OTHER WORLDLY WARLOCKS


GEO-POLITICS



INTRODUCTION Geopolitical Sessions occur when characters are high enough Level to have their own holdings. This can also be done quickly At the beginning or ending of an evening involving a more Typical Quest or Dungeon Crawl. If a War is being fought, this Could easily take up a whole evening. Roll once on the Geo-Political Event table to see what is happening in the Kingdom. In general Roll once per month per Superhex (1 Hex and surrounding 6 Hexes). Some results are innocuous. Others can lead to the downfall of A once prosperous kingdom. GEO-POLITICAL EVENT TABLE 1D20 Event: 1 Goblin Raiders becoming a major nuisance 2 Orc Marauders Terrorizing Countryside 3 Flooding: 1 Hex from River or Sea 4 Blight: 1 Hex 5 Plague: Entire Region 6 Pestilence: 1 Hex 7 Drought: Entire Region 8 Harvest Time: Food and Income 9 Holy Day: Major Religion 10 Festival: Minor Holiday 11 Peace in our Time 12 Prosperity 13 Barbarian Raiders: 1D3 Hexes 14 Pirate Raids: All Coastal Hexes 15 Bandits: 1 Hex 16 Brigands: 1 Hex 17 Minor Monster on the loose: 1 Village 18 Major Monster running Amok: 1 Hex 19 A Minor Hero offers Services 20 Horse People Invasion 21 Earthquake: 1 Hex 22 Volcano: 1 Mountain Hex 23 Tidal Wave: 1 Coastal Hex 24 Blizzard or Heat Wave or Storms: 1D6 Hexes 25 Tribal Migrations: Tens of Thousands of People 26 Receive Trade Delegation 27 New Trade Route Opportunity 28 Merchant Shipping getting Pirated 29 Trade Caravans getting Attacked 30 Assassination attempt on major Personage 31 New Dungeon Discovered 32 New Portal Discovered 33 A New Major Foe Sets-Up Shop 34 Peasant Uprising: 1 Hex 35 Heresy in Major Religion 36 Land Dispute: Neighboring Kingdom 37 Trade Dispute: Trade Partner 38 Major Raids: Nearby Nation 39 Border Skirmishes: Neighboring Kingdom 40 Major Artifact Unearthed: Continent 41 Major Fire: One City 42 Feuding Noble Families: Internal 43 Major Foe Attacks 44 Declaration of War: By Neighboring Kingdom 45 Regional War: Two Nearby Kingdoms 46 Asked to Join War as Ally: Nearby Kingdom 47 Nearby Kingdom Destroyed/Conquered 48 Court Intrigue 49 Royal Wedding 50 Promising Noble comes of Age 51 A Noble is Born 52 Crusade or Jihad is Called 53 Technological Improvement 54 New Fashion 55 A Great Work of Art/Literature/Music is Produced 56 A New Temple is built 57 A New Religion gains many followers 58 Factional Warfare: City 59 A New Guild Arises: Trade, Crafts, Thief, Assassin 60 A New Warrior achieves Knighthood 61 A Noble or Hero Dies 62 A Well-known Hero goes on a Quest 63 A Magic User builds a Tower 64 Receive Diplomats seeking Alliance 65 Tax Collector with Taxes Robbed 66 Duel between Nobles 67 Infamous Criminal Caught 68 Fair Weather: Good Crops in 1D6 Hexes 69 Scandal: Blackmail 70 Neighboring Kingdom demands Tribute 71 Usurper make his Move 72 Great Injustice 73 Rebellion of the Nobles 74 Zombie Outbreak: 1 Hex 75 Popular Unrest: Entire Kingdom 76 Kidnapping of Important personage 77 Insurgency 78 Agitators decrease Loyalty in 1D3 Hexes 79 Major Astronomical Event 80 Omen: Important Prophecy Revealed 81 Sabotage Revealed: Fire, Poison, Disease 82 Noble Cursed 83 Location Hexed 84 Espionage: Enemy Spy Uncovered 85 Treasure or Relic Stolen 86 Storms at Sea: Loss of Ships 87 Threatening Enemy Troop Movements 88 Enemy sues for Peace 89 Plot Revealed 90 New Relic Forged 91 Subversion: Troops join Enemy 92 Refugees: Increase your population 93 Emigration: Population losses 94 Land is Degraded: Becomes Desert, Swamp 95 Racial Tension: Riots, Killings 96 Religious Tension: Riots, Killings 97 Economic Downturn: Depression, Recession 98 Madness: Noble goes mad 99 Spoilage: Stored Crops 00 Haunting: Castle, Countryside WHAT RULERS DO Besides from dealing with events and Crises, you get to Collect Taxes! Basically you get 1 Gold per Population per Year in taxes. A village will have average 300 people. A County (1 Hex) will have around 60,000 people. Severe Taxes would be double this or More. A Basic Soldier is paid 1 Gold per Month. Gold can be used to build Armies, Fleets, Castles, Arenas, Aqueducts, Irrigation, Harbors, Lighthouses, Libraries, Bridges, Roads, Walls, Outposts, etc. as well as paying For soldiers, officials, and other retainers. This can also Go to the funding of the Magical manufacture of Relics. Other possibilities include: -Throwing Parties and Feasts -Hosting Tournaments, Jousts, and Contests -Spending quality time in your Harem -Bribing the Masses with Bread and Circuses -Holding Lavish Courts to impress Nobles and Foreign Dignitaries -Deploying Spies, Moles, Saboteurs, and Assassins -Training Troops and Underlings -Raiding your Neighbors -Going to War with your Neighbors -Resolving Judicial Matters -Signing Papers -Arguing with your Advisors -Purging Traitors and Banishing Undesirables -Improving Basic Services: Law, Fire, Sewage -Improving your Agriculture and Industry -Issuing Decrees of questionable merit -Granting Titles and Lands to new or existing Nobles -Hiring Retainers for important court positions -Adding to the Aviary or Bestiary or Trophy Room -Brooding, Fiddling, or Ranting and Raving







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