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How powerful do you normally make champions of nations?
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For those who might be unaware of what I'm referring to, champions are usually the strongest non-PCs in certain nations that aren't neccesarily enemies to the player characters (unless the PCs directly mess with them or someone they're protecting such as a king or noble) nor are they neccesarily world warping characters like Demon Lords or Ancient Dragons.

The Monster Manual comes with one default NPC named Champion to serve this sort of role more or less, with said NPC being CR9.

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It really depends on the nation and the lore of the world.

If it's a small poor nation that's under protection or supported by a more powerful one there wouldn't be much reason for the nation to be home to many really strong fighters or mages.

On the other hand a small nation that's constantly under threat with a strong military and the need for powerful magic is going to spend a lot of resources attracting and training really powerful people.

A nation that just places a huge value on research, piety, or learning is probably going to have some really powerful clerics, wizards, artificers, or archivists.

A large nation with a big population and strong trade relationships is going to have the space and resources to build a lot of different military and educational venues, and the likelihood of them developing a few really powerful bloodline or cult, related characters (sorcerer, bard, warlock, &c) is going to be pretty high.

So it really depends on what the lore of the world dictates. There were a couple really good splat books and setting books in D&D 3.5 that dealt with this type of world building extensively: - Cityscape - Stronhold Builder's Guidebook

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1 year ago