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I'm wondering something for my campaign setting: How do

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I'm wondering something for my campaign setting:

How do fantasy governments try to deal with these giant monsters/spirits/hordes/whatever when there are no adventurers to hire? Do they try to co opt them, like giving them reserved seats in a Parliament? Convince the Dragons to vote regularly?

Or do they just ignore it until it goes away? Or something else?
>>
Generally its assumed that the wilderness is either tamed or its not. if its tamed it basicly means that the cities and roads to cities have been made safe trough willpower and large amounts of local genocide (except its warranted mostly).

Unless a tarrasque or lich decides to stroll by, mankind is very good at stripping magic of surrounding areas to make it safe. Atleast in fantasy settings.
>>
>>54323515
I never got how human settlement somehow decreases the magic of an area.
>>
>>54323529
Its not really that they decrease it, more that they tame it and push it away. Humans have one good thing going for them when it comes to survival: adaptability. If magical shit is detrimental to it (such as it is when dealing with spirits and owlbears and other sundred things) then we'll find a way to fix it ASAP.
In most fantasy settings that means taking the bullshit and pushing it away or taming the wildness and putting it under the thumb of humanity.
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>>54323283
Literally just send the army after them. Do court mages not exist?
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>>54323575
What would happen if a society can't push the magical things away?
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>>54323610
Then it either adapts into a barbaric kill-or-be-killed society where only the strongest, swolest bastards survive, they fuck off or they just die.
Generally humans have a leg up due to being there for as long as the other magic shit giving them a running start, however if it comes to conquering new regions it can be quite interesting.
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>>54323593
Im thinking these are straight up potentially existential threats, like a powerful Lich. Or something that would cause a pyrrhic victory and thus invite neighboring realms to invade, thus weakening their position more than ignoring it.
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>>54323659
>giant monsters/spirits/hordes/whatever
read the OP you faggot
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>>54323672
My point is this would be a threat that sending in the army isn't likely to be all too effective in the long run given it'd potentially weaken the state too much.
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>>54323708
read my post. i never said anything about the army. i specifically said mages because they are more suited for supernatural threats. even a special forces unit would be able to handle them.
>>
>>54323729
Thats what the adventurers are for thats the problem. Big dangerous threats can really only be countered by heroes that go agaisnt the grain. People made of a different material than your standart soldier or peasent. Thing is, when you include magical threats in a world, humans are fucked. The only advantage humans have is being able to learn magic but mainly, how it works.
If that dosent work well, adventurers is who you call onto. they may not generaly be noble but they get the job done or die trying.
>>
>>54323778
>he doesn't know what special training is
It's incredibly easy. Train capable people in the military to be court mages and those that can't use magic to be specialists in the military.
>People made of a different material than your standart soldier or peasent
that's not how fucking reality works. training is always going to be more important than whatever """talent""" headcanon you have.
>The only advantage humans have is being able to learn magic but mainly
DEPENDS ON THE SETTING
>adventurers is who you call onto
not really, stop trying to force "muh adventurers"
>they may not generaly be noble but they get the job done or die trying.
fuck off, you obviously haven't read the OP or any of my posts. don't bother replying.
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>>54323283
I'm now imagining a Dragon in the House of Lords, mostly absent in voting but when he does come out you know its serious shit.
>>
>>54323283

Two words.

> Court
> Ninjas
>>
>>54323283
With armies.
>>
>>54323778
All you need to be a Cleric or a Mage is some study. Given a standard feudal society, many young men go into the Priesthood as a way of getting a stable life and an education, which leads to these kingdoms being protected by vast and powerful religious orders like the Catholic Church. Though not everyone involved in a monastery will have class levels, they're institutions that churn out people capable of gaining them.
>>
>giant monsters

20 men with crossbows and 10 with polearms will be able to kill most things that are not impervious to crossbow bolts/absurdly quick.

>spirits

Get a wizard/cleric to fix it

>hordes

Your stereotypical undisciplined humanoid monster horde would not do so well against a castle or a decent medieval army unless its many times larger. The most important thing for resisting a heavy cavalry charge is discipline and organisation.
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>>54324016

Bingo.

'It's a threat enough to kill eight men!'

Then send nine. Dumbass.
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>>54324776
But what if you dont' have 9 men?
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>>54323283
In my setting after a continent wide war, where magic was used to devistating effect, the human city states have finally united as a single kingdom that has inhibited magic users with collars at birth. Fast forward another 100 years and the current king has outlawed the practice of adventuring, as it produces "demigods" that are beyond the control of anyone. Humans have also mastered the use of Golems
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>>54327464
>In my setting
stopped reading there
>>
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>>54327651
Ok?
>>
>>54327651
>
Stopped reading there.
>>
>>54326070
If you don't have twenty good men, you can forget about having a government.
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>>54327651
This is literally a world building thread
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>>54327464
What counts as adventuring, though? Like, how you police exp giving activities in practice?
>>
>>54323283
>Do they try to co opt them, like giving them reserved seats in a Parliament?

I'm upset no one ever does this. Fantasy realm politics sounds like it'd be a pretty fun game.

Just imagine all the racial politics and dog whistling.
>>
>>54323283
non-adventurers can be pretty powerful too.
Mercenaries, guards, etc.
Thread posts: 29
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