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<blockquote data-quote="DND_Reborn" data-source="post: 8868773" data-attributes="member: 6987520"><p>In my first 5E 1-20 game, the PCs were awarded noble titles and some lands in the kingdom around 10th level IIRC after saving a noble family from disaster and other services to the kingdom. The players went to the lands they were given, had to clear out some things, including an Adult Green Shadow Dragon which had taken up residency until the ruins of a castle.</p><p></p><p>Later, after defeating some Hill Giants, the two druids claimed the Hill Giant stronghold in the Gnomish lands to the south of the kingdom (allied with the kingdom) and established a reserve in the mountains--allied with the gnomes.</p><p></p><p>These two places served as bases of operations for the characters as they continued their adventures, until the campaign finally ended at level 20.</p><p></p><p>In my prior 5-year AD&D campaign, the party build a castle around a portal to Hell to protect the region from devils and "retired" there for a generation before they had to come back after their children had run into issues on an adventure. Ultimately, the prior generation defeated the Wyrm invading the Elven Kingdom, allowing the next generation to forge on and complete other quests.</p><p></p><p>While I've never had players want to go to war to conquer or anything, establishing home-bases and such is pretty common in longer campaigns IME. Even in 5E, once PCs have sufficient funds or are rewarded for services, the players seem to enjoy the additional character growth.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8868773, member: 6987520"] In my first 5E 1-20 game, the PCs were awarded noble titles and some lands in the kingdom around 10th level IIRC after saving a noble family from disaster and other services to the kingdom. The players went to the lands they were given, had to clear out some things, including an Adult Green Shadow Dragon which had taken up residency until the ruins of a castle. Later, after defeating some Hill Giants, the two druids claimed the Hill Giant stronghold in the Gnomish lands to the south of the kingdom (allied with the kingdom) and established a reserve in the mountains--allied with the gnomes. These two places served as bases of operations for the characters as they continued their adventures, until the campaign finally ended at level 20. In my prior 5-year AD&D campaign, the party build a castle around a portal to Hell to protect the region from devils and "retired" there for a generation before they had to come back after their children had run into issues on an adventure. Ultimately, the prior generation defeated the Wyrm invading the Elven Kingdom, allowing the next generation to forge on and complete other quests. While I've never had players want to go to war to conquer or anything, establishing home-bases and such is pretty common in longer campaigns IME. Even in 5E, once PCs have sufficient funds or are rewarded for services, the players seem to enjoy the additional character growth. [/QUOTE]
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