Gaming is gaming, and all posts are welcome; that's my understanding, anyway. It's been years since I homebrewed anything for a tabletop game, though. I created a couple of regions-- not whole worlds, just sub-continents-- that were designed for political intrigue. Accepting quests from one local leader would impact your reputation with their rivals, and throwing your support behind a single leader would lead to a variety of crises mid-campaign, depending on their agenda. For example, Alder Goldflagon was a dwarven merchant and aggressive expansionist. Backing his policies would piss off the wood elf faction, and they would respond by refusing to give traders safe passage through the region's dangerous forests.
Unfortunately, I got a group of players who just wanted to do hack & slash dungeon crawling, so the intrigue was completely wasted on them. That's why, most of the time, I stick with pre-written materials and just improvise a bunch to suit the group's play style.