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Tonight's game - help.
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<blockquote data-quote="Rechan" data-source="post: 4838971" data-attributes="member: 54846"><p>If this guy is a Villain, I'd show his villainry off. Show the state of teh common people of Kequalak during the parade; utter poverty in the shadow of million gp homes, executions or sentences to the gladitorial arena for petty things like vandalism or insulting a nobleman, etc. <em>Show</em> why this guy needs to be killed.</p><p></p><p>Or, if he's not that bad of a guy, play up that he isn't that bad of a guy, maybe the PCs will be at least a little squimish over whacking him.</p><p></p><p>You could have the PCs interact with him - perhaps during some sort of sporting event. Polo, or whatever the sport of kings is there.</p><p></p><p>1) Anarchist faction. This group is the most sympathetic to the people. They are a rebellious lot, on the verge of calling for a revolution. They receive a seat at the table in hopes of pacifying them; this group has several folk heroes the citizenry love. Think communists + Bono. </p><p></p><p>2) Faction of magic. Some sort of noble House known for their bindings/dealings with fiends, or their influence with the Supernatural (but not Primal spirits/elementals). They are creepy, dark and powerful. They were the ones who first bound the spirits to the Caliph's power, and maintain the power. </p><p></p><p>3) Spirit faction. This is a group who are closest to the spirits/elements (going so far as you might have some Half-elementals/genasi/whatnot as speakers). They represent the Spirits the caliph has the power to bend over a barrel. They are constantly looking to ease up the Caliph's power over them, or gain more power for less work. But they get a say because without it, the Spirits would revolt.</p><p></p><p>4) Merchantile faction. These are the guildmasters and major traders of the area. They are willing to throw money and gifts at anything to get their way. </p><p></p><p>5) Religious faction. Hardcore sect of the state religion. Or a hardcore sect of a popular benign religion. Like, assertive ascetics who want to get rid of all the decadence. Many of the nobles pay Lip Service to the religion, while the citizenry follow it, so they have power. They are constantly trying to get more.</p><p></p><p>6) Warlord faction. Anyone who has ever went to military school or trained in arms holds some loyalty to this group; they trained the military, the nobles who pretend to fight, etc. In their region, they are also rather tyrannical (to the point the Caliph allows). If these guys wanted to stage a coup, every person at arms would have to think hard who to side with. They get a seat at the table because the Caliph wants their loyalty.</p><p></p><p></p><p>This just inspired me for an entire region of a campaign I may be running. SWEET.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4838971, member: 54846"] If this guy is a Villain, I'd show his villainry off. Show the state of teh common people of Kequalak during the parade; utter poverty in the shadow of million gp homes, executions or sentences to the gladitorial arena for petty things like vandalism or insulting a nobleman, etc. [I]Show[/I] why this guy needs to be killed. Or, if he's not that bad of a guy, play up that he isn't that bad of a guy, maybe the PCs will be at least a little squimish over whacking him. You could have the PCs interact with him - perhaps during some sort of sporting event. Polo, or whatever the sport of kings is there. 1) Anarchist faction. This group is the most sympathetic to the people. They are a rebellious lot, on the verge of calling for a revolution. They receive a seat at the table in hopes of pacifying them; this group has several folk heroes the citizenry love. Think communists + Bono. 2) Faction of magic. Some sort of noble House known for their bindings/dealings with fiends, or their influence with the Supernatural (but not Primal spirits/elementals). They are creepy, dark and powerful. They were the ones who first bound the spirits to the Caliph's power, and maintain the power. 3) Spirit faction. This is a group who are closest to the spirits/elements (going so far as you might have some Half-elementals/genasi/whatnot as speakers). They represent the Spirits the caliph has the power to bend over a barrel. They are constantly looking to ease up the Caliph's power over them, or gain more power for less work. But they get a say because without it, the Spirits would revolt. 4) Merchantile faction. These are the guildmasters and major traders of the area. They are willing to throw money and gifts at anything to get their way. 5) Religious faction. Hardcore sect of the state religion. Or a hardcore sect of a popular benign religion. Like, assertive ascetics who want to get rid of all the decadence. Many of the nobles pay Lip Service to the religion, while the citizenry follow it, so they have power. They are constantly trying to get more. 6) Warlord faction. Anyone who has ever went to military school or trained in arms holds some loyalty to this group; they trained the military, the nobles who pretend to fight, etc. In their region, they are also rather tyrannical (to the point the Caliph allows). If these guys wanted to stage a coup, every person at arms would have to think hard who to side with. They get a seat at the table because the Caliph wants their loyalty. This just inspired me for an entire region of a campaign I may be running. SWEET. [/QUOTE]
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