolk), and named Watcher of the West. The reason for the title, is that the stronghold's primary function is to keep tabs on the hated Baklunish (Arabian humans that often raid into neighboring lands) who are considered westerners.</p><p></p><p>The second adventure took place because Keoland (a receding Empire in the Sheldomar Valley that is a rival to Furyondy and Veluna) sent adventurers to find an artifact in the Yatil Mountains (just north of the Northern Lortmills). The party went in and took the artifact, giving it to Prince Thrommel, as he could use it for political leverage against Keoland.</p><p></p><p>The third (and current) adventure is taking place, because the Prince asked the party to deliver the artifact, and the King of Keoland asked for aid in dealing with giants that are attacking Steirich, which is technically under his protection. He cannot send troops, as he is currently engaged in another "war" with the Sea Princes (an oligarchy of pirates and slavers), and he wants the adventurers to delay the giants, and find out why so many different clans are working together, and defeat whomever is instructing/advising them (since giants wouldn't be smart enough to pull off the attacks they've made so far).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6935474, member: 6775477"] Politics has a background effect for my current campaign, as the players' actions impact the land. Politics sometimes setup the adventures too. The first adventure took place in Verbobonc, which is a semi-independent Viscounty of the ArchClericy Veluna (a theocracy). They uncovered that the Temple of Elemental Evil has arisen again, and rescued Prince Thrommel IV, heir of Furyondy (a monarchy allied with Veluna) from its depths. They were rewarded, and one of the characters was made a Knight Bachelor of the Hart, made commander of a stronghold in the Northern Lortmills (a hilly territory on the western edge of Veluna, technically belonging to the Highfolk), and named Watcher of the West. The reason for the title, is that the stronghold's primary function is to keep tabs on the hated Baklunish (Arabian humans that often raid into neighboring lands) who are considered westerners. The second adventure took place because Keoland (a receding Empire in the Sheldomar Valley that is a rival to Furyondy and Veluna) sent adventurers to find an artifact in the Yatil Mountains (just north of the Northern Lortmills). The party went in and took the artifact, giving it to Prince Thrommel, as he could use it for political leverage against Keoland. The third (and current) adventure is taking place, because the Prince asked the party to deliver the artifact, and the King of Keoland asked for aid in dealing with giants that are attacking Steirich, which is technically under his protection. He cannot send troops, as he is currently engaged in another "war" with the Sea Princes (an oligarchy of pirates and slavers), and he wants the adventurers to delay the giants, and find out why so many different clans are working together, and defeat whomever is instructing/advising them (since giants wouldn't be smart enough to pull off the attacks they've made so far). [/QUOTE]
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How much politics do your campaigns usually have?
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