Over the DM's Shoulder

Showing posts with label city. Show all posts
Showing posts with label city. Show all posts

Thursday, July 17, 2025

Flags of the Cities of Evanoch

So many details of everyday life are taken for granted in tabletop games. Until recently, I never took the time to plot out what the solar system that contains my homebrew setting is like. Until recently, I did not think too hard about the social expectations that cultural groups carry with them. And likewise, it took me years and years of writing about my homebrew setting and inspiration from my best friend to start working out who the powerful and renowned people are in my homebrew setting. These are big things. But small things slip by too--until very recently, I hadn't really thought about flags in my setting at all. It made sense that they would exist, but I never really imagined what they would be. And I'm very pleased to say that putting together these flags--one for each of the ten major cities in my homebrew setting--to the point that there was some real glee in designing them. So without further ado, here are the flags, what they are supposed to represent, and how they are produced. 

An edit of the map I recently made with the flags added.






Wednesday, March 1, 2023

List of Interesting Cities

One of the most exciting things as a player is visiting a captivating new place. These can take the form of amazing natural wonders, fascinating cities, and so much more. But building an interesting place from the ground up takes work. So I've created a list of interesting cities you can adapt to your game with just a bit of work. Please enjoy (and use) these cities!


1. Brewer's Dam

This city is situated at the end of a large lake partially created by the dam they built there. But rather than damming the river that runs through the lake and building nearby, the original settlers conserved wood by building the city into the dam itself. Over time, intricate loch systems have been built along the mouth of the river with floating neighborhoods connecting the halfway point of the lake to the city on the dam proper. On the ground at the dam's edge is a small outpost for travelers who find the floating inns to be unnerving, and the city's public office is located there for diplomatic matters, but aside from that, the entire city of Brewer's Dam lies on the foundation of the dam or on floating platforms connected to it. The woods nearby which had been cleared have mostly regrown now, and travelers who arrive in the dark often don't realize that there was a city there at all. Fish are cultivated, and foragers search the nearby woods for supplemental food. Rumors say that the scientists in Brewer's Dam are on the verge of harnessing water-power. 


2. Sky Bridge

This city took nearly three centuries to build, consisting of four tall towers which extend high into the sky. Each tower is made of alternating living quarters/shop accommodations and strengthening brick layers, and every few floors is a bridge to the adjacent towers to upper and lower levels as well as direct links across. Spiraling walkways with safety walls along the outside have been built around the outsides of the towers, allowing more direct transportation up and down. Neighborhoods are formed by tower and floor allegiances. The higher the home or business, the higher the respect afforded to it, and in fact, the highest level is occupied by Sky Bridge governmental officers. Because there is little ability to sustain the city through agriculture, the citizens of Sky Bridge have a complex system of trade relationships that keep the city reliably supplied with enough food for its citizens. Denizens of the lowest levels of the towers have largely resorted to hunting and gathering outside the tower rather than pay the notably high food price. 


3. Freedom Island

This city is a massive boat towing a series of smaller boats, each outfitted to carry the citizens and the necessary supplies to survive at sea. The main ship was to be the first of several like it to haul huge shipments around the continent, but when the first ship was quickly captured by pirates, the company producing the ships reconsidered, and the pirates' crew has managed to evade naval law for decades. Thus, the ship (renamed Freedom Island by its commanding crew) has remained a roving city on the sea, occasionally anchoring near land for personnel changes and supply trades. To sustain its people, Freedom Island has constructed mechanical improvements to standard fishing gear, allowing them to hook and land larger fish than conventional fishing allows for. The pirate crew in charge of Freedom Island maintains that it is an anarchic state with no governmental structure, but they also concede that all citizens of Freedom Island are considered liable for the defense of it against foreign powers. 


4. Lanshire-Down-Below

There are ghostly stories of Lanshire-Up-Above, the town which appears to be perfectly preserved and yet is totally absent of any life. It's a place that children dare one another to go, and one where they frequently fright before the dare is complete. It would not be so if they knew of Lanshire-Down-Below, a perfectly identical city built exactly underneath its surface sister city. Some legends say that the cities were built together, and others claim that one of the cities came first, though they disagree about which one. All that is certain is that one specific closet door in Lanshire-Up-Above hides a trapdoor which leads to a long, winding tunnel that ends in that same closet, but in Lanshire-Down-Below. Through that passage, the people of Lanshire-Down-Below occasionally contact the outer world for emergencies, but mostly, they stick to themselves, paranoid of surface dwellers' motives. They harvest mushrooms and lichens in the caves where they reside, and they hunt the dire creatures who live there too. 


5. The Failsafe

In the days of long-gone history, there was nearly world domination by [whoever you want, but let's say "elves" for this example], who at the height of their power built a series of forts. One was intended to endlessly defensible, a fortress that would never fall. It was called The Failsafe, and it was built at the center of the continent, where it would give the elves a permanent foothold away from their home territory. When eventually the period of war became a period of peace, the Failsafe's purpose was largely forgotten by its mostly new inhabitants. The fortress itself is a series of circles:

Failsafe as seen from above.

As you can see, an assault on the central fort of the city would involve fighting through three more walls as well. The city that has sprung up around the old fortress is a series of neighborhoods which utilize the former defenses into housing and businessfronts. No special needs for food are required, as the Failsafe is surrounded by lovely farmland. 


6. Kettleford Range

There are certainly cities along the mountain range, and even a few that make homes of plateaus along the range. But none have made use of the range itself like Kettleford Range. This city is built upon terraced foundations cut into the mountain range with great ramps stretching from the ground up the mountainside. The buildings (and the terraces they rest on are perfectly level, an achievement by the builders that cut the city into the mountainside. While many buildings are constructed of brick or wood atop the terraces, a great many that lie closer to the back walls of the terraces are cut directly from the mountain itself--that is to say, the buildings there are actually connected to and made of the same stuff as the ground. Kettleford Range stretches along over a mile and a half of the mountain range, and careful efforts at growing crops on newly terraced areas is proving effective enough that the city can reduce its reliance on hunting the native animals. 


7. Dijum

[Note: This city is taken directly from my homebrew setting.] Deep in the grasslands lies a massive rainforest, complete with humid, warm climate, exotic plants and animals, and towering trees. This rainforest is home to a great proportion of the unique wildlife in the world and is known as treacherous to travel through. In the center of this rainforest is a great lake, Lake Chalba. And in the center of Lake Chalba is an island, most of which is covered by the city of Dijum. Lake Chalba is considered to be a holy site of the beginning of sentient life, and Dijum has become the center for the pilgrims who go there. These pilgrims must first face the dangerous rainforest, but the city of Dijum within is calm, accepting to strangers, and idyllic. And yet threats from outside, from those who would threaten the peace and prosperity of Dijum do exist, and a collective of concerned citizens patrol the rainforest to tend to wounded travelers and keep an eye out for those who may jeopardize the city. Foraging provides all the city needs for food. 


8. Valcora

Off the coast are the volcanoes. Some say that their eruptions formed the continent we live on, but across the water lives a city unafraid of the volcanic activity. The city of Valcora rests on a plateau halfway up the highest of the volcanic peaks. The newly-built city was warned against by many, but a mass of headstrong builders and adventurers made their way across the sea in great boats carrying supplies, and though it took a generation, the city was built. It's rested there for a while--long enough for people to become complacent. They've become a trade powerhouse to accommodate for their diets, as nothing grows on the volcanic ground, and have adopted a fairly public system of distributing food fairly. A Valcora scientist says that the volcano may erupt in the near future and needs help investigating how to prevent it--your party can help. 


9. Desert Rose

The desert stretches for miles and miles in every direction, and practically no life grows anywhere in it. Anywhere except the Desert Rose, a sprawling city founded in the middle of a great oasis. Enormous farms span out from the city, a scattered collection of wooden, stone, and canvas buildings. Despite the hardness to come by certain materials, the city has gotten by on a sense of ingenuity and persistence. Many common items which have been difficult to get in the middle of a desert have been approximated with makeshift inventions and substitutions, such as the use of bone as a structuring material in place of wooden beams. And though the physical structure of the city may be modest, it provides a great many social amenities that other communities aspire to, such as a public playhouse, a library, and full school. The only real difficulty in Desert Rose is that the desert lies between two warring factions, which puts it between enemies in a lot of situations. 


10. Hapsfield

Most cities in this region tend to show off their use of nature in building their cities, but Hapsfield had different plans. The eccentric and very rich founder of Hapsfield absolutely detested the presence of plant matter on streets or horse droppings in public, so he insisted that all non-humanoid life in the city limits must be artificial only. At first glance, Hapsfield is a beautiful city with trees and flowers planted everywhere. But closer inspection reveals that each tree is a preserved tree cut off at the roots, each flower and leaf made of cloth. But even closer inspection shows that there indeed are animals in Hapsfield--birds in nests in trees, rabbits peeking out of bushes--only to see that even these are taxidermied and posed to look natural. Everything else about Hapsfield seems fairly normal, but the eerieness of the lack of life is hard to ignore for many visitors. Accordingly, the people who stay in Hapsfield tend to be the ones who have been there a while, where visitors seem to shy away pretty quickly. As a result, the population in Hapsfield has slowly declined, and there is considerable speculation in nearby towns on what will happen with its founder passes away. 



That's ten unique cities you can use in almost any context in your games. We've all done the same few "cool ideas" before, so why not try these twists? You never know what these ideas might add to your game or how your players will enjoy exploring a new place. 


Monday, September 5, 2022

Diplomatic Situations of Cities in My Homebrew Setting

One of my favorite types of stories to tell in tabletop games are stories about diplomacy. Diplomatic stories have the capacity to feature lots of roleplaying, loads of rich storytelling, and plenty of room for players to define the story by their actions. But diplomatic relations are complex, and understanding your whole gameworld can be even more complicated. That's why I'm building a profile on the major diplomatic issues facing each city in my homebrew setting; I want to be able to draw on any and all of my major cities for potential campaigns. 

To work on these ideas, I will be drawing from my previous work. My earlier profile on politics in each major city will give me a better sense of diplomacy. This is one of the many benefits of doing homebrew work; it continues to enrich the work you do in the future. Read on for information on each of the ten major cities with diplomatic efforts. 



Mishara:

The elven capital's diplomatic relations are marked by attempts at continent-wide leadership--current elven diplomat Giriel Lassikin serves as an elder whose main work is to help other governments develop systems of government similar to the elves'. The closest relationship with another government is with Finiel, which is largely elven and half-elven, and Finiel's people are also the closest geographically to Mishara. Because elves prefer a more hands-off style of government, much of Lassikin's work centers on creating minimal public structures and trusting that society will work most things out. This mindset has translated into a continent-wide taste for minimal government intervention. 

Most recently, Lassikin was involved in mediating a dispute between New Dalton and Vestry, a disagreement over ownership of a parcel of land between the two major cities. Lassikin surprised most people by siding with New Dalton, a move that went against most opinions on Evanoch and one which many say reflects the elves' lack of concern about Daltoners and their imperial aims. As a result of Lassikin's involvement, the small settlement of Cloud's Landing has transferred control of the lumber industry from the gnomes to the Daltoners. 

The current goals of Lassikin as diplomat include: keeping trade and immigration open, as Mishara's rarely-changing population needs constant refreshing to keep the economy moving; spreading elven arts and crafts across the continent, as elves consider a cultural dominance the most important kind; and preventing the orcs from establishing a true foundation as one of the most prominent groups in Evanoch, a reflection of their embattled past. 


Kruush: 

The diplomatic situation of the orcs is quite strange by Evanine standards. Orcs traditionally have not used diplomats; conflicts of state were usually decided by combat. However, in recent years, an unofficial team of orcish diplomats has come about. This team is led by Wriren Rurt, a wise woman from a small community who sensed the importance of larger communities after encountering diverse communities outside of the orcish lands. Rurt leads a team of eight other diplomats who cycle through the other major cities as is necessary to keep the other diplomats happy. Rurt's main goal is to establish a way for orcs to answer the cultural presence of the elves, their mortal enemies. 

Most recently, Rurt has sent a team of orcish craftspeople to small, struggling communities across Evanoch; the goal has been to help develop more efficient methods of tending to basic needs, increasing the amount of free time available to people in those communities. Rurt considers this improvement of general quality of life to be a vital effort which is even more important than establishing some manner of dominance over the other cultures. Of note in these efforts are the introduction of easy-to-grow nutritional crops, lower-heat smithing, and a method of building fires which sustains heat and light for longer. Notably, none of Rurt's team remains in Kruush, all choosing instead to work outside the city. 

The current goals of Rurt include demonstrating that orcish communities have grown past combat-driven ways of life, an effort to make the orcs more a part of modern life; an attempt to spread traditional orcish healing efforts (which are among the most effective of all chemical healing); and trying to counter the narrative about orcs that elves have pushed for generations, claiming the orcs have been misrepresented and misunderstood for centuries if not millennia. 


Underhar: 

The dwarven capital's diplomat, Gordon Ironhands, is perhaps the most famous diplomat in Evanoch, mostly because he rose to prominence at a young age and has remained in the public eye as a force for multicultural assimilation. This is perhaps ironic, as Ironhands' work in Underhar has been organized around efforts to keep traditional dwarven practices alive even as he argues that other cultures should be inspired by the rest. Ironhands' most famous ideals come in the form of championing efforts from history which were not popular in their time, but which have become more timely in recent years; the best example of this is the dwarven rehabilitation of small community organization over more centralized governance. 

Most recently, Ironhands has agitated in the conflict between nearby cities Torga and New Dalton--New Dalton has claimed ownership of the former human settlement near Torga, but Torgans have argued that because Fieldsburg (the deserted Daltoner settlement) was an origin for the modern city, it is rightfully theirs. Ironhands has risked destabilizing a consistent relationship with New Dalton to advocate for Torga, a city which has been strengthening its relationship with Underhar in recent generations. Under Ironhands' watch, Torga has been able to transition between leaders without interference from New Dalton. 

The current goals of Ironhands include spreading knowledge of dwarven history, which he claims holds answers to essentially every modern problem; advocating for the existence of democratic governments abroad even as he supports limited voting in Underhar; and supporting the goals of the city of Vestry, as gnomes and dwarves have one of the strongest inter-cultural relationships of any two groups. 


Vestry: 

The gnomish capital of Vestry's diplomatic team is relatively small, but it is carefully organized in such a way that they are able to canvass the entire continent of Evanoch. Led by Leonara Bidibidin, a former tinker, the gnomish diplomats consider their work on a much broader scale than most diplomats. Bidibidin is especially respected for her close attention to detail--meetings with gnomish diplomats are said to last hours and hours as the diplomat carefully lists dozens and dozens of issues to discuss. Gnomes take special interest in advancing socially progressive ideas in the general public, particularly the measures believed to make Vestry the success it is today. 

Most recently, Bidibidin personally trained her fellow gnomish diplomats in the art of reasoned debate, a form of argumentation which most people consider a joint invention of elves and gnomes; as a result, gnomish diplomats are able to engage in deeply logical arguments about the future of Evanoch, and this training has already yielded results as mid- to small-sized settlements have increasingly converted to gnomish policies in an effort to replicate Vestry's success. 

The current goals of Bidibidin include spreading formal education to all corners of the continent, especially among the increasingly industrialized world of today; maintaining peaceful relationships with other cities, including mediating in response to conflicts that do not involve gnomes; and working to popularize the socialist form of government, which has positioned gnomes as the economic powerhouse of the continent as well as a sanctuary of political freedom. 


Curagon: 

Although the halfling capital has no official government, the halfling population has created much of what is considered the art of diplomacy. The Academy of Diplomatic Arts and Sciences in Curagon is the site where future diplomats from all over Evanoch assemble to learn the finer points of mediating between powers. There is no official leader of the Academy or Curagon's efforts; instead, individual diplomats determine their goals independently and seek them on their own or through loose affiliations with other diplomats. Halfling diplomats have overseen all of Evanoch's major conflicts and advances in the last 700 years, beginning of the Treaty of Caspian Ardor.  

Most recently, halfling diplomat Joan Axle negotiated a dispute between Ringsdale and Talon Gorge; Ringsdale's government was moving to take advantage of Talon Gorge during its recent instability, and Axle quickly identified the issue and stepped in while Talon Gorge's diplomatic team was indisposed. Thanks to Axle's work, Ringsdale went from attempting to pillage the city to investing in rebuilding it--Axle's argument that having a powerful trade partner would outweigh the short-term benefits proved highly successful with Ringsdale's leadership. Talon Gorge has since appointed new interim diplomats to serve until a new team can be trained at Curagon's Academy. 

The current goals of halfling diplomats are diverse: Hillis Puddle's efforts to incentivize the sharing of private information for public use via publicly-funded rewards, which has already increased understanding of many of the sciences; Xena Rosebud's efforts to ease tensions between elves and orcs, including building a multicultural center which houses displays of things that elves and orcs have in common--word of mouth has spread quickly, saying the experience is too intense to describe; and Brent Quill's efforts to organize regular conferences to which delegates from all major cities are able to address issues--attendance at early events was small, but has grown considerably and now has delegates from 7 of the 10 settlements on this list (New Dalton, Ringsdale, and Mishara not granting attendance). 


New Dalton: 

The capital of humans from the island of Dalton is known in the diplomatic world for its cantankerous attitude and its refusal to participate in most diplomatic efforts. The one official diplomat of the city, Ethbert Connagan, has gotten involved in the issues that directly impact the city's interests, mainly in the form of working with other governments to advance trade. To this end, Connagan has been responsible for a good deal of the city's recent prosperity, but relations with other cities is at a low not seen since Dalton was still actively attacking Evanoch. Of particular note is the gradual loss of control over Torga in recent generations to Underhar's; many blame Connagan's lack of attention to Torgan matters. 

Most recently, Connagan has turned his attention to smaller settlements which had previously escaped his notice, investing in the towns to grow them and then claim massive profits when the towns become larger, more profitable settlements. These settlements' growth is accentuated by the fact that most all of the invested-in settlements are quite close to New Dalton, and mapmakers have struggled to keep up with the rapidly-changing landscape of the area around the city. Leaders of the towns that Connagan invested in tend to feel strong-armed into unfavorable terms on their deals. 

The current goals of New Dalton diplomatic efforts include weakening the political and economic strength of neighboring cities to ease the agenda of acquiring small towns; continuing relations with the government remaining on the island of Dalton, often noting what to send back to the homeland; and generating goodwill with nearby bandit camps rather than eliminating them to reduce spending on guards outside of the city. 


Finiel: 

Finiel holds the great honor of having the most peaceful history in the history of any of the major cities in Evanoch, and many attribute this to its symbiotic relationship with Mishara. Mishara has always loomed over Finiel, and no army has been bold enough to threaten retribution from Mishara's trained warriors. Finiel has a small team of diplomats: a permanent diplomat stationed in Finiel, one to Mishara and one to Talon Gorge across the Empira Sea, as well as diplomats which serve pairs of cities and territories (Curagon and Kruush, Underhar and Torga, New Dalton and Ringsdale, and Vestry and the northeast). Together, these diplomats have kept Finiel in the good graces of essentially every major city.

Most recently, Finiel home diplomat Xirsen Ingersoll hosted an event in which all cities of the northern half of Evanoch (Mishara, Talon Gorge, and Vestry) met to discuss issues facing the region. The meeting had noteworthy results, including a pact to reduce houselessness in their cities and to strengthen efforts to trade together at lower taxed rates to increase trade. Already, a flood of new goods have spread across the north, and Ingersoll is already organizing a similar meeting for all diplomats in the western half of Evanoch (Mishara, Talon Gorge, Curagon, and Kruush) to address similar issues. 

The current goals of Finiel are to educate foreign diplomats on peace talk methods and how to convince even hostile governments to discuss matters civilly; to stimulate trade and diplomatic relationships with the distant island of Fanin, which has been largely ignored by other governments; and to publicly advocate for more culturally inclusive societies, especially in view of the increased movement between cities in recent generations--Finiel diplomats seek to create more open spaces with diverse temples and neighborhoods.


Torga: 

Torga's past (being a conglomeration of three distinct settlements that joined hundreds of years ago) has always made is sensitive to the governments that gave the city its foundation. Kruush's distance has meant that orcish sensibilities have fallen from grace, and so the struggle exists largely between the humans from nearby New Dalton and the dwarves from nearby Underhar. However, recent trends have leaned towards a dominance of dwarven ideas, and a very recent change in government has seen Torga take a more independent step away from the larger governments. New Torgan politics have emphasized loosening the reins of a strict government and increasing trade with smaller settlements around the southeast coast. 

Most recently, Torga's traveling diplomat, Joshua Steelbeam, pioneered a program of bringing the leaders of smaller settlements that have significant problems to the leaders of major cities. This effort was originally intended to give a voice to often-overlooked towns, but Steelbeam quickly realized that small-town problems could be easily solved by larger towns so long as their was a reason to get involved. As a result, Steelbeam has become something of an advocate for smaller settlements in the southeast and has needed to sustain good standing with the nearby governments he works with, namely Underhar, New Dalton, Curagon, and Ringsdale. 

The current goals of Torgan diplomacy are split between traveling diplomat Steelbeam and home diplomat Peter Sullivan, and their efforts include: Sullivan's talks with labor unions and company heads to negotiate issues that had formerly led to violent strikes, and which are still underway with many waiting eagerly for a result; Steelbeam's work with Underhar to develop an alternate land route between the cities, as shipping on the Decax River that links them becomes impossible during flooding seasons; and Sullivan's efforts to open trade with new, developing cities by paying trading vessels to make extra stops--this model has also returned some modest profits to the city. 


Talon Gorge: 

Talon Gorge was, until recently, a city marked by being the last real monarchy remaining in Evanoch, but recent events have turned it into a democratically-elected council. One of the first moves of that council was to completely revise the kingdom's position on diplomacy; former King Trombull was a leader who focused entirely on his own domain and ignored others. New leadership has appointed a number of new, unconventional diplomats who are more interested in having clear understandings of other diplomats' positions than diplomacy's flowery language often allows. The council says that by year's end, there will be a full-time diplomat appointed to every major city. 

Most recently, Torga's home diplomat, Rilg Wrent, has been involved in the selection of his fellow diplomats. Wrent has controversially chosen diplomats with a variety of political leanings and diverse backgrounds, perhaps most famously former lutist Henrietta Werner. Despite the public discussion concerning Wrent's methods, the diplomats of nearby cities have already begun to take Talon Gorge delegation much more seriously, and governments in Finiel and Vestry have been important in the city's continued rebuilding efforts. 

The current goals of Talon Gorge diplomats are still being developed, but they largely consist of: working as a team to come up with a common strategy and common vision for Talon Gorge diplomacy, a process that involves a great deal of discussion and finessing; reaching out to governments like Vestry and Ringsdale to make amends after generations of nonexistent relations; and brainstorming what strategy might convince the New Dalton diplomatic team to accept a visit from the Talon Gorge team--they want to revisit a trade relationship that once exist but has fallen to the wayside in recent generations. 


Ringsdale: 

Ringsdale's diplomatic situation is informal at best; the industrial city's government poses no laws, but instead allows citizens to bring situations in front of judges, all of whom have been voted the most important minds on the issues they govern. (A matter of business law is determined by a business lawyer of high regard, moral issues are brought before a professor of ethics, and so on.) Because the government is so functionally-oriented, the head judge in Ringsdale (Edmund Yorke, the head of the Ringsdale Labor Union) does not have real power to appoint a diplomat--the duty is simply not within his duties, at least unless a citizen brings diplomacy to a judge. As a result, Ringsdale does not have official diplomats. However, one concerned citizen, a former judge of justice named Annabel Freeman, has taken it upon herself to represent the city to other leaders when appropriate, but she has been unable to make significant gains without proper support from the government in terms of financing and information. 

Most recently, Freeman managed to broker a truce between two neighboring cities, Chldlph and Tronz--Freeman managed to convince the two cities to retreat from escalating tensions and reconvene later. In this later meeting, Freeman appealed to the leaders of the cities and managed a peace agreement. People in Ringsdale have been incredibly appreciative of this, as it is widely believed that armed conflict would have robbed Ringsdale of the resources they get from Chldlph and Tronz (stone and livestock, respectively). This led Yorke to announce publicly that he would certainly appoint Freeman if ever someone brought the matter to him, suggesting that he would create a diplomatic post if given the chance. 

The current goals of Ringsdalian diplomacy include Freeman's intention to create a relationship with Underhar to the south and Vestry to the north--the only fledgling relationship currently existing is New Dalton's attempt to control Ringsdale; Yorke's stated interest in making trade from small surrounding towns easier by introducing legal decrees that would govern negotiations; and the general public's repeated cries for representation for the lower classes in government, which has led to a proposed plan for working with other governments to do the same. 



There you have it. While my politics profile previously gave me a great idea what the major issues in each city are, these diplomatic issues have allowed me to zoom in and deal with the really granular issues are when it comes to relationships between cities are. Not only have I developed my world in more detail, there are a few dozen beginnings for campaigns in this information. An in-depth diplomatic campaign could draw on all matter of the ideas presented here, and now I can easily run that kind of campaign with just a bit more preparation. As always, building my world's detail has given me considerable benefits. 

That's all for now. Coming soon: alternative rewards to loot, how to find the right group for you, and how to handle romances in-game. Until next time, happy gaming!

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