You’re right, maybe I should give them a few more political hit points. I have issues with railroading, so you can probably think this through better than me.
Mostly helping with exploration and various non-war skirmishes. Every nation is vying for as much territory and resources as possible, so kings and nobles are going to pay a lot to say, clear a cave system of kobolds or take over a mountain dungeon from a lich.What sorts of adventures do you envision the players going on (pre-war, that is)?
Well... there’s a single human nation with a government-in-exile off continent and a single on-continent city-state which is basically ignoring the original government. There’s also a ton of denominations of only three pantheons, as well a bunch of secret organizations like a necro-army and such. But I’ll keep that in mind, I definitely think I need a lot more factions for my elven democracy.
Nope.- Are these nations all equally lawful?
The orcs here are actually refugees pushed out by Goliath invaders, so they’re seen as savage invaders by the “civilized” races. I’ve never really liked the concept of bandit gangs in high fantasy though, seemed so anachronistic.You don't have chaotic evil orcs, but do you have bandit gangs?
Yes, actually.Elven death squads killing journalists for an autocratic regime?
Dunno about that, but seems cool so I should probably go through my MM again.Manticores who enjoy disemboweling their prey and then playing jazz trumpet to entertain the target while they bleed out?
It’s Halfling, but they stopped after they bombed their magical metropolis by accident and now it’s the headquarters of the undead army.A gnomish Manhattan Project?
One of my churches is about treating religion like a bargain or business, so that’s actually a very good idea.A church full of life clerics who kill some of their acolytes every year to ensure scarcity of clerical healing, thus commanding higher rates?
Mostly what I wanted to do was enhance stereotypes, by giving them reason to exist in the world like in the default setting but also subverting it.You can do a lot with groups of people who either don't conform to or actively subvert archetypes.
Thanks for the answer, I’ll keep that in mind.- Finally, to actually answer your question, it's very much dependent on group. Hell, sometimes it's dependent on the day - if someone's had a terrible week and they are not here for complex political machinations tonight, it can really crimp things. You can still run a group of murderhobos in an intrigue-heavy setting, though. For an example, look at how you would run a murderhobo group through Eberron or Ravnica. That's where you can really leverage intrigue or political actors as patrons for the party, and the murderhobos start to look like highly skilled mercenaries or retainers for a lord, who tolerates their disruptions because darn it, they're just really, really good at their jobs.
I play 3.5e, so don’t really know about that. I... guess that could work?I'm curious - why can't you have chaotic paladins? I mean, how else would you characterize Ancients or Vengeance Paladins (assuming you're playing 5e here; if I'm wrong, let me know).
Mostly it was the halflings accidentally detonating a Locate City on their magical capital. The gnomes are really downtrodden in this world because they weren’t included in resistance talks during the fall of the last great empire, so don’t have their own nation.