Domain Events

Events and news

Prior to declaring their domain actions, regent characters receive reports for their court, travelers, merchants, spies and other sources regarding visible events of important in their region. An ideal campaign includes allies, opponents, and challenges for the player characters at the domain level as well as the adventure level. The relaying of important events and news is one of the most powerful tools that a DM has for relaying the scope of the character’s activities and for involving characters in realm or nationwide events.

Domain event roll

At the start of each first round in the season, each regent makes an domain event roll to see if an unexpected domain event happens. This is a d100 roll, see table E1. Consult below the table for explanations.

Domain even resolution

Each domain events thwarts the domain in specific ways. Regents can try to resolve the events by hoping they go away spontaneously (free action checks) or by spending time and effort to them (either through court or standard actions with optional regent involvement)

Event Progression: Once you’re are subject to a event, make an event resolution check as a free, court or standard action during each domain round to see if you improve, worsen, or maintain your current domain event with the modifiers below.

Event resolution check: 1d20 + modifiers vs DC 10 (minor) or DC 15 (major)

Event roll Effect
DC or more Event resolved
DC -4 to DC -1 Event continues
DC -5 or less Event continues and increases minor event to major event

Modifiers:

No action (just the roll) -4 to check
As a court action +0 to check
As a standard action + 4 to check
Optional bonus for character involvement per DM discretion
Table E1: domain event roll (d%)
Domain event roll Result
01-10 Major domain event, roll again on table E2 and use major ruling
11-30 Minor domain event, roll again on table E2 and use minor ruling
31-100 No domain event
Table E2 (d20)
1 Arrival / Departure
2 Assassination
3 Challenge
4 Crime
5 Corruption
6-7 Diplomatic Matter
8 Festival
9 Feud
10 Great captain / heresy
11-12 Intrigue
13-14 Magical event
15 Matter of Justice
16-17 Monsters / Brigands
18 Natural event
19 Trade Matter
20 Unrest / rebellion
  • Arrival / Departure
    An unexpected addition or removal of someone or something from your realm that has consequences.
    • Minor: (roll 1d3) – 1: -2 to all Influence rolls 2: -2 to all Mystic rolls 3; -2 to Government and Loyalty defence
    • Major: -4 on all standard domain action rolls and -4 your Government and Loyalty defences
  • Assassination
    An attack on you or an important ally intended to kill by someone with a realistic chance of success.
    • Minor: cumulative loss of 1 regent level.
    • Major: cumulative lose 3 regent levels
      Special: this is not a permanent loss. For each of these levels lost you can spend 2,000 gp or 1 GB during season expenses to raise you level to your original regent level again. If you ever go below regent level 0 you lose the ability to rule a domain and are not considered a regent anymore.
  • Challenge
    A challenge to your authority, assets, plans or person.
    • Minor: Lose 1 RP at the start of each round
    • Major: Lose 3 RP at the start of each round
  • Crime
    Criminal activity rises in the your domain. This crime need to be wide-spread or particularly notorious to register on this scale.
    • Minor: All holdings in a random borough in which you have holdings are virtually lowered to effective 0 holdings
    • Major: All holdings in a three random boroughs in which you have holdings are virtually lowered to effective 0 holdings
  • Corruption
    One or more of your followers become corrupt perverting your commands and therefore authority from within. Rooting out a corruption can be a far more difficult task than tracking down a simple criminal.
    • Minor: all standard domain actions cost + 1 GB and + 2 RP
    • Major: all standard domain actions cost + 2 GB and + 4 RP
  • Diplomatic Matter
    Diplomacy is not necessarily a bad thing, but does tend to take up time and quite often money. Typically an ambassador from another realm wishes to discuss a trade or military alliance or some other issue of mutual import, often they must be supported while doing so.
    • Minor: -5 to statecraft and lose 1 RP and 0,5 GB at the start of each round.
    • Major: in addition to the Minor effects, lose all your court actions until this action is resolved.
  • Festival
    Festivals are large scale affairs which raise the spirits of the populous; unfortunately they also tend to cost a good deal of money making the regent one of the few people who does not look forward to them. Unlike many other events Festivals are likely to often combine both boons and negative effects. Boons generally taking the effect of morale increases, with an extra or stronger negative effect to compensate.
    • Minor: Lose 1 GB at the start of each round. -2 penalty to domain attitude checks for each GB shortage. Each GB paid in this way adds a + 1 bonus to the next domain attitude check.
    • Major: Lose 2 GB at the round of each round. -2 penalty to domain attitude checks for each GB shortage. Each 2 GB paid in this way add a + 1 bonus to the next domain attitude check.
  • Feud
    A feud is an ongoing dispute between two or more influential factions. It causes you to waste resources and risks to soothe unrest and discontent. Nobles typically use the law, or muscle to get their way, churches use persuasion and popular unrest, guilds use bribery, coercion and blackmail to quell out a feud.
    • Minor: -2 to domain attitude rolls, lose 1 RP and 0,5 GB at the start of each round
    • Major: -4 to domain attitude rolls, lose 3 RP and 1,5 GB at the start of each round. If you can not pay either you must destroy one of your buildings instead.
  • Great captain / heresy
    A great captain event is where your authority and popularity is superceded by another in the eyes of some of your followers. A great captain is typically one of the following people: 1. Local hero 2. Regent’s champion 3. Exotic outsider 4. Competitor regent
    • Minor: Lose 3 RP at the start of your round
    • Major: Lose 6 RP at the start of your round. You can not spend any regency on standard domain actions.
  • Intrigue
    Intrigue is an odd random event, generally acting to add another layer to another event. Roll again, the result of the second random event roll is then to result of actions by another regent, either fomenting trouble or in some other way seeking to benefit themselves despite of you.
    • Minor: Roll again on the event table to roll another minor event. All GB or RP or holdings lost through this new event are gained by another regent with interest in your domain.
    • Major: Roll again on the event table to roll another major event. All GB or RP or holdings lost through this new event are gained by another regent with interest in your domain.
  • Magical event
    The supernatural counterparts to natural events, magical events include (roll 1d8):
    • 1 – A powerful scion is suddenly made.
      • Minor: Random select a borough in which you control holdings; revert up to 10 holdings per round to free.
      • Major: Random select a borough in which you control holdings; revert up to 30 holdings per round to free.
    • 2 – A malfunction of existing Ley Line Well or a Ley-line Well suddenly forms with magical backlashes.
      • Minor: All your natural holdings in one random province in which you have holdings are virtually lowered by half (round up)
      • Major: All your natural holdings in all provinces are virtally lowered by half and all Domain Magic Spells have double costs.
    • 3 – Ley storm. A terrible storm caused by a substantial ley-line network and either hot dry air laden with static electricity or a thunderstorm. The storm includes magical effects and typically disrupts ley lines and source holdings.
      • Minor: All your natural holdings in one random province in which you have holdings are virtually lowered by half (round up)
      • Major: All your natural holdings in all provinces are virtally lowered by half and the maximum level of your Realm Spell Magic level is reduced to 2.
    • 4 – Magical item. An item is found, stolen, or offered publicly for sale. Either way there is substantial interest in obtaining such a coveted item by folk from a wide region, particularly if the item is particularly useful.
      • Minor:
      • Major:
    • 5 – Curse. A mystical curse plaques your domain, either through a dark blessings, evil sightings, terrible mishaps, horrid afflictions or any other of similair fouls
      • Minor:
      • Major:
    • 6 – Madness node. A localized madness overtakes an area due to the interaction of some physical phenomenon and the release of magical energy in the recent past – often this event is linked to the Shadow World where dreams and reality coincide. This event frequently manifests as apathy, or the manifestation of a primal emotion including bestial behavior. Alternatively it can affect the local animals, including domesticated stock and pets driving them to attack livestock or even people.
      • Minor: All domain attitude rolls are made with a -4 penalty
      • Major: Domain morale immediately decreases 1 steps, all domain attitude checks are made with a -4 penalty.
    • 7 – Shadow world. A portal to the shadow world is formed allowing something unpleasant to leave the shadow World, or more rarely, some unfortunate to enter.
      • Minor: A random 1d4 GB army unit attacks a borough in which you have holdings. This unit tries fight any resistance owned by you, and if no resistance is found starts reducing your holdings by 10 each round. This unit does not attack any other regents holdings or structures and is considered a special army unit for you alone.
      • Major: As per minor but instead a random 2d4 GB army units attacks.
    • 8 – Source flow. A natural source alters in strength from the usual level due to random shiftings in mebhaighl. This may increase the source beyond or below the normal province maximum and is likely to affect the holdings in the source, not simply the source itself.
      • Minor: Roll 1d6; 1-2: all income from Natural holdings is increased by 20%, 4-6: all income is decreased by 50%
      • Major: Roll 1d6; 1-2: all income from Natural holdings is increased by 20%, 4-6: all income is decreased by 80%
  • Matter of Justice
    A matter of justice is a situation where the laws of the realm conflict with your needs, you can simply run roughshod over the law of course, but that inevitably diminishes respect for the law across the realm. Typical outcomes of a matter of justice are loss of morale, harm to holdings, and the loss of a key personel crippling your rule.
    • Minor: -2 to domain attitude rolls, lose 5 holdings in a borough in which you own holdings reverting them to free, court actions cost 1 extra GB
    • Major: -4 to domain attitude rolls, lose 10 holdings in a random borough in which you own holdings reverting them to free. You can not use court actions.
  • Monsters / Brigands
    Monsters and brigandage are distinct from crime events in that they can generally be dealt with by brute force, rather than requiring investigation and identification of the guilty party. If you are apt to using force you will likely find these events a good outlet for your natural aggression, while if you are subtle you may find yourself overwhelmed for you can rarely reason with an invading army that knows it can simply take its fill without need for restraint.
    • Minor: lose 10 holdings in a random borough in which you control holdings, reverting them to free.
    • Major: lose 30 holdings in a random borough in which you control holdings, reverting them to free.
  • Natural event
    Natural events include a Cave-in, Earthquake, Eclipse, Fire, Flood, Famine, Landslide, Pestilence, Plague of vermin, Tsunami, Storms or a Volcanic eruption.
    Roll d100 dice.
    • 01-17 indicates a boon; such possibilities as fair weather, a decline in natural pests, or a bumper crop (add 1d4 GB to the regent’s treasury)
    • 18-66 a small natural nuisance; such as a blizzard, minor landslide, or minor flooding that restricts travel, reduces the domain GB income by 20% and increase the court action build times by 1. Minor problems correct themselves automatically after the next season income.
    • 67-98 a major natural disaster; such as reduced crops, a major flood or fire, or a major earthquake require more effort. Major disasters reduce reduces the domain GB income by 50% and do not resolve until you spend a standard action and 1d3 GBs to bring relief effort to correct this loss or face 5 RP at the end of each seaon at domain expenses.
    • 99-100 indicates a natural catastrophe. . Major disasters such as reduced crops, a major flood or fire, or a major earthquake require regent action. Major disasters reduce taxes and collections for all holdings in one province by 1d6 GB for one month. A regent must spend a standard action and 1d3 GBs to bring relief effort to correct this loss or face a major loss of regency. A natural catastrophe reduces the taxation and collections of all holdings in 1d3 provinces for 1d6 months. Each standard action and 1d3 GB of relief decreases the recovery time in one province by one month. Any regent in affected provinces that does not aid in the relief faces a major loss of regency. A province ruler that ignores a natural catastrophe will quickly find his domain in rebellion.
  • Minor: A random building you own is damaged and becomes inactive, losing all benefits. The building stacks a cumulative 1 GB repair cost per round (through the use of a single build action of a cost equal to the repair cost). If the damage exceeds the build time the building is destroyed instead beyong repair.
  • Major: A random building you own is destroyed each round.(unique buildings are immune)
  • Trade Matter
    Trade matters typically center around the loss of wealth, or the emergence of competition. Typically negative effects are lost GB, lost or inhibited trade routes, damage to buildings, etc.
    • Minor: Lose 1 GB at the start of each round and you can not gain income from trade routes
    • Major: Lose 2 GB at the start of each round and roll 1d6 for each of your trade posts at the start of each round. On a 6 it is destroyed.
  • Unrest / rebellion
    Your populace rebels against your rule due to poor legal rulings, harsh taxation, or simply prolonged unfavorable conditions.
    • Minor: -2 to all domain defences and -2 on domain attitude rolls.
    • Major: -4 to all domain defences and domain attitude is lowered by 1 at the start of each round.

Domain Events

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