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    Default Campaign Setting Events! [EMPIRE!, but not specifically so]

    This is a thread I am going to use to store a lot of events that can happen in a campaign world sometime during its run. There will be a post specifically made for events that can happen in any world, along with several posts with many events in spoilers. These events in the spoilerblocks are events that are going to pop up in the future in the EMPIRE! Community World-Building Game, so if you are player of EMPIRE! please do not read the contents of the spoilerblocks unless you're doing the round start post for that round and those events are part of it.

    Feel free to aid in brainstorming along to come up with events. If they are big ideas or you would prefer to keep them secret, just put them in a spoilerblock. Brainstorm, away!


    Contents:
    1. Events for any Campaign Setting.
    2. Events for any location, any time
    3. Events for a specific location, any time
    4. Events for any location, specific time
    5. Events for specific location, specific time
    6. Events upon discovery of region #X
    7. Events upon death of character X
    8. Events upon investigation of object X
    Last edited by Morph Bark; 2014-06-10 at 12:23 PM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Reserve un
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Any Time Events


    [#1-AT] Riots
    Spoiler
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    Trouble in [region name]! There are people rioting in the streets and demand their leaders take action! They want [thing]. If their demands aren't met, this could get out of hand.

    Roll 1d130 to determine the region number of the region this takes place in. If there is no region with that number, or it isn't controlled by a player (an NPC vassal to a player counts as being controlled by a player), disregard this event or substitute it with another of the Any Time type. If the region the number corresponds to has an underground region, flip a coin or roll a die to determine which of the two is subject to this event.

    If you roll this event and there were riots at the last round start that the player of the target region did not deal with, you can instead replace this event with a Rebellion (event #10-AT) in that region.

    What do the people want?
    Die Result
    Thing
    1, 2, 3 Food (can select specific type of food; other events in later rounds can turn this into an extra import necessity if this is not dealt with)
    4, 5 Luxury Items (some crafted goods as import; other events in later rounds can turn this into an extra import necessity if this is not dealt with)
    6 Booze! (importing alcohol can satisfy this, or organizing a festival)
    7 Freedom! (if the region is not the capital region of the country, there are people who want to become independent, if the region is a capital region, they want more say in government—since most people are uneducated farmers or hunters, they’re usually led by a wealthy merchant or upstart nobleman)
    8 Magic! (importing a supernatural resource will help, or, with GM approval, actual introduction of magic; if magic-users already exist in the country, a school for them or project by them being set up would be a good idea)
    9 War! (select target country historically disliked by the selected region’s country or the owner of a trade post in the region)
    10 War! (select target country that’s allied with the selected region’s country)

    You are free to fluff it a bit or provide small hints as to how it could be resolved. (Of course, the rioters could just be slaughtered, locked up, talked to diplomatically to calm them down and send them back to their fields, etc., at least if a definite solution is not available or the ruler thinks it might set precedent for the people to start demanding more.)

    Spoiler: Easy copypasta/fill-in
    Show
    Trouble in __________! There are people rioting in the streets and demand their leaders take action! They want __________! If their demands aren't met, this could get out of hand.



    [#2-AT] Conversion
    Spoiler
    Show
    Conversion! For some reason a bunch of people in a region decided they would really like to be part of this other religion. Perhaps it simply appeals to their sense of morality, perhaps it has historic value to them or perhaps they just have great parties. Roll a die (dX, where X is the largest number on the table below). Roll twice to get two of the following options. They can simply be copy-pasted.

    Die Result
    Event
    1 Zargrim now contains more followers of the Great Eel Spirit, Bori!
    2 Kasumor now contains more followers of the Great Eel Spirit, Bori!
    3 Shikurai now contains more followers of the Great Eel Spirit, Bori!
    4 Sah’raa now contains more followers of the Great Eel Spirit, Bori!
    5 Pavonia now contains more followers of the Great Eel Spirit, Bori!
    6 Novorogh now contains more followers of the Great Eel Spirit, Bori!
    7 Palas Caercia now contains more followers of the Great Eel Spirit, Bori!
    8 Guilder now contains more followers of the Great Eel Spirit, Bori!
    9 Guilder now contains more followers of the Council of Spirits! This is likely due to more contact with Domhan Abhaile having occurred the past decade.
    10 Lyradis now contains more followers of the Council of Spirits! The shamans from Domhan Abhaile seem to flourish in the lands of their liege.
    11 Lyradis now contains more followers of the Lord of Fire! Na’nuk traders and shamans have spread the word of Irfrin down south below the border of eternal snow, speaking of his warmth, which speaks to the Lyradissians.
    12 Wenyavuk now contains more followers of the Council of Spirits! Contact with Domhan Abhaile under the rule of the Serendels have opened up the Na’nuk to the Priomhcine’s practices. They have some desire for trade with the peaceful First People.
    13 Wenyavuk now contains more followers of the Doctrine of Frost! Some Na’nuk have taken to the teachings of Yphine, stating a desire to not get through the harsh winter and having lost faith in Irfrin due to eye witness accounts from the south from destructive fiery rituals.
    16 Wenyavuk now contains more followers of the Lord of Fire (Irfrin)! Some Na’nuk had strayed from the true path of his guiding light and warming heart, but they have returned to him.
    17 Krepida (P8) now contains more followers of the Lord of Fire (Irfrin)! Some Na’nuk have traversed more polar lands than just their native home, and the bonds they forged with others in the cold north have been ones of warmth.
    18 Bordeux now contains more followers of the Lord of Fire! The noblemen’s faith spreads slowly.
    19 Bordeux now contains more followers of Radurja! Looks like the trade of technology with Zhuang opened the pathway of knowledge other than scientific as well…
    20 Ashenia now contains more followers of Radurja! Looks like the trade of technology with Zhuang opened the pathway of knowledge other than scientific as well…
    21 Razdis now contains more followers of the Lord of Fire! How it happened exactly is unknown, but people suspect the Blazing Avatar or Paco were involved. Most dwarves regard this development with utmost suspicion, considering how fire tends to consume the precious breathable air down in the tunnels…
    22 Raaneka now contains more followers of the Hailings of the Silver Sea!
    23 Raaneka has seen the birth of a new religion! The followers of Grïendism strive towards physical perfection, revere the ritual power of dance, hold patience as a virtue and some whisper they may even value chastity. They are usually recognized by their wearing of slightly more clothes than other Raaneki, and wearing pendants of uncut gemstones polished with miracle pool water.
    24 Bor-Teire now contains more followers of the Lord of Fire! Looks like the heathen worship went underground for a while.
    25 Pontensulae now contains more followers of Ascension! A few storm berapi take well to a religion that features ‘rising up’ it seems.
    26 Solus now contains more followers of the Cult of the Sky!
    27 Glirfrey now contains more followers of the Hailings of the Silver Sea! Their angels are quite similar to the Silver Lady, apparently.
    28 Glirfrey now contains more followers of Ascension! Their angels are quite similar to the Silver Lady, apparently.
    29 Shengdi now contains more followers of Ascension!
    30 Wyrmar now contains more followers of the Cult of the Sky! Their angels are quite similar to the Silver Lady, apparently. Do the Wyrmar think themselves lizardfolk or something?! Well, with that kind of dry leathery skin…
    31 Campestrus Pratum now contains more followers of the Hailings of the Silver Sea!
    32 The Jeweled Cities now contain more followers of Radurja!
    33 The Jeweled Cities now contain more followers of Ascension!
    34 The Jeweled Cities now contain more followers of the Hailings of the Silver Sea!



    [#3-AT] Famine
    Spoiler
    Show
    Roll 1d130 to determine the region number of the region this takes place in. If there is no region with that number, or it isn't controlled by a player (an NPC vassal to a player counts as being controlled by a player), disregard this event or substitute it with another of the Any Time type. If the region the number corresponds to has an underground region, flip a coin or roll a die to determine which of the two is subject to this event.

    Spoiler: Easy copypasta/fill-in
    Show
    Oh no! Terrible weather and circumstance haven't done __________ much good. The crops have withered, the beasts have gone away, the farm animals have fallen deadly ill. Famine breaks out! The region produces no native Food resources for this round and acquires Food as a temporary extra import necessity.



    [#4-AT] Plague
    Spoiler
    Show
    Plague! Disease runs rampant throughout the land!

    Roll 1d130 to determine the region number of the region this takes place in. If there is no region with that number, disregard this event or substitute it with another of the Any Time type.

    Die Result
    Event
    1 ___________ suffers from an outbreak of Tellurian whooping cough! 1000 people have already died from it, and rumours say that one of the royal family members has caught it, too!
    2 ___________ suffers from an outbreak of malaroot! Victims mostly seem to be __________ and __________.
    (Select two of the following for victims: shamans, little girls, farmers, carpenters, lumberjacks, hunters, adolescent boys, nobles, courtiers, bards, innkeepers, maids, sailors, women of the night, men of the night, Amazonian mercenaries.)
    3 ___________ suffers from an outbreak of Pusdeath! Soon it will spread to its neighbours and trading partners…
    4 ___________ has been struck by demon fever! Luckily it’s not very contagious, but it is incredibly lethal to those it does not drive to madness. Few come out of it unchanged, their souls tainted and minds infected by unnatural evil. Rumours tell a [young/old] member of the ruling family has been affected as well…



    [#5-AT] Murder
    Spoiler
    Show
    Murder! Someone has been murdered! A red sun rises!

    Blood has been spilled this night. Someone has been murdered. Roll 1d130 to determine which region it occurred in. If there is no region with that number, or it isn't controlled by a player, disregard this event or substitute it with another of the Any Time type. If the region the number corresponds to has an underground region, flip a coin or roll a die to determine which of the two is subject to this event.

    Select a character from the ruling family who isn't the current ruler, select one of the ruler's friends, or make up a name and some info about a character, and have them be murdered. Describe how the body was found--or if the murder was witnessed (roll of 1 or 2 on a d6), describe the murder itself.

    If it's too hard to come up with something, or the idea of having a character killed in this manner disturbs you (characters who haven't gotten much screen time in roleplay threads are preferred for this event, or characters who have, but simply are old [70+ for humans]) disregard this event or substitute it with another of the Any Time type.



    [#6-AT] Theft
    Spoiler
    Show
    Select one of the countries/players in the game to be affected. There are handy lists for this by Wombat on the first page of the most recent Empire main thread.

    Die Result
    Event
    1 Word spreads in ___________ that a member of the ruling family had something precious stolen from them! It apparently concerns a piece of jewelry of high, if not sentimental, value.
    2 Word spreads in ___________ that a member of the ruling family had something precious stolen from them! It apparently concerns a weapon that has been passed down the royal family line for generations.
    3 Select one of the following:
    1. Word spreads in Kasumor that an artifact was stolen from the Academy of Culture and Prowess: an ancient brick of shintouite that used to be the foundation of a palace!
    2. Word spreads in Ashenia that an artifact was stolen from the University of Severikand: a black box that can project the vision of something unto a surface!
    3. Word spreads in Raaneka that one of the champion’s statues was stolen from the great stadium!
    4 Make up something about a case of theft about an ordinary citizen of the selected country.



    [#7-AT] Artistry


    [#8-AT] Games


    [#9-AT] Merchants


    [#10-AT] Rebellion
    Spoiler
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    Rebels have risen up in __________! They march upon the capital to seize it for their own and expel the lords and ladies who dare refuse and oppress them--they are the enemy, and demon-worshippers to boot!

    Roll 1d130 to determine the region number of the region this takes place in. If there is no region with that number, or it isn't controlled by a player (an NPC vassal to a player counts as being controlled by a player), disregard this event or substitute it with another of the Any Time type. If the region the number corresponds to has an underground region, flip a coin or roll a die to determine which of the two is subject to this event.

    The rebels are a small army, totalling 1d8x1000 troops, equipped with at least half the military technologies found in that region.

    Spoiler: Easy copypaste/fill-in
    Show
    Rebels have risen up in __________! They march upon the capital to seize it for their own and expel the lords and ladies who dare refuse and oppress them--they are the enemy, and demon-worshippers to boot! They are __________ in number and come equipped with __________.
    Last edited by Morph Bark; 2014-07-27 at 09:25 AM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Any Time, Specific Region Events

    #1 Gunung

    #2 Celero

    #3 Nyroth

    #4 Kasumor

    #5 Heartwaste

    #6 Woodwind

    #7 Calorum

    #8 Aloren

    #9 Genivana

    #10 Hrathan-Tuor

    #11 Raaneka

    #13 Lyradis

    #14 Guilder

    #17 Tekorva

    #18 Sympolemou

    #19 Domhan Abhaile

    #20 Bordeux

    #21 Sulvan's Fury

    #22 Ashenia

    #23 Crima

    #24 Tar

    #25 The Jeweled Cities
    Last edited by Morph Bark; 2014-08-01 at 06:09 PM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Any Time, Specific Region Events II
    Last edited by Morph Bark; 2014-07-10 at 04:58 AM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Specific Time Events

    These events tend to fall under the Other! category of round start posts.


    [round 28]
    Spoiler
    Show
    [b]470.1[/b] Murder! The Blazing Avatar is dead! Nissa Rodilsignya, daughter of the Woman of Shlyuz, lies dead and bleeding on the steps of the Blazing Temple of Calorum, stabbed thirteen times! Eye witnesses claim the killer attempted to sever her head, but was shot at by archers and fled, disappearing immediately after.

    [B]471.1[/B] Someone has opened the Bloodfire springs and set them on fire! 1d4 x 1000 people in the Heartwaste have died from the resulting fires and tremors. 2d4 x 1000 people in Eyrecradia have died from falling rocks and burning Bloodfire leaking down. Investigators have noted that some people working at the single operative Bloodfire spring have disappeared, along with a lot of gold and all their belongings. It is presumed they have taken a lot of Bloodfire with them, but it is unknown whereto.

    [B]471.2[/B] Assassination! The lord/lady of region d130 has been killed! Poison has been found in their last dinner. Oh, if only s/he hadn’t eaten the roast duck… (If it is the player’s only region, or it is an NPC region, make it a Murder [Any Time event #5-AT] instead. The lord/lady isn't the player's ruler, but a high-ranking person in that region, like a gouvernor, petty king, duke, count, baron, guildmaster or senator.)

    [B]472.1[/B] The Hai Vyuma found in Hrathan-Tuor seems to be acting overly sensitive to people's thoughts. They have begun to literally invade people's heads! Several people have been found suffocated, others with overflowing ears or molten eyes. Those who've come away with their lives initially have succumbed to the poisonous nature of the metal.

    [b]472.2[/b] Inigo of Guilder passes in his sleep, after an affliction struck him suddenly and ravaged him for a full week before death took him.



    [round 29]
    Spoiler
    Show
    [B]476.1[/B] There are zombies in the mines! A few hundred fiery zombies seem to wander around __________. (Pick three of the following regions: Shengdi, Solus, Alydaxis, Celero, Gunung, Mictlanpa, Tzalteclan, Razdis, Sulvan’s Fury, Keldagrim.)
    Last edited by Morph Bark; 2014-11-16 at 08:08 AM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Region Discovery Events

    [RD-72]
    Spoiler
    Show
    dundundunnn


    [RD-105]
    Spoiler
    Show
    HORDE! A horde of 30.000 demonic orc warriors descend from the mountains and invade one of the neighbouring (player) regions [pick a region]. If the player who discovered this region has a region bordering it, they invade that region. The leader of the demonic orcs has Military 10.

    Once they have been defeated and the region has been colonized, it has 125000 inhabitants, a Good supply of finagles, a Good supply of harmakrûl, a Good supply of wood and a Great supply of thispledrank. Ruins of a great city stand central to the region, with many temple complexes like fortified towns of their own within, dedicated to many dead gods.
    Last edited by Morph Bark; 2014-11-16 at 08:08 AM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Character Death Events
    Last edited by Morph Bark; 2014-06-22 at 04:42 PM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Investigation Result Events

    [I-430.2]
    Spoiler
    Show
    The result of investigation is roll-result dependent:

    <9: No leads have been discovered and the trail has gone cold.

    10-14: Leads have been found, but only one of the conspirators has been caught! Many tell there were more, and fingers point towards the Shaeldtaes themselves!

    15-19: Nearly all conspirators have been caught! The suspected general has been found guilty of high treason against the state, as well as three of his sons.

    20+: All conspirators have been caught! The suspected general has been acquitted, but his eldest two sons have been found guilty of high treason against the state. His third son has fled to Diamondhead, but has been found not guilty in his absence.


    [I-431.1]
    Spoiler
    Show
    The result of investigation is roll-result dependent:

    <8: No leads have been discovered and the trail has gone cold.

    9-12: Leads have been found pointing towards Dyamusen Ignato and his circle of friends! Much evidence has been found, but most of it appears circumstantial... at least at first.

    13+: Leads have been found pointing towards Dyamusen Ignato! Further investigation later shows that Dyamusen is completely innocent, and the trail continues onwards to merchants who became wealthy under the Ignato regime through trade with Hurosha and Celero and the recent developments have not been good to them. They are the masterminds, but several accomplices that they have from the former Imperial army are still at large.


    [I-433.1]
    Spoiler
    Show
    The result of investigation is roll-result dependent:

    <11: Dark shadows of huge size have been reported through the fog, but the sailors were too scared to further investigate.

    12+: Dark shadows of huge size have been reported through the fog. The sailors mustered their courage to press onwards and tell they have seen a dark looming figure the size of a small mountain--so they say--with a huge, bald, slimy head and clawed hands hanging from its face. Its many-mouthed breath smelled of death and its eyeless gaze made the fog feel heavy and colder than ice. It then sunk beneath the waves again, but the portents of doom have been clear... it will return.
    Last edited by Morph Bark; 2014-08-05 at 05:55 PM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Reserved just in case.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    So... Gonna post in spoiler blocks as these are things I'd like to be a surprise to as many people as possible. Morph, review at your leisure. Other EMPIRE! players, don't open this.

    Spoiler: Events
    Show

    1) A wandering preacher appears in a LoF majority country, preaching to the masses that he has had a vision of the future, and the world will burn. The Lord of Fire had judged the world to be faithless, and a will send a great inferno within 44 years to purge life from the planet. Those who commit ritual suicide by burning themselves will be cleansed of their sins and allowed to return to the world after it has been burned.

    Converts to this sect are encouraged to burn their families and friends, and then either burn themselves or if they are particularly selfless to become wandering preachers bringing the method of salvation to other areas.

    In reality, the preacher is a survivor of the Order of True Fire and any time one of his followers burns himself or another person, their soul dies and their inner fire is transferred to First Brother Adam. For the obvious purpose. Whether he completes his plan or not will depend on if/when the players figure out what's up. A battle on the spirit ship may or may not be in order.

    Additional cool idea for what could happen if Adam escapes: Lunakellai faces off against him aboard the spirit ship, but if unable to defeat him. Instead he forces both to reincarnate. Hilarity ensues. Only happens if the players don't figure out what's up or don't make any moves to stop Adam (since it's mainly my character). Basically, it allow a round two in the physical realm, where more players can participate, if no one is able to stop the plan.


    ...More when I think of more.

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: EMPIRE! Event Ideas: Read at Your Own Discretion
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    • Wives of Black - I've had the rough idea of a cult of followers of First Brother Adam rising up being an interesting concept, and have been thinking of them being the Cult of Black Adam, but that's far too obvious. After seeing Murgen's post on the Kina I finally clicked with what I feel is a pretty good set up. The Wives of Black rise as a separate group within the Children of Kina, being religious women who have pledged themselves in the service of the dark mother, or at least, that's what they're publicly claiming. They would be somewhat outwardly creepy but helpful, peaceful, dealing with the dead and seeing to the consolation of widows and orphans. The kind of stuff that would look bad if it got turned down, though they won't smear those who resist but it will certainly looks strange.
      Secretly they've come to venerate Adam, even coming into contact with him in the spirit world and have begun to do his bidding which would see their spread throughout the lands. Their orphanages are training armies, their dead care sees dark magics performed on the corpses attempting to raise another undead army or bring Adam back through a vessel/avatar. Eventually once they have a presence in enough nations they rise up with a variety of militants/zombies and attempt to summon Adam back into the material world. Success and further details pending what's going on at the time.
    • A new region is completely devoid of any population, a wasteland with no resources and possibly even 2 or more resource requirements. Claimed or not a few rounds after being discovered a great ball of green fire falls from the sky and lands in the center of the region. Whoever gains control of the region can investigate it and find out what it is. As to what it is that's still up in the air, but it should be something valuable. The idea of a dry patch of crappy land becoming a sought after battleground is intriguing I think.


    I thought I had more but I can't remember any of them, I'll be back if I think of any.

    Spoiler
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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Characters should have a higher mortality rate from being old, or a reason why they're alive so long if not, such as medicine, or racial feature.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: Another Event
    Show

    On discovery of a mountainous region that has a local sentient people, but not an organized country:

    The locals tell of a place of great evil deep in the mountains. It is, in fact, a giant rectangular piece of what appears to be highly reflective purple glass. Anyone approaching it hears deep disembodied voices chanting in their minds, and their reflections in the object distort and shift, taking on warped and demonic features. A mysterious blind shaman guards the site and warns passerby not to touch "The Mirror of Shadows."

    Upon investigation: touching the Mirror does absolutely nothing. However, anyone who stares into it for long enough becomes mesmerized and begins chanting in time with the disembodied voices. Should this happen the shaman will whack them on the head with his staff until they stop.

    If a person finishes the chant (takes about six minutes and tying down the shaman), they will be transported to strange ruin located inside an orb made of the same material as the mirror. Carvings in the ruin indicate it was once inhabited by dark-skinned humanoids with three horns and bat-like wings, but it is currently empty. Walking into the wall of the orb sends the explorer back to the mirror.

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: Map Region Event
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    So all the talk in the main thread about the desert of Pacifica got me thinking. It would be quite interesting I think to have a race of hive-mind bug-people living in the under regions of the desert. While I know adding NPCs isn't really something we're keen to do since doing so requires a consistent GM, I can't shake the idea that it would be awesome to have a giant underground empire nation composed of hives of bug-folk (for lack of a better term) They would be completely incapable of communicating in the trade language with any who disturbed them, would not be individuals but be directly commanded by their Queens who all worked in unison to keep their holdings running sharp, and would deem outsiders as simply pests that could be tolerated but could just as easily be destroyed depending how they interacted with the Hive.

    Being run solely on pheromones with only a few 'intelligent' members of their race, the Queens, it would mean they had very different desires and methods of interaction than a normal nation. Say you had a resource you wanted in a region that neighbored them, they would simply come and build their version of a trade post and start taking it with no intention of payment. If it was destroyed, they would rebuild it and if they were attacked the entirety of the Hive would come to bear down on the perpetrator.

    I don't have anything concrete, and as I said, I know adding nations isn't really what we should be thinking about but an "Empire" composed of a homogenous grouping of 4 or even 5 "Great Kingdoms" of bug people living under a massive desert as one Hive is just too cool to me for me not to suggest.

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    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: Artistry
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    Night after night in [insert region here] statues of former rulers have been appearing throughout the streets of the province(s) There seems to be no consistency with their order or style, some being cast from the finest gold and others of woven sticks and plants. While local authorities have attempted to catch the perpetrators they have not been able to apprehend the mysterious artist(s). Perhaps it shall end once all the rulers of [Region] have been accounted for, but then what to do with the statues themselves?


    Spoiler: Merchants
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    In the year [year before beginning of round] traveling bands of merchants begin to appear throughout Telluris, all bearing the same brightly colored banners and flags. They appear at least once in every major city calling themselves the Twice-Heeled Travelers of Telluris and speaking of a great festival of trade and revelry to come in [year at beginning of round] that all across the lands are invited to attend. Where it shall be held shall depend on where the Travelers all end up meeting up in but they assure those they do business with they shall be aware of where it takes place. [Region of Festival determined by die roll] Much of Telluris' population seems intrigued by the prospect of a new festival and the strange and unusual items brought by the Travelers has only furthered their interest in attending or at the very least getting some of the unique items the Travelers sold made available in their nation.

    ((Essentially an action post prompted event thread at it's most basic level. Some more complicated idea to layer on top of it would be giving the merchants a variety (say perhaps 5-10) stacks of various totally unique resources for nations to bid over to receive in perpetuity after the event. Another idea would be to have the event be a trap for some Red Wedding-esque shenanigans to be perpetrated by the Travelers which could be related to bigger happenings if so desired. I'm also thinking it might have some relation with the nomad rules and it could even be the nomadic Beregines that put this whole shindig on))

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    Amazing Avatar by Qwernt! Thank you!

    Quote Originally Posted by Kornaki View Post
    The whole world is held aloft by a dragon.

    That dragon? Held aloft by a bigger dragon.

    It's dragons all the way up
    Beat the bejesus out of a Paladin

  17. - Top - End - #17
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: Inspired event
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    So, I read this from way in the main thread:

    Quote Originally Posted by WaylanderX View Post
    The opposite actually, the Lord of Fire is considered an aspect of Ashmar, or rather an underdiety. Ashmar is all about Balance/Life, Progress and Prowess and governs the elements of Water and Air. Then you have the Ones who Guard, two underdieties: The One who Guards Earth and the One who Guards Fire (Aka the Lord of Fire in Hurosha's opinion). Ashmar rules and guides these two aspects to keep the balance of the world intact.

    That's the short version kinda.
    Now, given we've so far gone down the "All myths are true" route, it may be possible there is a earth counterpart to the LoF (even if the two aren't ruled by Ashmar, as always it's left up for debate).

    For Pit of Sudelphir or random other place event considerations. If around/below the Pit it could be linked to Hai Vyuma. What exactly it is or it would do, I have no idea. Maybe there's a ruined temple somewhere underground that could awaken it. Or something.

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    If Adam returns to exact vengeance, we could probably do something like this:



    I dunno, I just needed to post this somewhere.

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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    I wont read the spoilered stuff, since I like surprises. But I would suggest weather events:

    hurricanes / typhoons
    tornados
    massive electrical storms - lightning is a huge issue for wooden cities with any tall buildings. A lightning strike on a stone tower could ignite the wooden interior. It was so big an issue that it was the motivation for Benjamin Franklin's experiments with electricity, and his refusal to patent his lightning rod invention.
    wildfires - any region with open plains, or high mountains with forests would be succeptible.
    Floods - problematic for any city along a river without proper canals.
    Volcanic eruption.
    Dust / sand storms.

    and, of course, there are always brigands and pirates to deal with.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Spoiler: Monsters Of The Deeps
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    Eons ago, the Fae of Pavonia waged war on the monstrous Formor. With the aid of allies among the Young Races (humanity, Jaegerkin, and goblins), the Fae began to win the war. In desperation, the Formor invoked terrible and ancient magics to reshape their bodies, granting them the ability to live underwater as well as on land. The shattered remnants of the Formor disappeared beneath the Black Sea, and soon faded into legend.
    But now, they return. Legions of amphibious abominations rise from the depths, seeking to subjugate the land nations and crush civilization under their heel. There will be WAR!
    This would be most suited to take place in one of the lands that border the Black Sea (the one just south of Pavonia), but could in theory take place in any province that borders an ocean.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    Since it is quiet, I'll rehash my attempt at an unhappiness index.

    Spoiler: mechanics
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    Each region will have an Unhappines score. This represents the local populations dissatisfaction with their regent, their local authorities, and their life in general. The higher the Unhappiness, the more likely a population is to resist the rules of the regent. If the Unhappiness score is higher than the regents current Diplomacy, there is the chance for unrest. For fluff purposes, all unrest is stated to start at the beginning of the round, so that all actions taken in that round will affect it.
    Region Actions required
    Stable None
    Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Diplomacy 5+: spend an action, automatic success
    Widespread Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score+3
    Diplomacy 5+: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Revolt: Region raises militia as per military rules.
    Regent needs to spend military action to conquer.

    For each successful roll from the regent, the Unhappiness level drops one level on the chart. If the regent fails to address the unrest in that round, it automatically raises to the next level on the next round. For example, a stable region suffers a calamity, and there is the possibility of moving into the unrest level. A new regent spends an action and rolls, with a success. The region remains stable. If they fail, the move to unrest

    Once a region is stable, it remains stable regardless of the Unhappiness score, until something increases the Unhappiness score . It is possible for a canny regent to have stable popultions with high Unhappiness.

    Spoiler: Calculating Unhappiness Score
    Show

    Each region will have an initial Unhappiness score. It will be determined from the factors below.
    D.0 Diplomatic Event Unhappiness modifier
    D.1 New Regent 3
    D.2 New Regent native to that region -2
    D.3 New Regent not native to that region 1
    D.4 Regent has councilors native to that region -2
    D.5 Regent has councilors not native to that region 1
    D.6 Import requirement not met 4
    D.7 Import requirement met -4
    D.8 Import requirement met multiple times -1
    D.9 Import of goods a region currently exports 2
    D.10 Coronation celebration held -2
    D.11 Other celebration held in region -1
    C.0 Curiosity Event
    C.1 Region not capital region 1
    C.2 region not adjacent to capital region 2
    C.3 Region connected only by sea to capital region 3
    C.4 New Technology introduced to region -1
    C.5 New Technology created in region -2
    M.0
    M.1 Regent raises militia 3
    M.2 Regent raises 1 unit of troops 1
    M.3 Regent demilitarizes 1 unit of troops -2
    M.4 Military conquest of region 5
    M.5 Military conquest of region, but not this one -1
    M.6 Successful battle in region 2
    M.7 Unscuccessful battle in region -1
    M.8 Successful battle in a region, but not this one -2
    M.9 Unsuccessful battle in a region, but not this one 1
    F.0
    F.1 Regent not same religion as majority in region 3
    F.2 Regent not same religion as minority in region 1
    F.3 Regent has no professed religion at all 2
    F.4 Regent builds churches / encourages majority religion growth -3
    F.5 Regent builds churches / encourages minority religion growth -1
    F.6 Regent multiple-religion tolerant -1
    F.7 Religious celebration held 1
    L.0 Luck Event
    L.1 Population growth >10% -2


    Spoiler: Changes in Unhappiness Score
    Show

    By Random Events: The random events determined at the beginning of each round will now include a bonus or penalty to the Unhappiness score.

    By Regent action: Regents may cause actions that increase or decrease Unhappiness. Any decrease in Unhappiness does not generate unrest. Any increase might.

    By actions of another regent: Regents can, ;through their actions, generate unrest in another region. Political, social, and theological manipulations are possible. This requires spending an action to do so.

    The agitating regent rolls the 2d6+ the relevant ability (diplomacy, military, faith) against the opposing regents making the same roll. The agitating regent may attempt to hide their manipulation from the affected regent, but he or she will incur a -4 penalty to the roll. Agents, technologies, and other special abilities might also add modifiers.

    If the attempt is a failure, then the action is wasted, and the affected regent will be aware of the attempt. If the attempt is a success, then ½ the difference between the rolls is added to the Unhappiness score of the affected region.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    Quote Originally Posted by lt_murgen View Post
    Since it is quiet, I'll rehash my attempt at an unhappiness index.

    Spoiler: mechanics
    Show

    Each region will have an Unhappines score. This represents the local populations dissatisfaction with their regent, their local authorities, and their life in general. The higher the Unhappiness, the more likely a population is to resist the rules of the regent. If the Unhappiness score is higher than the regents current Diplomacy, there is the chance for unrest. For fluff purposes, all unrest is stated to start at the beginning of the round, so that all actions taken in that round will affect it.
    Region Actions required
    Stable None
    Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Diplomacy 5+: spend an action, automatic success
    Widespread Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score+3
    Diplomacy 5+: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Revolt: Region raises militia as per military rules.
    Regent needs to spend military action to conquer.

    For each successful roll from the regent, the Unhappiness level drops one level on the chart. If the regent fails to address the unrest in that round, it automatically raises to the next level on the next round. For example, a stable region suffers a calamity, and there is the possibility of moving into the unrest level. A new regent spends an action and rolls, with a success. The region remains stable. If they fail, the move to unrest

    Once a region is stable, it remains stable regardless of the Unhappiness score, until something increases the Unhappiness score . It is possible for a canny regent to have stable popultions with high Unhappiness.

    Spoiler: Calculating Unhappiness Score
    Show

    Each region will have an initial Unhappiness score. It will be determined from the factors below.
    D.0 Diplomatic Event Unhappiness modifier
    D.1 New Regent 3
    D.2 New Regent native to that region -2
    D.3 New Regent not native to that region 1
    D.4 Regent has councilors native to that region -2
    D.5 Regent has councilors not native to that region 1
    D.6 Import requirement not met 4
    D.7 Import requirement met -4
    D.8 Import requirement met multiple times -1
    D.9 Import of goods a region currently exports 2
    D.10 Coronation celebration held -2
    D.11 Other celebration held in region -1
    C.0 Curiosity Event
    C.1 Region not capital region 1
    C.2 region not adjacent to capital region 2
    C.3 Region connected only by sea to capital region 3
    C.4 New Technology introduced to region -1
    C.5 New Technology created in region -2
    M.0
    M.1 Regent raises militia 3
    M.2 Regent raises 1 unit of troops 1
    M.3 Regent demilitarizes 1 unit of troops -2
    M.4 Military conquest of region 5
    M.5 Military conquest of region, but not this one -1
    M.6 Successful battle in region 2
    M.7 Unscuccessful battle in region -1
    M.8 Successful battle in a region, but not this one -2
    M.9 Unsuccessful battle in a region, but not this one 1
    F.0
    F.1 Regent not same religion as majority in region 3
    F.2 Regent not same religion as minority in region 1
    F.3 Regent has no professed religion at all 2
    F.4 Regent builds churches / encourages majority religion growth -3
    F.5 Regent builds churches / encourages minority religion growth -1
    F.6 Regent multiple-religion tolerant -1
    F.7 Religious celebration held 1
    L.0 Luck Event
    L.1 Population growth >10% -2


    Spoiler: Changes in Unhappiness Score
    Show

    By Random Events: The random events determined at the beginning of each round will now include a bonus or penalty to the Unhappiness score.

    By Regent action: Regents may cause actions that increase or decrease Unhappiness. Any decrease in Unhappiness does not generate unrest. Any increase might.

    By actions of another regent: Regents can, ;through their actions, generate unrest in another region. Political, social, and theological manipulations are possible. This requires spending an action to do so.

    The agitating regent rolls the 2d6+ the relevant ability (diplomacy, military, faith) against the opposing regents making the same roll. The agitating regent may attempt to hide their manipulation from the affected regent, but he or she will incur a -4 penalty to the roll. Agents, technologies, and other special abilities might also add modifiers.

    If the attempt is a failure, then the action is wasted, and the affected regent will be aware of the attempt. If the attempt is a success, then ½ the difference between the rolls is added to the Unhappiness score of the affected region.
    This should be called Happiness instead of Unhappiness. Also, it definitely needs some positive levels as well.
    Perhaps some sort of bonuses against negative actions by foreign powers or some such would be appropriate for positive happiness scores.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    Quote Originally Posted by Rizban View Post
    This should be called Happiness instead of Unhappiness. Also, it definitely needs some positive levels as well.
    Perhaps some sort of bonuses against negative actions by foreign powers or some such would be appropriate for positive happiness scores.
    I went with unhappiness to keep the modifiers simple- higher number is higher unhappiness and becomes a higher number to beat on a Diplomacy roll.

    If I tried to make it a happiness, then the lower it got the more unhappy people would be, but then how do I mecahnically turn that into a 2d6+Diplomacy roll for comparison.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    Quote Originally Posted by lt_murgen View Post
    I went with unhappiness to keep the modifiers simple- higher number is higher unhappiness and becomes a higher number to beat on a Diplomacy roll.

    If I tried to make it a happiness, then the lower it got the more unhappy people would be, but then how do I mecahnically turn that into a 2d6+Diplomacy roll for comparison.
    0.is "neutral". Positive is "happy". Negative is "unhappy".

    You could have a set TN for modifying Happiness.
    Negative scores give a penalty to the roll.
    Positive scores require something additional to improve beyond just an action (such as luxury resources).
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    Quote Originally Posted by Rizban View Post
    0.is "neutral". Positive is "happy". Negative is "unhappy".

    You could have a set TN for modifying Happiness.
    Negative scores give a penalty to the roll.
    Positive scores require something additional to improve beyond just an action (such as luxury resources).
    That might work, but it would require me re-figuring math behind the entire concept. The idea is that the happy/uhappy score is less important than the Stable / unrest / widespread unrest / revolt level. You would only need to roll when 1) something makes the populace more unhappy and 2) the unhappiness score is > the regent's diplomacy. This way, high diplomacy regents are less likely to have revolts.

    This is by region, not by kingdom. The larger the kingdom, the more likely it is that SOME region will be disaffected. So I want to keep the bookkeeping simple.

    I could adapt the idea, where the base is the regents Diplomacy, and you add happy stuff and subtract unhappy stuff. If the number ever gets to 0 or less, then you get into the unrest. But then that becomes one more number that needs to be reviewed each round and the tables adjusted. Also, I didn't want the regent to get out of unrest just by doing ANY diplomacy action- just specific ones to the area.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not spSince it is quiet, I'lecifically so]

    LATEST UPDATES:

    added more events, based on feed back.

    Spoiler: mechanics
    Show

    Each region will have an Unhappines score. This represents the local populations dissatisfaction with their regent, their local authorities, and their life in general. The higher the Unhappiness, the more likely a population is to resist the rules of the regent. If the Unhappiness score is higher than the regents current Diplomacy, there is the chance for unrest. For fluff purposes, all unrest is stated to start at the beginning of the round, so that all actions taken in that round will affect it.
    Region Actions required
    Stable None
    Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Diplomacy 5+: spend an action, automatic success
    Widespread Unrest Diplomacy <5: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score+3
    Diplomacy 5+: spend an action and roll 2d6+ Diplomacy against 2d6+Unhappiness score
    Revolt: Region raises militia as per military rules.
    Regent needs to spend military action to conquer.

    For each successful roll from the regent, the Unhappiness level drops one level on the chart. If the regent fails to address the unrest in that round, it automatically raises to the next level on the next round. For example, a stable region suffers a calamity, and there is the possibility of moving into the unrest level. A new regent spends an action and rolls, with a success. The region remains stable. If they fail, the move to unrest

    Once a region is stable, it remains stable regardless of the Unhappiness score, until something increases the Unhappiness score . It is possible for a canny regent to have stable popultions with high Unhappiness.

    Spoiler: Calculating Unhappiness Score
    Show

    Each region will have an initial Unhappiness score. It will be determined from the factors below.
    ref. EVENT UNHAPPINESS MODIFIER
    D.0 DIPLOMATIC EVENTS 0
    D.1 Import of 2 extra luxury items (extra food, drink, cloth, furniture, incense, dyes, etc) -1
    D.2 Import of goods a region currently exports 2
    D.3 Import requirement met -4
    D.4 Import requirement met multiple times -1
    D.5 Import requirement not met 4
    D.6 New Regent 3
    D.7 New Regent Coronation celebration held -2
    D.8 New Regent native to that region -2
    D.9 New Regent not native to that region 1
    D.10 Other celebration held in region -1
    D.11 Regent has councilors native to that region -2
    D.12 Regent has councilors not native to that region 1
    C.0 CURIOSITY EVENTS 0
    C.1 Region not capital region 1
    C.2 region not adjacent to capital region, but has land route to it 2
    C.3 Region connected only by sea or buy sea/land combination to capital region 3
    C.4 New Technology introduced to region -1
    C.5 New Technology created in region -2
    C.6 Project construction in region 1
    C.7 Civil project completed in region # round/2 *-1 (round up)
    M.0 MILITARY EVENTS
    M.1 Regent raises militia 3
    M.2 Regent raises 1 unit of conscript troops 1
    M.3 Regent demilitarizes 1 unit of conscript troops -2
    M.4 Military conquest of region 5
    M.5 Military conquest of region, but not this one -1
    M.6 Successful battle in region 1
    M.7 Unscuccessful battle in region 2
    M.8 Successful battle in a region, but not this one -2
    M.9 Unsuccessful battle in a region, but not this one 1
    M.10 Regent raises 1 unit of professional troops -1
    M.11 Regent demilitarizes 1 unit of professional troops 2
    M.12 Pirate attacks on coast / shipping 2
    M.13 Regent spends action to send Navy against Pirates -2
    F.0 FAITH EVENTS 0
    F.1 Regent not same religion as majority in region 3
    F.2 Regent not same religion as minority in region 1
    F.3 Regent has no professed religion at all 2
    F.4 Regent builds churches / encourages majority religion growth -3
    F.5 Regent builds churches / encourages minority religion growth -1
    F.6 Regent multiple-religion tolerant -1
    F.7 Religious celebration held -1
    F.8 Religious repression with military in region 3
    F.9 Religion repression with military in another region 1
    L.0 LUCK EVENTS
    L.1 Population growth >10% -2


    Spoiler: Changes in Unhappiness Score
    Show

    By Random Events: The random events determined at the beginning of each round will now include a bonus or penalty to the Unhappiness score.

    By Regent action: Regents may cause actions that increase or decrease Unhappiness. Any decrease in Unhappiness does not generate unrest. Any increase might.

    By actions of another regent: Regents can, ;through their actions, generate unrest in another region. Political, social, and theological manipulations are possible. This requires spending an action to do so.

    The agitating regent rolls the 2d6+ the relevant ability (diplomacy, military, faith) against the opposing regents making the same roll. The agitating regent may attempt to hide their manipulation from the affected regent, but he or she will incur a -4 penalty to the roll. Agents, technologies, and other special abilities might also add modifiers.

    If the attempt is a failure, then the action is wasted, and the affected regent will be aware of the attempt. If the attempt is a success, then ½ the difference between the rolls is added to the Unhappiness score of the affected region.
    [/QUOTE]
    Last edited by lt_murgen; 2014-08-19 at 11:31 AM.
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Round 23 Ridovo Events

    Spoiler: Ridovo Events!
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    3000 fanatics rise in Valterre. They call out “Kangei Ridovo!” and try to occupy important tracks of land. (Militairy score 5, TN to beat 21)

    3000 fanatics rise in Discordia. They call out “Kangei Ridovo!” and try to occupy important tracks of land. (Militairy score 6, TN to beat 22)

    2000 fanatics rise in Genivana. They call out “Kangei Ridovo!” and try to occupy important spiritual sites. (Militairy score 7, TN to beat 22)

    Fanatics stir up the general populace in the Glass Isles, preaching revolution and trying to knock over the current regime.

    In Ashenia, a minority of “Jaaku Na” spawns. This religion focuses on ritualistic self-mutilation and worshipping the so called “Pristine Black Souls”.

    In Guilder, a minority of “Jaaku Na” spawns. This religion focuses on ritualistic self-mutilation and worshipping the so called “Pristine Black Souls”.

    Letters have been intercepted all over Telluris, written in the same handwriting of the “Friend” that wrote letters of warning and requesting troops. These letters are more disturbing, detailing so called “Corrupt Souls” and the harnessing and most disturbing, resurrecting of said souls.
    Last edited by WaylanderX; 2014-08-23 at 01:21 PM.
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    Intersex

    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Dear round opener for Round Twenty-Three,

    The Sovereign Principality of Niskovia have been investigating Vatn-Dauths, and I have a predetermined thingy it'd be nice if it was included. In case it isn't though, I did send it off to Kitsanth.

    Spoiler: Steam Power & Vatn-Dauths Project Completion
    Show
    The Niskans discover a rather unexpected property of Vatn-Dauths in their first successful tests of drawing energy from it. When Haljan minerals or metals are not present, Vatn-Dauths eventually becomes regular water which is perfectly safe for drinking (though not very tasty). At the bottom of the container lies a burnished gold residue like sand... This is entirely mitigated by placing certain amounts of stone or minerals in Vatn-Dauths after harvesting as the Haljans seem to have taken to doing. Also of note is the fact Vatn-Dauths steadily becomes thicker when heated too much, however this was only discovered during experiments involving the very hottest of forges and is unlikely to become an issue during use as an energy source.


    Kind Regards,
    Rain Dragon

    EDIT - Typo
    Last edited by Rain Dragon; 2014-09-04 at 02:37 AM.
    I go by they/them/their or he/him/his pronouns

  29. - Top - End - #29
    Ettin in the Playground
     
    Elemental's Avatar

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    Sep 2011
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    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    This are just a suggestion I came up with when conversing with Rain Dragon.
    We have a number of NPC Vassals running around, the exact number eludes me, and it seems to me unusual that they never uncover new resources, improve old ones, or advance technologically.

    Perhaps a couple of events with a low chance could resolve this issue?
    I propose that said NPC Vassals have a ten percent chance to discover a resource in one of their regions, or if all their regions have maximum resources then a randomly selected resource is upgrade from good to great. In addition, they should be granted a five percent chance to discover a random technology based on the technologies possessed by them and their liege. To prevent a vassal discovering ten technologies in a row, there should be a period following their discovery in which they are unable to make any new ones.
    All numbers are just suggestions, but I think this should prevent vassals from stagnating unnecessarily.
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  30. - Top - End - #30
    Ogre in the Playground
     
    lt_murgen's Avatar

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    Feb 2012

    Default Re: Campaign Setting Events! [EMPIRE!, but not specifically so]

    Quote Originally Posted by Elemental View Post
    This are just a suggestion I came up with when conversing with Rain Dragon.
    We have a number of NPC Vassals running around, the exact number eludes me, and it seems to me unusual that they never uncover new resources, improve old ones, or advance technologically.

    Perhaps a couple of events with a low chance could resolve this issue?
    I propose that said NPC Vassals have a ten percent chance to discover a resource in one of their regions, or if all their regions have maximum resources then a randomly selected resource is upgrade from good to great. In addition, they should be granted a five percent chance to discover a random technology based on the technologies possessed by them and their liege. To prevent a vassal discovering ten technologies in a row, there should be a period following their discovery in which they are unable to make any new ones.
    All numbers are just suggestions, but I think this should prevent vassals from stagnating unnecessarily.
    Not to be contrary, but to expand on the theme. If there are chances of good things happenening, could there be a chance of bad things? Say a 5% chance of that region becoming unstable politically, and requiring the Leige to stabilize it next round?
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