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wanted: king. must be patient, wise and able to speak directly to a god..
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<blockquote data-quote="Henry" data-source="post: 1226288" data-attributes="member: 158"><p>Clay, I've been inspired by you to change the entire nature of my campaign world! My players will have you to thank for it! Thank you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>-----------</p><p></p><p>Seriously, it's usually political maneuvering or force of arms (or both) that determines it in my homebrew campaign. However, there are only three or four kingdoms - the rest is just wild land, and the occasional city-state. </p><p></p><p>One kingdom/city-state is ruled by a combo of merchants and a war captain - anything that turns a prophet, particularly slavery of humans and gnomes, is fair game.</p><p></p><p>One nation is a confederacy of city-states with common ideology - they govern themselves, but contribute to a mutual fund for things like trade roads and defenses.</p><p></p><p>One Kingdom is traditional divine right, supported by several knightly orders and wizards and clerics. So that's the only real "king & queen" to speak of.</p><p></p><p>Finally, there's one that exists as a democracy ENTIRELY WITHIN a dormant volcano - but is so remote that most people don't even know or care it exists.</p><p></p><p>The rest is a hodgepodge - dictatorial pirate-holds, communal hamlets, iron grip city-states with locks on trade, and wilderness forts who make their own law.</p></blockquote><p></p>
[QUOTE="Henry, post: 1226288, member: 158"] Clay, I've been inspired by you to change the entire nature of my campaign world! My players will have you to thank for it! Thank you! :D ----------- Seriously, it's usually political maneuvering or force of arms (or both) that determines it in my homebrew campaign. However, there are only three or four kingdoms - the rest is just wild land, and the occasional city-state. One kingdom/city-state is ruled by a combo of merchants and a war captain - anything that turns a prophet, particularly slavery of humans and gnomes, is fair game. One nation is a confederacy of city-states with common ideology - they govern themselves, but contribute to a mutual fund for things like trade roads and defenses. One Kingdom is traditional divine right, supported by several knightly orders and wizards and clerics. So that's the only real "king & queen" to speak of. Finally, there's one that exists as a democracy ENTIRELY WITHIN a dormant volcano - but is so remote that most people don't even know or care it exists. The rest is a hodgepodge - dictatorial pirate-holds, communal hamlets, iron grip city-states with locks on trade, and wilderness forts who make their own law. [/QUOTE]
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wanted: king. must be patient, wise and able to speak directly to a god..
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