SPELLS & SWORDS WAR AND POLITICS
GEO-POLITICS
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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MORALE FOR LARGE BATTLES
During Regular Combat (Not the direct result of Spells or Magic) Characters and Troops
may Panic (25% Surrender 25% Fighting Withdrawal 25% Flee 25% Rout).
Morale Checks can be made multiple times during a Battle and for different reasons:
1. Facing Overwhelming Odds.
2. Foes are Monstrous or Magical. Immune to Normal Weapons
3. Your Side has taken many Casualties.
4. Allies are Fleeing or Routing.
Commanders may make Leadership Skill Checks to Rally Panicked Troops.
Panicked Troops will lose Cohesion and become Disordered. They lose Formation Bonuses.
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MASS BATTLE UNIT COMBAT FACTOR LIST
CF Unit Type:
4 Peasant Rabble, Kobold
5 Levied Troops, Imp, Halfling, Gnome, Goblin, Wolf
6 Militia, Dwarf, Elf
7 Soldiers, Orc, Hobgoblin
11 Sprite
12 Gnoll, Lizard Man, Human Cavalry
17 Clay Golem, Zombie
18 Bugbear
20 Hero, Spellcaster
20 Minotaur
22 Ogre, Treant, Werewolf, Medusa
24 Hill Giant
25 Centaur, Warg, Unicorn
27 Mountain Troll
30 Manticore
32 Vampire
42 Young Dragon
44 Stone Giant
47 Lich
49 Sphinx
52 Fire Giant, Frost Giant
62 Tentacle Monster
64 Adult Dragon
75 Cloud Giant
85 Large Hydra
89 Storm Giant
99 Pit Fiend
115 Titan
120 Legendary Dragon
148 Kraken
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MASS BATTLE RULES
Mass Battles are Fights between large numbers of Combatants.
An individual Combatant is referred to as a Troop.
A group of Troops is referred to as a Unit.
Each Troop has a Combat Factor (CF). Refer to the Unit List.
In General, all Troops in a Unit are identical and have the same CF.
The Total CF (TCF) of a Unit is equal to the ((Number of Troops in the Unit) x (Their CF))
Example: A Unit of 1000 Soldiers. Each Soldier has a CF of 7.
The TCF of the Unit = 7000.
Example: A Unit of 200 Ogres. Each Ogre has a CF of 22.
The TCF of the Unit = 4400.
Battles take place in Battle Turns.
Two opposing Units face off in a Battle Turn.
In this example the Soldiers are Fighting the Ogres.
During a Battle Turn each Fighting Unit makes a 1D10 x 10 Battle Roll and converts this to
A Percentage. They then multiply this with the TCF to get a Battle Damage Total (BDT).
Subtract the BDT from the Foe’s TCF to get a new TCF for the Foe.
For example: The Soldiers make a Battle Roll of 70%. Their BDT = 0.7 x 7000 = 4,900.
This BDT is more than the TCF of the Ogres, so they are completely wiped out.
The Ogres make a Battle Roll of 50%. Their BDT = 0.5 x 4400 = 2200.
The TCF of the Soldiers is reduced to 7000 – 2200 = 4,800.
In terms of numbers of Troops they are reduced from 1000 Troops to 686 Troops.
UNIT MOVEMENT
Players Roll high on 1D20 to see which side moves its Units first each Battle Turn.
Add the Leaders Strategy Skill to the Strategic Initiative Roll.
Units can Move up to 2 Spaces per Battle Turn.
Fast Units can move 3 Spaces.
Flying Units can move 4 Spaces and ignore Terrain Modifications.
A Unit can Fight any Adjacent Enemy Unit at the cost of 1 Movement Point.
A Space containing Difficult Terrain costs 2 Movement Points to Enter.
It costs 1 Movement Point to Change a Formation or put a Unit in Formation.
Defensive Formations cannot Move.
FORMATIONS
Troops that are capable of it can form up in Formations.
Formations are usually established at the beginning of a Battle
Each Troop gets +2 CF when in an Attack Formation.
Each Troop gets +3 CF when in a Defense Formation.
Formations must have a minimum of 30 Troops.
A Unit that fails a Morale Check becomes Disordered and goes out of Formation.
Sample Attack Formations: Attack Column, Marching Phalanx, Skirmish Line,
Advance by Ranks, Wedge, Checkerboard, Pincer, Assault
Sample Defense Formations: Square, Circle, Defensive Line, Fortified Position
STRATEGIC SKILL CONTESTS
Before the Battle Rolls are made, opposing Leaders may make a 1D20 Strategy Roll.
Add the Leaders Strategy Skill to the Strategy Roll.
The Winner gets +10 to his own Battle Rolls.
The Loser gets -10 to his Battle Rolls.
Make a New Strategy Roll at the beginning of each Battle Turn.
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