These events are invoked by a GM at the beginning of a turn, representing the passage of events which could potentially affect actions taken by the kingdoms of a realm, benefit those waging a war, or devastate a prosperous kingdom in the midst of a golden age. Events come in two varieties, Minor and Major.
Each turn, roll a 1d12. On a result of 1, a Major Event occurs. 2 - 4 is a Minor Event. 5 - 12 nothing occurs.
After determining if the Event being rolled is a Minor or Major Event, roll the dice required and consult the charts for Minor and Major Events below.
For the first 5 turns of the game, events do not occur. After an event is triggered (be it minor or major), 6 turns must pass before the next event. If an event is not triggered, roll at the beginning of each turn like normal.
Minor Events encompass occurrences which are not damaging or threatening to a kingdom's long-term well-being, but can be a nuisance or require action so such a problem doesn't escalate into something much worse.
A group of local thugs have decided to try and attack citizens and extort travelers attempting passage within kingdoms. The GM chooses a random square in each kingdom. A group of bandits (either from the same group or different groups; GM choice) appear. They are a Troop of Infantry with Light Melee Weapons and no armor, and do not possess the Well-Rounded ability.
There are reports of an animal attacking citizens, the livestock of farmers, or generally terrorizing individuals. Choose a kingdom at random, that kingdom has a rampant animal attack. They appear in a random square (GM's choice) and are a Troop with the following statistics:
Base HP: 6
Equipment: Natural (+1 Base Damage)
Overland Move: 1 sq. | Combat Move: 6 sq.
Base Defense: 6
A monster or group of monsters has opted to attack a kingdom's citizens; the reasons are unimportant to the grand scheme of things. Choose a kingdom at random, that kingdom has a monster issue in a random square (GM's choice) and are a Troop with the following statistics:
Base HP: 8
Equipment: Natural (+2 Base Damage), Thick Hide (+1 Base Defense; factored in below)
Overland Move: 1 sq. | Combat Move: 5 sq.
Base Defense: 7
A group of rebels are displeased with the way things are in a kingdom, and seek to start a rebellion. Choose a kingdom at random, and the rebels appear within that kingdom in a random square (GM's choice).
Ridding these rebels requires one of the following; Stability check, Negotiation check, or Military check. The TN for success is 22.
Which stat is used determines the actions which take place. One check can be made per square the rebels occupy. Unless otherwise stated, multiple checks cannot be made against the same square.
Stability
Critical Failure: Citizens begin to agree with the sentiments of the rebels. Crime increases by 4, and the rebels spread to another square.
Failure: Citizens have mostly ignored the actions of the rebels, but otherwise do not oppose their opinions. Crime increases by 1.
Success: The rebels are eradicated from the square by the citizens running them out of town, and their fringe ideology dies with them.
Critical Success: Citizens show discontent not for the kingdom, but the rebels, siding with the kingdom and eradicating the rebels from the square. Their fringe ideology dies with them, and the kingdom's Crime decreases by 5.
Negotiation
Critical Failure: Those sent to negotiate and debate with the rebels are made a mockery of. Prestige decreases by 4, and the rebels spread to another square.
Failure: Debates between those sent to negotiate and those opposing them have mostly been in a standstill. Nothing occurs.
Success: Those within the rebel's ranks begin to see the wrongdoing of their ways, and they disband from the square.
Critical Success: Those sent to negotiate make a fool of those who would dare rebel against the kingdom. Prestige increases by 5, and they disband from the square.
Military
Critical Failure: Law Enforcement sent to deal with the rebels are unsuccessful, and the show of force only damages the kingdom's reputation. Prestige decreases by 4, and the rebels spread to another square.
Failure: The rebellion is put down, hard, and the brutality of the Law Enforcement causes citizens to begin to sympathize and agree with the rebels. The rebels in the original square disband, and two more take their place in nearby squares.
Success: Citizens are generally ambivalent to the Law Enforcement putting down the rebels. They are disbanded from the square, and Crime decreases by 2.
Critical Success: Citizens are fervently opposed to the rebels, and even help the Law Enforcement to deal with them. They are disbanded from the square, Crime decreases by 4, and Prestige increases by 2.
A dangerous cult opposed to the main religion of the land appears. Choose a kingdom at random, and the rebels appear within that kingdom in a random square (GM's choice). Ridding these rebels requires a Religion check. One check can be made per square the rebels occupy. Unless otherwise stated, multiple checks cannot be made against the same square.
This is a TN 20 check.
Critical Failure: The cult's influence spreads to other individuals, and spreads to another square.
Failure: Though the cult's influence does not spread, it does not dissipate either. Nothing occurs.
Success: The cult's influence dissipates from this area, and the cult is disbanded from the square.
Critical Success: Not only is the cult's influence put down, but the gods are pleased with these actions. The cult is disbanded from the square, and the kingdom gains 1 Piety.
The kingdom fails to yield any meaningful production, though it does not lose any through any means of economic failure. Choose a kingdom at random. The kingdom doesn't receive any additional wealth this turn. Upkeep costs must still be paid as normal, as well as any other costs which may be required.
Devotion is not with this kingdom, and the townsfolk are losing faith. Choose a kingdom at random. The kingdom doesn't receive any additional piety this turn, and cannot spend any this turn.
Criminals run amok, and though the law is catching up with them, more criminals arrive as soon as one is caught. Choose a kingdom at random. The kingdom doesn't receive any additional prestige this turn, Crime is increased by 5, and Unrest is increased by 5.
A serial killer runs amok in a kingdom, and is evading capture. Choose a kingdom at random. Crime is increased by 5, Unrest is increased by 5, and a Military check must be made at the beginning of that kingdom's turn.
The TN for this check is equal to 14 + current Unrest.
Critical Failure: The killer strikes again. Crime increases by another 5, Unrest increases by 5.
Failure: No clues lead to the capture of the killer. They are still at large.
Success: The killer is caught, Crime is decreased by 5 and Unrest by 5.
Critical Success: The killer is caught and the Law Enforcement is seen as heroes. Crime is decreased and Unrest is decreased by the amount that was added by the Serial Killer.
There is a thief running amok, stealing from individuals within the kingdom. Choose a kingdom at random. Decrease Wealth by 5, and the thief isn't caught. After which, no more Wealth is lost on subsequent turns.
The kingdom's citizens go through a period of xenophobia and isolationism, cutting off trade and contact with the outside. The kingdom cannot affect squares outside of their own unless the kingdom is already at war. If they aren't, they cannot wage war. This only lasts 1 turn.
Major Events encompass occurrences which are immediately threatening to a kingdom or multiple kingdoms well-being, and can spell doom for those within one.
One of the kingdom's Heroes they built become a Villain instead. The character is now controlled by the GM.
A mysterious individual creates and follows through with a dark ritual in order to enact chaos within the world. All kingdoms increase Crime by 5, increase Unrest by 5, remove 1 Piety.
A mass disease spreads from kingdom to kingdom, killing many individuals. It ravages the population, killing all of those unprepared to deal with it. Each Kingdom rolls an unmodified 1d12.
The TN for this check is 23.
Critical Failure: 1/2 (rounded down, minimum of 1) of the kingdom's squares are affected by the plague. Crime increases by 10, Unrest increases by 10, and Prestige decreases by 10.
Failure: 1/4 (rounded down, minimum of 1) of the kingdom's squares are affected by the plague. Unrest increases by 5, and Prestige decreases by 5.
Success: The kingdom goes unaffected.
Critical Success: The kingdom goes unaffected.
This epidemic lasts for 3 turns, spreading to one adjacent kingdom square per turn until the end of the duration.
A noble, vassal, or other rich figure within each kingdom in charge of wealth decides to pocket money they weren't supposed to. An Intrigue check can be rolled to figure out the culprit. Each kingdom loses 15 Wealth however they have the chance to regain this through their Intrigue check.
The TN for this check is 20.
Critical Failure: Not only has the culprit managed to evade capture, but it turns out they took more money than was initially thought. The kingdom loses 15 more Wealth.
Failure: The culprit manages to evade capture and leaves the kingdom with the money embezzled.
Success: The culprit is found and jailed, and the 15 Wealth is recovered.
Critical Success: Not only is the culprit of the embezzlement caught and jailed, but a bunch of embezzled money is found and added to the kingdom's wealth. Recover the 15 Wealth, and gain 30 Wealth after that.
Each kingdom has a small subset of soldiers discontent with their position, and wanting a better life away from war. All kingdoms lose 1 Troop from their total amount of Troops. If a kingdom is currently engaged in war when this occurs, they lose 2 Troops instead.
A subset of soldiers from their home kingdoms have become turncoats for another kingdom, siding with them and not their rulers. Kingdoms currently engaged in war lose 1 Troop, and this Troop becomes an enemy Troop aligned with the enemy. If the Troop being lost is currently banded with other Troops, they disband and form in an adjacent square as an enemy Troop. This enemy Troop is controlled by the GM.
Minor earthquakes or disturbances with the group such as from weather events cause the terrain across the lands to be difficult for travel. Overland Movement is impossible for 1 turn unless the Troop attempting to move is Flying.
Worse than a cult of heretics, a prophet claiming to be aligned with one of these cults shows themselves. In each kingdom, a Villain shows up who receives the following trait free (and is built by the GM).
Name: Miracle Worker (Misc)
Prerequisites: Villain, Heretical Prophet event occurs | Price: Free
Description: The Heretical Prophet is not only able to cast spells as per the Spellcasting trait, but also spreads their faith like a wild fire. This begins in a random square within the kingdom, and for every turn that the Heretical Prophet is alive it spreads to one adjacent square. The Heretical Prophet has his own Troop which he commands with its "Capital" counted as the first square it spread to.
If a Heretical Prophet is killed and their total squares controlled is equal to or less than half the kingdom's size, all of their squares revert back to the original faith. If the amount of squares is greater than half the kingdom's size, it will continue to spread until the kingdom manages to roll a successful Religion check on their turn (one can be performed per turn).
If all of the kingdom's squares are controlled by the Heretical Prophet, the dominant faith of the kingdom is changed to that of the Prophet's, lose all Piety, and the ruler must either change faiths, publicly acknowledge the faith's legitimacy, or face Civil War.
The GM chooses a random Forest or Jungle square on the map, and this terrain catches on fire. Each turn for 3 turns it spreads to one adjacent square before dissipating. If there is rain or snow when the flash fire occurs or after it starts, it is immediately ended. Areas scorched by the fire become Flatlands, and any wildlife or buildings within the area (if it belongs to a settlement) is destroyed.
Seasonal depression begins to kick in either due to a lack of sunlight (as is the case with Winters) or due to other reasons (such as constant bad weather or poor crop gains), leaving the citizens upset though not angry at their rulers per-say. At the beginning of the turn, each kingdom reduces the amount of Wealth gained per square on their turn by 1 (minimum of 0). This only lasts for 1 turn.
A Villain makes a name beyond just one kingdom, having made themselves known to the public as a force to be reckoned with. The GM chooses a currently uninhabited square. This square becomes ruled by the Villain, creating a pseudo-kingdom which is owned and ruled by them, although the area serves more as a base of operations for them and their men. They receive 5 Troops to start with, and 40 Wealth.
This functions as the Minor Event Fringe Rebellion except the amount of squares affected is equal to 1/4 of the kingdom's size + 1 (minimum of 2).
This functions as the Minor Event Fringe Cult except the amount of squares affected is equal to 1/4 of the kingdom's size + 1 (minimum of 2).
This functions as the Minor Event Fringe Protest except the amount of squares affected is equal to 1/4 of the kingdom's size + 1 (minimum of 2).
Each kingdom is suffering from some sort of economic plight be it due to a general shortage of labor, resources, or other such reasons. Each kingdom loses 1 Wealth per square they own rather than gaining Wealth through taxes, and must still pay upkeep. If this would reduce a kingdom to 1 Wealth or below, it stops at 1 Wealth.
Each kingdom is suffering from a lack of faith from their citizens, and the clergy is suffering because of this. Each kingdom loses 2 Piety. If this would reduce a kingdom to 0 Piety or below, they instead lose 5 Prestige for each Piety point beyond 0 they would lose.
A hired killer lurks in the shadows, looking for their time to strike...Each kingdom has a single assassin present within them who has a specific target (up to the GM). After 3 turns, the assassin will reveal themselves and make an attempt on the individual's life. The kingdom rolls an Intrigue check in response.
The TN for this check is 24 + current Unrest.
Critical Failure: The assassination goes through with the killing, the Law Enforcement none the wiser as to who committed the act. The individual target (either a Hero or Vassal) is slain.
Failure: Though their target is saved before they can die, they were brought to the brink of death and the assassin escapes undetected.
Success: An individual is there at the right time, catching the assassin before the deed can be carried out and slaying them on the spot. Gain 5 Prestige, decrease Crime by 5 and Unrest by 5.
Critical Success: The assassin is caught before they're even able to reveal themselves, is detained, and slain. Gain 15 Prestige, decrease Crime by 20 and Unrest by 20.
Those who serve as vassals for the kingdom have become malcontent, and want more power...or, worse yet, have begun to conspire with the enemy. In each kingdom, one vassal is marked as a traitor however the kingdom doesn't know who immediately (the GM however chooses which one). An Intrigue check must be made to figure out the traitorous vassal.
The TN for this check is 26 + current Unrest.
Critical Failure: Escaping once they receive signs of an investigation taking place, the vassal leaves for the enemy kingdom taking their wealth with them. Lose 10 Wealth and 15 Prestige.
Failure: The vassal is unaware of the investigation being done on them, and thus is not alarmed however they aren't caught.
Success: Caught in secret and made to "disappear", citizens are informed afterwards of the traitor's actions. Gain 15 Prestige.
Critical Success: Caught red-handed with no doubt, the traitor is caught and detained. Citizens are disgusted with the actions of the traitor. Gain 40 Prestige.
A group of monsters has been hunting down those of a specific race and killing them one by one. Choose a race within the world (this must be one which is dominant in one of the kingdoms on the map). Each kingdom with members of that race are at great risk unless their kingdom can muster Troops before the fiends can take them away. This is a Military check.
The TN for this check is 30.
Critical Failure: Too slow to react, the kingdom loses part of its population due to invading monsters razing and slaughtering those of the "inferior races". Lose 40 Prestige, 5 Wealth, and 2 Troops.
Failure: The kingdom's men were mustered in time, however too late upon arrival to reverse serious damage. They fend off the monsters as they flee, their bloodthirst already satiated. Lose 20 Prestige and 2 Wealth.
Success: Just in the nick of time, the kingdom's men are mustered to fend off the monsters. Gain 20 Prestige.
Critical Success: Decimating those who dare to commit genocide on their lands, the soldiers not only fend off the attackers but make them scared to even set foot in the kingdom's territory again. Gain 60 Prestige, and 20 Wealth.
A kingdom ruled by monsters or a single all-powerful monster appears on the map. This kingdom owns 4 squares to start with, and is built like a regular kingdom. However, the kingdom's Troops all receive a +2 to Damage and Defense, and do not require armor or weapons and are unable to wear/wield them.
A fledgling kingdom has shown up, seemingly out of the blue, and has already begun attempting to enforce its will on others. This kingdom owns 4 squares to start with and is built like a regular kingdom. The kingdom however starts with the Tyrannical Expansionist trait, giving every kingdom in the land a valid Casus Belli to wage war against them.
To compensate, the kingdom doubles their Wealth and Troops from what they'd normally receive.
A giant fiend on par with a dragon, kaiju, or other such titanic creature has emerged and begun to ravage the land. The GM chooses a non-occupied square in which the creature begins its rampage. This creature will continue until it is slain. Its stats are as follows.
Base HP: 70
Equipment: Natural (+5 Base Damage), Thick Hide (+5 Base Defense; factored in below)
Overland Move: 1 sq. | Combat Move: 3 sq.
Base Defense: 14
Titanic Beast: This beast can attack at both melee and ranged, counting both as its "melee" range.
A rift to an alternate dimension or plane of some sort rips open in a random destination in the world, a civilization of unspeakable horrors plaguing the lands. Their kingdom is built like a regular kingdom, however they start with 4 squares instead of 2. In addition to this, they have a valid Cassus Belli to wage war against any kingdom, and any kingdom has a valid Casus Belli to wage war against this supernatural threat. These supernatural beings possess enhanced Troops, each Troop receiving a +2 to both Base Damage and Base Defense.