A subset of kingdom events, that have downsides if failed or ignored, unlike kingdom opportunities.
Problems[]
A[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
An Act of Terror | 14 d | 38 | Councilor (Any) | The criminals were found and arrested. The sleeping powder sprayed over their camp successfully put them all to sleep. Once they were brought back to the city, a huge crowd gathered to watch their execution. The citizens in attendance praised the kingdom, and claimed nothing could break their spirit. Loyalty +6 Stability +4 |
The criminals lair was discovered and immediately turned into a bloody battlefield. Several loyal warriors lost their lives, but not one fanatic escaped, all preferring death to prison. Their followers should stay away from these lands, fearing an equally swift fate. Loyalty +3 |
Despite the best efforts of the advisor's servants, the criminals evaded capture. Under threat of arrest they fled the city, but promised to return when they're least expected. The people are worried, and popular opinion is that there will soon be another such attack. Community -3 Loyalty -3 Stability -5 |
The advisor's servants set out to capture those responsible. They managed to locate the criminals' lair, but met with immediate and violent resistance. By the time the conflict settled down, the streets were piled high with the steaming bodies of local soldiers and cultists alike. The ordinary folk are scared, and no longer believe that their government can safely protect them. Divine -5 Stability -10 Unrest worsens |
Rovagug's followers have carried out an act of terror in the city. A tavern was engulfed in flames, burning to ash along with dozens of citizens. The minions of the beast god seek to shatter society and cause discord, and they've chosen our lands from which to embark on their quest to destroy the world. The local people are terrified, preferring to stay at home for fear of another attack. It is time to put an end to this nightmare. |
Warden (Any) | The criminals were found and arrested. The sleeping powder sprayed over their camp successfully put them all to sleep. Once they were brought back to the city, a huge crowd gathered to watch their execution. The citizens in attendance praised the kingdom, and claimed nothing could break their spirit. Loyalty +3 Stability +7 |
The criminals lair was discovered and immediately turned into a bloody battlefield. Several loyal warriors lost their lives, but not one fanatic escaped, all preferring death to prison. Their followers should stay away from these lands, fearing an equally swift fate. Stability +3 |
Despite the best efforts of the advisor's servants, the criminals evaded capture. Under threat of arrest they fled the city, but promised to return when they're least expected. The people are worried, and popular opinion is that there will soon be another such attack. Loyalty -3 Stability -5 |
The advisor's servants set out to capture those responsible. They managed to locate the criminals' lair, but met with immediate and violent resistance. By the time the conflict settled down, the streets were piled high with the steaming bodies of local soldiers and cultists alike. The ordinary folk are scared, and no longer believe that their government can safely protect them. Divine -5 Stability -10 Unrest worsens | ||||
Minister (Any) | The criminals were found and arrested. The sleeping powder sprayed over their camp successfully put them all to sleep. Once they were brought back to the city, a huge crowd gathered to watch their execution. The citizens in attendance praised the kingdom, and claimed nothing could break their spirit. Loyalty +3 Stability +4 Espionage +3 |
The criminals lair was discovered and immediately turned into a bloody battlefield. Several loyal warriors lost their lives, but not one fanatic escaped, all preferring death to prison. Their followers should stay away from these lands, fearing an equally swift fate. Espionage +3 |
Despite the best efforts of the advisor's servants, the criminals evaded capture. Under threat of arrest they fled the city, but promised to return when they're least expected. The people are worried, and popular opinion is that there will soon be another such attack. Loyalty -3 Stability -5 |
The advisor's servants set out to capture those responsible. They managed to locate the criminals' lair, but met with immediate and violent resistance. By the time the conflict settled down, the streets were piled high with the steaming bodies of local soldiers and cultists alike. The ordinary folk are scared, and no longer believe that their government can safely protect them. Divine -10 Stability -5 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
An Artist's Freedoms | 21 d | 22 | Curator (Any) | The young artist spent a long evening talking with the Curator, and in the end admitted that she was expecting the impossible from the throne. One of the new mosaics in the temple prominently displays a portrait of the {baron/baroness/King/Queen} – and a quite favorable one at that! Community +1 Loyalty +1 Culture +4 |
It is hard to say whether the Curator's lavish gift changed the young artist's mind, but there are no unflattering portraits of the {baron/baroness/King/Queen}, or any other such rebellious material to be seen on the new temple mosaics. Culture +3 |
The Curator was unable to influence the young artist. Now one of the temple mosaics displays an embarrassing portrait of the {baron/baroness/King/Queen}: {he/she} is of laughably short of stature and greedily clinging to {his/her} scepter. Community -1 Loyalty -1 Culture -1 |
The young woman became indignant and sent the Curator away, accusing {him/the advisor} of trying to pressure her. Now a mosaic depiction of Hell adorns the western wall of the temple, and one of the tormented sinners is a likeness of the {baron/baroness/King/Queen}... Community -1 Loyalty -2 Culture -4 |
A talented provincial mosaic artist is planning to decorate one of the largest temples in the {barony/kingdom}. However, the halfling is notorious for her overly critical attitude towards authority. The Curator should act to keep things calm before it's too late. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
A Great Augury | 10 d | 40 | High Priest (Any) DC +5 |
The gods responded to the prayers of the High {Priest/Priestess}. They intervened in the auguries, and told the orcs to go northward. The {barony/kingdom} is safe. Divine +3 |
The gods responded to the prayers of the High {Priest/Priestess}. They intervened in the auguries, and told the orcs to go northward. The {barony/kingdom} is safe. Divine +3 |
The gods were swayed by the prayers of the High {Priest/Priestess}, and ensured that the augury points in a direction away from the {barony/kingdom}. However, the orcs have their own divine patrons, who decided to punish the mortals for their insolence, and told the orcs to go east nevertheless. Bands of orcs have pillaged the frontiers, and burned down smaller settlements. Economy -3 Divine -6 Stability -3 |
The gods were swayed by the prayers of the High {Priest/Priestess}, and ensured that the augury points in a direction away from the {barony/kingdom}. However, the orcs have their own divine patrons, who decided to punish the mortals for their insolence, and told the orcs to go east nevertheless. Bands of orcs have pillaged the frontiers, and burned down smaller settlements. Economy -3 Divine -6 Stability -3 |
The orcs of Belkzen are holding a great augury to decide where their armies should go next. If their gods send them east, it could mean a lot of trouble for the {barony/kingdom}. The results of their divination might need to be subtly "adjusted", lest we become the object of an orc invasion. |
Magister (Any) | The Magister's spell influenced the auguries and made them point to the lands north of Belkzen. The {barony/kingdom} is safe. Arcane +3 |
The Magister's spell influenced the auguries and made them point to the lands north of Belkzen. The {barony/kingdom} is safe. Arcane +3 |
The Magister's attempt to magically intervene into the auguries did not go as planned. Whatever influence magic may have had, the bones unmistakably pointed east. Bands of marauding orcs have already been sighted on the borders. Economy -3 Arcane -6 Stability -3 |
The Magister's attempt to magically intervene into the auguries did not go as planned. Whatever influence magic may have had, the bones unmistakably pointed east. Bands of marauding orcs have already been sighted on the borders. Economy -3 Arcane -6 Stability -3 | ||||
Minister (Any) | The Minister's attempt to bribe the orc shamans was successful. The auguries determined that the orcs should raid the lands north of Belkzen. The {barony/kingdom} is safe. Espionage +3 |
The Minister's attempt to bribe the orc shamans was successful. The auguries determined that the orcs should raid the lands north of Belkzen. The {barony/kingdom} is safe. Espionage +3 |
The Minister's attempt to bribe the orc shamans failed. It's possible that their offence somehow translated into the direction the bones pointed: eastward, towards our lands. Bands of marauding orcs have already been sighted on the borders. Economy -3 Stability -3 Espionage -6 |
The Minister's attempt to bribe the orc shamans failed. It's possible that their offence somehow translated into the direction the bones pointed: eastward, towards our lands. Bands of marauding orcs have already been sighted on the borders. Economy -3 Stability -3 Espionage -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure | |||||||
A Mock Battle | 28 d | 37 | Regent (Octavia) DC +4 |
The notion of avoiding bloodshed and limiting the confrontation to a "mock battle" appealed greatly to the advisor. Both sides had a excellent time out in the field, and a few coins for the bards ensured that this "great battle" would be the toast of every tavern in the land. Community +3 Military +7 Relations +5 Culture +5 |
The notion of avoiding bloodshed and limiting the confrontation to a "mock battle" appealed greatly to the advisor. Both sides had a excellent time out in the field, and a few coins for the bards ensured that this "great battle" would be the toast of every tavern in the land. Community +3 Military +7 Relations +5 Culture +5 |
The attempted "arranged battle" quickly became a source of great embarrassment, once the neighboring lands caught wind of the agreement with the Kellid chief. True, barbarians are incapable of keeping their mouths shut... or of respecting those who fear real battle. Military -4 Relations -3 |
The attempted "arranged battle" quickly became a source of great embarrassment, once the neighboring lands caught wind of the agreement with the Kellid chief. True, barbarians are incapable of keeping their mouths shut... or of respecting those who fear real battle. Military -4 Relations -3 |
The chief of a ferocious Kellid clan drunkenly swore at a feast that he would go to war and crush these lands. While on the march, he finally sobered up and realized what a blunder the whole idea was. But he cannot maintain his honor and respect if he doesn't return victorious. The chief begs the {baron/baroness/King/Queen} not to fight him in earnest, promising that he will be eternally grateful. |
Regent (Valerie, Merc) DC +4 |
The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. Community +3 Military +10 Relations +5 Stability +5 |
The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. Community +3 Military +10 Relations +5 Stability +5 |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. Military -5 Economy -3 Stability -2 |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. Military -5 Economy -3 Stability -2 | ||||
General (Amiri, Kassil?) DC +2 |
The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. Military +13 Relations +5 Stability +5 |
The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. Military +13 Relations +5 Stability +5 |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. Military -5 Economy -3 Stability -2 |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. ? | ||||
General (Regongar) DC +2 |
The Kellid took the advisor's word that they would have a "mock battle" – and was caught in a trap. The barbarians were slaughtered to a man, and the bards were paid well to spread this news across all the neighboring lands. From now on, the neighboring kingdoms will look upon the {barony/kingdom} with newfound respect. Military +9 Relations +6 Espionage +6 |
The Kellid took the advisor's word that they would have a "mock battle" – and was caught in a trap. The barbarians were slaughtered to a man, and the bards were paid well to spread this news across all the neighboring lands. From now on, the neighboring kingdoms will look upon the {barony/kingdom} with newfound respect. ? |
The advisor promised to stage a "mock battle", while secretly arranging for a slaughter. The Kellids were cut down like grass, and their chief swore that he would have his vengeance. The frontiers are already being raided by small bands of barbarians, burning everything in their way. ? |
The advisor promised to stage a "mock battle", while secretly arranging for a slaughter. The Kellids were cut down like grass, and their chief swore that he would have his vengeance. The frontiers are already being raided by small bands of barbarians, burning everything in their way. ? | ||||
Grand Diplomat (Linzi?) | The notion of avoiding bloodshed and limiting the confrontation to a "mock battle" appealed greatly to the advisor. Both sides had a excellent time out in the field, and a few coins for the bards ensured that this "great battle" would be the toast of every tavern in the land. ? |
The notion of avoiding bloodshed and limiting the confrontation to a "mock battle" appealed greatly to the advisor. Both sides had a excellent time out in the field, and a few coins for the bards ensured that this "great battle" would be the toast of every tavern in the land. ? |
The attempted "arranged battle" quickly became a source of great embarrassment, once the neighboring lands caught wind of the agreement with the Kellid chief. True, barbarians are incapable of keeping their mouths shut... or of respecting those who fear real battle. ? |
The attempted "arranged battle" quickly became a source of great embarrassment, once the neighboring lands caught wind of the agreement with the Kellid chief. True, barbarians are incapable of keeping their mouths shut... or of respecting those who fear real battle. ? | ||||
Grand Diplomat (Valerie?) | The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. ? |
The advisor disapproved of the idea of a "mock battle". The Kellids were met in earnest, and both armies covered themselves in glory. The chief is thankful that he was able to keep his reputation, and that his enemy didn't stoop to trickery. ? |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. ? |
The advisor disapproved of the idea of a "mock battle", but proved unable to protect the {barony/kingdom}'s borders in a real fight. The Kellids pillaged the frontiers, and escaped with hardly any casualties! The army of the {barony/kingdom} has not faced such great shame in a long time. ? | ||||
Grand Diplomat (Bartholomew?) | The Kellid took the advisor's word that they would have a "mock battle" – and was caught in a trap. The barbarians were slaughtered to a man, and the bards were paid well to spread this news across all the neighboring lands. From now on, the neighboring kingdoms will look upon the {barony/kingdom} with newfound respect. ? |
The Kellid took the advisor's word that they would have a "mock battle" – and was caught in a trap. The barbarians were slaughtered to a man, and the bards were paid well to spread this news across all the neighboring lands. From now on, the neighboring kingdoms will look upon the {barony/kingdom} with newfound respect. ? |
The advisor promised to stage a "mock battle", while secretly arranging for a slaughter. The Kellids were cut down like grass, and their chief swore that he would have his vengeance. The frontiers are already being raided by small bands of barbarians, burning everything in their way. ? |
The advisor promised to stage a "mock battle", while secretly arranging for a slaughter. The Kellids were cut down like grass, and their chief swore that he would have his vengeance. The frontiers are already being raided by small bands of barbarians, burning everything in their way. ? | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as General Failure | |||||||
A Nasty Rumor | 10 d | 14 | Councilor (Any) | The advisor reassured the people. On a positive note, the people now believe that with the new ruler on their side, they will have the power to overcome any future obstacle. Loyalty +4 |
The advisor's people managed to denounce the rumors, and cast its makers as drunkards, slackers, and big mouths who have nothing better to do. They were under pay by a merchant, whose business was doing worse under the new ruler than it did under the old one, and he was holding a grudge against the {King/Queen}. Loyalty +3 |
The advisor's servants failed to persuade the people that the rumors were nonsense and vilification of the government. The people are worried. Loyalty -1 |
The advisor's attempts to dispel the rumors only solidified the people's belief in the truth of the stories they'd heard. The disturbance is growing in the region. Loyalty -2 Stability -1 |
A nasty rumor is spreading, injurious to the {baron/baroness/King/Queen}'s reputation. It is said that Brevoy wants more territory, and that Lady Jamandi Aldori's people have already been dispatched to get rid of the local population, and free up the lands for the colonizers. |
High Priest (Any) DC +2 |
The advisor reassured the people. On a positive note, the people now believe that with the new ruler on their side, they will have the power to overcome any future obstacle. Loyalty +1 Divine +3 |
The advisor's people managed to denounce the rumors, and cast its makers as drunkards, slackers, and big mouths who have nothing better to do. They were under pay by a merchant, whose business was doing worse under the new ruler than it did under the old one, and he was holding a grudge against the {King/Queen}. Divine +3 |
The advisor's servants failed to persuade the people that the rumors were nonsense and vilification of the government. The people are worried. Loyalty -1 |
The advisor's attempts to dispel the rumors only solidified the people's belief in the truth of the stories they'd heard. The disturbance is growing in the region. Loyalty -2 Stability -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
A War of Shadows | 21 d | 26 | Minister (Ekundayo, Jaethal, Any Merc) | The Minister's spies successfully infiltrated the ranks of one of the criminal clans. After they convinced the gang chief to set up a huge ambush, they secretly informed her enemy about it. A bloody battle ensued, and both bands utterly destroyed each other. Espionage +3 |
The Minister's spies successfully infiltrated the ranks of one of the criminal clans. After they convinced the gang chief to set up a huge ambush, they secretly informed her enemy about it. A bloody battle ensued, and both bands utterly destroyed each other. Espionage +3 |
The Minister's spies infiltrated the ranks of one of the warring bands, but realized just in time that their cover was blown. Most of them managed to escape, barely evading death. Stability -2 Espionage -2 |
A few days after the Minister sent {his/her} best spy to deal with the situation, {he/she} received a package with the spy's head inside… Stability -2 Espionage -5 |
The region is being torn apart by a war between two criminal clans! What's worse, one or the other warring family has every local guard in their pocket. Only outside intervention can put an end to the bloodshed. |
Minister (Jubilost) | The Minister secretly supported one of the clans in its struggle. As soon as their rivals began to lose power, {he/she} went to them with an offer of help as well. {He/She} then proceeded to take their money, submit them to {his/her} will, and devastate {his/her} former allies. Espionage +3 +50 BP |
The Minister secretly aided one of the clans in this struggle — and thus gained their full support. As soon as the enemy has been dealt with, peace will finally settle in. Espionage +3 |
The Minister sent {his/her} spies to find out which of the clans was stronger, and thus, more worthy of support. Alas, {his/her} agents' covers were soon blown, and they were exterminated one by one… Stability -2 Espionage -3 |
The Minister sent {his/her} spies to find out which of the clans was stronger, and thus, more worthy of support. Alas, {his/her} agents' covers were soon blown, and they were exterminated one by one… Stability -2 Espionage -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Minister Failure | |||||||
Arrears | 21 d | 24 | Councilor (Tristian) | After hearing their complainants out, the Councilor exempted them from paying taxes and made an impassioned speech about solidarity, and how those who enjoy fortune's blessings today must help those who are in need. Community +2 Loyalty +7 Economy -4 |
After hearing the peasants out, the Councilor prepared an agreement with them – they would be exempt from paying taxes this year, but would pay double on the following year. Loyalty +7 Economy -4 |
The Councilor was moved by the peasants' story, and after some hesitation, exempted them from paying taxes this year. Some neighboring villages have begun to submit nearly identical petitions… Loyalty +4 Economy -10? |
Moved by the peasants' story, the Councilor immediately exempted them from taxes for the year. Villages and cities across the {barony/kingdom} have begun to submit nearly identical petitions... Loyalty +2 Economy -10? |
The peasants in one of your regions flatly refuse to pay their taxes. This year the spring came late, and last year's harvest was poor. They barely have enough food for themselves. The citizens of the neighboring regions are watching the situation closely. Who should be put in charge of handling it? |
Councilor (Shandra Mervey, Tsanna, Any Merc) | The Councilor threatened that the villages which failed to pay their taxes would be sent no healers if pestilence should strike, nor grain in the face of famine. The peasants publicly repented and backed down. Loyalty +1 Economy +2 Stability +2 |
The Councilor threatened that when real famine struck, {he/she} wouldn't send assistance and grain to those villages that failed to pay their taxes. The peasants backed down. Loyalty +1 Economy +2 |
The Councilor threatened to demote the leaders of those villages that failed to pay their taxes. {His/Her} words had no response. Loyalty -3 Economy -3 |
The Councilor threatened to demote the leaders of those villages that failed to pay their taxes. They only laughed. Loyalty -4 Economy -4 | ||||
Treasurer (Maegar Varn) | The Treasurer worked out a lenient plan together with peasants, according to which they will pay all their taxes in installments over the next six months. Loyalty +2 Economy +3 |
The Treasurer worked out a lenient plan together with the peasants, according to which they will pay half their taxes over the next year. Loyalty +2 Economy +1 |
After hearing the peasants' arguments, the Treasurer reluctantly wrote off their debts. Some the neighboring villages followed their example and started sending the Treasurer letters with very similar petitions... Loyalty +2 Economy -5 Stability -1 |
After considering the peasants' arguments, the Treasurer was moved and exempted them from paying taxes for the year. Similar complaints began to sprout up from villages and cities throughout the {barony/kingdom}… Loyalty +2 Economy -8 Stability -2 | ||||
Treasurer (Jubilost, Kanerah, Any Merc) | The Treasurer made an angry speech, threatening to take twice as much from peasants if all the taxes were not duly paid. The money came on time, along with numerous letters of apology. Loyalty -2 Economy +9 |
The Treasurer wrote an angry letter. As a result, taxes were paid in full, though not on time. Loyalty -2 Economy +6 |
The Treasurer personally visited the troubled region, but could only collect a quarter of the sum due. The subjects are making jokes at the show of incompetence. Loyalty -3 Economy -3 |
The Treasurer personally visited the troubled region, but couldn't shake a copper coin out of the peasants. Peasants across the whole {barony/kingdom} are openly laughing at this failure. Loyalty -4 Economy -4 | ||||
Grand Diplomat (Linzi) | After meeting with the peasants, the Grand Diplomat explained that if everyone stopped paying taxes, the {baron/baroness/King/Queen} wouldn't be able to pay the guard, and there would be no one to protect {his/her} subjects from monsters. The peasants came to their senses and brought out their money. Loyalty +1 Relations +3 Stability +1 |
After meeting with the peasants, the Grand Diplomat exempted them from paying taxes for the year. The same day, {he/she} published pamphlets where {he/she} explained that if everyone stopped paying taxes, the {baron/baroness/King/Queen} wouldn't be able to pay the guard, and there would be no one to protect {his/her} subjects from monsters. Loyalty +1 Economy -2 Relations +3 Stability +1 |
The Grand Diplomat kept trying to make the peasants change their minds, but without success. Feeling sorry for them, {he/she} yielded. Soon the neighboring villages also began to resist paying taxes as well… Loyalty +2 Economy -3 Stability -3 |
The Grand Diplomat listened to the peasants' complaints and, moved by their troubles, exempted them from paying taxes for the year. Peasants from around the {barony/kingdom} started demanding exemptions as well… Loyalty +2 Economy -6 Stability -4 | ||||
Grand Diplomat (Valerie, Bartholomew Delgado, Any Merc) | The Grand Diplomat met with the peasants alone. No one knows what {he/she} told them, but they publicly repented and paid their taxes in full and on time. Loyalty -2 Economy +2 Relations +3 Stability +4 |
The Grand Diplomat brought {his/her} guards to the meeting with the peasants. The negotiations were short – and the taxes will be paid in full and on time. Loyalty -2 Economy +2 Relations +3 Stability +2 |
After failing to convince the peasants, the Grand Diplomat ordered {his/her} guard to assemble outside the village. The frightened peasants quickly brought out their money. Rumors of the ruler's cruelty are spreading throughout the {barony/kingdom}. Loyalty -3 Stability -3 |
After failing to convince the peasants, the Grand Diplomat ordered the guard to go into the villages and collect the money by force. A tide of discontentment has swept over the {barony/kingdom}. Loyalty -4 Stability -4 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
Ashes and Dust | 14 d | 27 | Magister (Any) | A rumor spread through the streets, that the Magister had called the arsonists cowards and bastards. That night, the bandits threw caution to the wind and lit fires all across the city. — And as torrents of magical rain fell upon the city, the guards caught them one by one. Arcane +3 |
A rumor spread through the streets, that the Magister had called the arsonists cowards and bastards. That night, the bandits threw caution to the wind and lit fires all across the city. — And as torrents of magical rain fell upon the city, the guards caught them one by one. Arcane +3 |
The Magister nearly captured the gang's leader, but he slipped the net and fled the city. Arcane -2 Stability -1 |
The Magister's plan failed on the first day! It seems the arsonists had a sorcerer on their payroll, who informed them that someone was looking for them through magical means. A great fire broke out in the mages' quarter, while the gang quietly escaped the city. Arcane -5 Stability -3 |
A band of arsonists is on the loose in the city. They're extorting money from homeowners, threatening to set fire to their property if they refuse to pay. These criminals must be stopped! |
Warden (Any) | To protect the witnesses from the bandits' revenge, the Warden questioned them personally, and under protection of an illusion woven by a mage. Soon after, the guards seized the whole gang, taking them by surprise in their own lair! Stability +3 |
To protect the witnesses from the bandits' revenge, the Warden questioned them personally, and under protection of an illusion woven by a mage. Soon after, the guards seized the whole gang, taking them by surprise in their own lair! Stability +3 |
There's no use going on with the investigation. The witnesses are too afraid of retribution to testify, and the bandits have already escaped the city. Community -1 Stability -3 |
The Warden has suffered a crushing defeat! The homes of the witnesses who'd agreed to testify against the arsonists are now burning like candles, and the bandits have vanished into the thin air. Community -5 Stability -5 | ||||
Minister (Any) | The Minister's people acted swiftly and precisely. They tracked down one of the members of the gang, when he came to collect tribute from another victim. They bribed him to turn on his fellows, and the criminals were caught one by one. Espionage +3 |
The Minister's people acted swiftly and precisely. They tracked down one of the members of the gang, when he came to collect tribute from another victim. They bribed him to turn on his fellows, and the criminals were caught one by one. Espionage +3 |
The Minister's people were careless. At the last possible moment, the arsonists sensed trouble and went to ground. Perhaps the next time they resurface it will be somewhere far away… Community -1 Espionage -3 |
The Minister made an unforgivable mistake when {he/she} met with one of the informants personally. The arsonists immediately caught wind of it and fled the city – but not before setting fire to the market and two temples! Economy -2 Divine -3 Espionage -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure |
B[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Bandits' Outrage | 7 d | 14 | General (Any) | The squad sent by the General defeated the bandit gang, returned a portion of their plunder and discovered a secret cache of stolen jewelry. Military +3 +100 BP |
The squad sent by the General defeated the bandit gang and returned with a small portion of the plunder. Military +3 +20 BP |
The squad gathered by the General cleared the bandits from the Narlmarches. However a few managed to get away, carrying all their plunder. - |
The squad gathered by the General was completely wiped out in their fight with the bandits! This defeat has cost the {barony/kingdom} dearly: the local people must now pay tribute to the bandit lords. Economy -2? |
Several bandit encampments have emerged in the Narlmarches. They plunder the peasants, rob travelers and merchants, and even attack tax gatherers! These bandits need to be muzzled. |
Treasurer (Any) | Relying on the services of mercenaries, the Treasurer managed to put an end to the bandit attacks. The roads are safer for peasants and merchants alike. Regional markets and fairs attract more people than ever. Economy +5 +50 BP |
Relying on the services of mercenaries, the Treasurer managed to put an end to the bandit attacks. The roads of the {barony/kingdom} are safer not only for the locals, but for merchants as well. Economy +4 +25 BP |
Relying on the services of mercenaries, the Treasurer managed to put an end to the bandit attacks. However, this proved quite expensive. +15 BP |
The Treasurer's mercenaries were no match for the bandits of the Narlmarches. Many of the area's inhabitants have pulled up roots and left the {barony/kingdom}. Community -1 Loyalty -1 Economy -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Balance | 14 d | 30 | Grand Diplomat (Any) | After the public debates the priestess lost all support among the peasants. Without hesitation, she admitted that balance was more important than the lives and happiness of the people. Relations +3 |
After the public debates the priestess lost all support among the peasants. Without hesitation, she admitted that balance was more important than the lives and happiness of the people. Relations +3 |
The public debates didn't resolve the problem. The priestess' teachings continue to find support among the peasantry. When the wandering commune assembled to depart the {barony/kingdom}, some decided to join them. Community -2 Relations -1 Divine -1 |
The public debates were a fiasco — the people sided with the priestess. When the wandering commune assembled to depart the {barony/kingdom}, hundreds of people decided to join them. Community -5 Relations -4 Divine -4 |
An envoy of balance and priestess of a wandering commune of ascetics has deemed the {barony/kingdom} to be upsetting the equilibrium in these lands. On these grounds, the elf and her pupils urge the subjects to disobey the guards, and resist and undermine the power of the local authorities. |
High Priest (Any) DC +2 |
After the public debates the priestess lost all support among the peasants. Without hesitation, she admitted that balance was more important than the lives and happiness of the people. Divine +3 |
After the public debates the priestess lost all support among the peasants. Without hesitation, she admitted that balance was more important than the lives and happiness of the people. Divine +3 |
The public debates didn't resolve the problem. The priestess' teachings continue to find support among the peasantry. When the wandering commune assembled to depart the {barony/kingdom}, some decided to join them. Community -1 Relations -1 Divine -2 |
The public debates were a fiasco — the people sided with the priestess. When the wandering commune assembled to depart the {barony/kingdom}, hundreds of people decided to join them. Community -4 Relations -4 Divine -5 | ||||
Warden (Any) | The Warden caught a few of the priestess' followers as they were stealing money from the local town hall. The priestess and her pupils tried to explain that they would never condone such behavior, but no one stood up for them when they were deported from the {barony/kingdom}. Stability +3 |
The Warden caught a few of the priestess' followers as they were stealing money from the local town hall. The priestess and her pupils tried to explain that they would never condone such behavior, but no one stood up for them when they were deported from the {barony/kingdom}. Stability +3 |
The priestess and her pupils were quietly arrested and deported from the {barony/kingdom}. Some condemned the Warden's harsh response. Loyalty -2 Divine -2 Stability -1 |
The guards seized the priestess as she was speaking to some peasants, and escorted her and her pupils out of the {barony/kingdom}. The people are outraged by the Warden's abuse of power. Loyalty -4 Divine -4 Stability -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
The Bewitched Forest | 21 d | 35 | Grand Diplomat (Linzi, Valerie, Merc) High Priest (Harrim, Jhod Kavken, Merc) Magister (Storyteller, Octavia, Merc) |
A party of heroes assembled by the advisor made quick work of the monsters, and the local druids took the grove into their care. The mighty magics left behind by the Barren Wood have transformed the forest, turning it into a place of power. Relations +2 Divine +2 Arcane +1 Advisor Stat +3 |
A party of adventurers entered the Barren Wood, slew all the monsters, and set the tainted woods on fire. The afflicted trees were turned to ash, and the disaster was prevented from spreading. Advisor Stat +3 |
The warriors who the advisor assembled were unable to force their way into the depths of the grove. The resistance of the monsters was too strong, and they had to leave empty-handed. Moreover, the beasts returned the favor by going on rampage through the region. Community -1 Military -1 Relations -2 Divine -2 Arcane -2 Stability -1 |
A group of warriors assembled by the advisor entered the forest and did not return. They were never seen or heard from again. However, a few days later, a pack of monsters appeared from the grove, and went on a bloody rampage throughout the region. It seems the Barren Wood knows how to defend itself. Community -1 Military -2 Relations -3 Divine -3 Arcane -3 Stability -2 |
A local grove is showing signs of merging with the Barren Wood — a terrifying extraplanar region that gives birth to creatures more horrendous than any that can be found in the wild. The contagious grove must be set on fire before the darkness spreads to nearby forests. |
Grand Diplomat (Bartholomew Delgado) High Priest (Tsanna) Magister (Vordakai) |
The mystics sent by the advisor contained the Barren Wood with their magics. A group of druids have made the grove their new home, and taken the surrounding area under their care. Relations +2 Divine +2 Arcane +1 Advisor Stat +3 |
The mystics sent by the advisor have erected a magical protective barrier, which seems to have sealed off the Barren Wood. Advisor Stat +3 |
The advisor's mystics have been unable to submit the Barren Wood to their control. Foul beasts emerge from the grove, sowing chaos in the region. Community -1 Military -1 Relations -2 Divine -2 Arcane -2 Stability -1 |
The advisor sent mystics into the Barren Wood, but they vanished without a trace. As if by retaliation, a pack of foulsome monsters emerged from the forest, on the hunt for blood. Many have died, and chaos reigns on the roads. Community -1 Military -2 Relations -3 Divine -3 Arcane -3 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Grand Diplomat Failure | |||||||
Black Mass | 14 d | 36 | High Priest (Jhod Kavken) | The High {Priest/Priestess} gathered the best inquisitors, and sent them out to hunt. Soon, the region was cleared of the hags and their minions. Divine +7 |
The High {Priest/Priestess} gathered the best inquisitors, and sent them out to hunt. Soon, the region was cleared of the hags and their minions. Divine +7 |
The High {Priest/Priestess} could not discover the secret gathering place for the black celebration. Some of our people, terrified by the powerlessness of the priesthood, have taken to worshiping the newly-arrived hags. Those who remained faithful to their gods are leaving in droves, disgusted that their kingdom has stooped so low. Community -2 Loyalty -2 Divine -10 |
The High {Priest/Priestess} could not discover the secret gathering place for the black celebration. Some of our people, terrified by the powerlessness of the priesthood, have taken to worshiping the newly-arrived hags. Those who remained faithful to their gods are leaving in droves, disgusted that their kingdom has stooped so low. Community -2 Loyalty -2 Divine -10 |
Demelza, the hag matriarch of the Stroud Sisters coven, has announced that their next gathering will take place in our very own woods. More and more hags are coming to the region to take part in the celebrations, which include some rather gruesome rituals. They'll be terrorizing the locals with all manner of vile deeds. |
High Priest (Harrim, Tsanna, Merc) | The hags gladly accepted the High {Priest's/Priestess'} offer. They promised not to bother the simple folk, so long as they themselves were left alone. As payment they offered a small library of ancient tomes, filled with forbidden knowledge. Divine +5 Arcane +6 |
The hags gladly accepted the High {Priest's/Priestess'} offer. They promised not to bother the simple folk, so long as they themselves were left alone. As payment they offered a small library of ancient tomes, filled with forbidden knowledge. Divine +5 Arcane +6 |
The High {Priest/Priestess} was unable to reach an agreement with the malevolent hag coven. Their interests do not lay in allying themselves to the priests of other deities. They are masters of luring innocents into their own faith — and their efforts have borne fruit! The temples in the region are all but empty, and by night, unholy rituals are conducted by bonfire light. Community -2 Loyalty -2 Divine -15 |
The High {Priest/Priestess} was unable to reach an agreement with the malevolent hag coven. Their interests do not lay in allying themselves to the priests of other deities. They are masters of luring innocents into their own faith — and their efforts have borne fruit! The temples in the region are all but empty, and by night, unholy rituals are conducted by bonfire light. Community -2 Loyalty -2 Divine -15 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Black Ravine | 21 d | 25 | Councilor (Any) | The militia assembled by the Councilor reached the ravine and found black candle-ends and a burner filled with incense. The tougher peasants held back the undead while the others filled the ravine with soil. Loyalty +11 Divine -2 Arcane -2 |
The militia assembled by the Councilor reached the ravine and found black candle-ends and a burner filled with incense. After destroying all traces of the dark ritual, militiamen left the ominous place. Loyalty +7 Divine -2 Arcane -2 |
The Councilor's militia managed to destroy most of the walking dead, but a week later, the forest around the ravine is swarming with them again! Community -1 Divine -4 Arcane -2 |
The militia tried and failed to clear the undead from the area. Their weapons were stripped from their hands, as roots and sprigs grabbed their legs... Many died, and those who escaped were pursued by bad luck and woe. Community -1 Loyalty -1 Divine -4 Arcane -3 |
These places have had a bad reputation for a while, but they became even more dangerous after a group of grim, quiet travelers visited them. The plants are dying, the animals are fleeing, and the undead have begun to roam the area. |
High Priest (Jhod Kavken) | The High {Priest/Priestess} saw in a vision that an evil ritual had been held in this place. Turning to the gods in prayer, {he/she} was able to dispel whatever magic had been woven there. Loyalty +8 Divine +1 Arcane -2 |
The High {Priest/Priestess} called out to {his/her} god, and the dark place was encircled by a circle of protection from evil. Loyalty +4 Divine +1 Arcane -2 |
The High {Priest/Priestess} arrived at the place, and tried to disperse the cloud of negative energy that hovered over the ravine. Unfortunately, his powers were not enough. Community -1 Divine -4 Arcane -2 |
The High {Priest's Community -1 Loyalty -1 Divine -4 Arcane -3 | ||||
High Priest (Harrim, Tsanna, Any Merc) | It was revealed to the High {Priest/Priestess} that dark travelers held an evil ritual in the ravine, unhallowing the ominous place. The High {Priest/Priestess} redirected the flow of negative energy that was nourishing the undead, and absorbed it {himself/herself}. The walking simply dead fell into piles of ash. Arcane +6 |
The High {Priest/Priestess} saw that a flow of negative energy had formed over the ravine. By reducing the mysterious spell's scope, the priest managed to limit the movement of the undead. Arcane +3 |
The High {Priest/Priestess} could not discover the truth behind this ominous place – only that it's somehow connected to the Negative Energy Plane. Skeletons and zombies continue to roam around the ravine. Community -1 Loyalty -1 Divine -3 |
The prayers of the High {Priest/Priestess} went unheard, and the nature of the ominous place was not revealed. There are now even more skeletons and zombies in the area. Community -3 Loyalty -3 Divine -4 | ||||
Magister (Octavia, Storyteller, Any Merc) | The Magister personally led a delegation of wizards, who discovered that an evil initiation ritual was held in the ravine! Once this secret was revealed, it didn't take long to remove the cause of the trouble. Divine -3 Arcane +9 |
The rangers sent by the Magister reached the ravine to discover that a ritual had been held there, which connected this place to the Negative Energy Plane. Several powerful spells were enough to destroy the dangerous anomaly. Divine -3 Arcane +6 |
A group of wizards and rangers couldn't reach the ravine. They had to flee before the undead horde overwhelmed them! Community -1 Divine -3 Arcane -1 |
A group of wizards and rangers were surrounded and overwhelmed while trying to examine the ravine... Now their lifeless bodies have joined the hordes of restless undead! Community -3 Divine -4 Arcane -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Bloody Vendetta | 14 d | 24 | Regent (Valerie) | After many arrests, the warring families and their cohorts have disappeared from the city streets entirely, and the city is safe once again. Military +3 Stability +3 |
The hand of the law is heavy: those involved in the bloodshed are behind bars, and peace has returned to the city streets. Military +1 Stability +2 |
The authorities caught all the henchmen of the two families. However, the real troublemakers managed to escape and hide in the city's chaos. Community -3 Loyalty -1 Stability -1 |
The law proved meaningless against the blood-lust. The death toll only grows, now by guards who have died trying to arrest the perpetrators. Community -4 Loyalty -2 Stability -2 |
Two competing merchant families have moved from insults to sharp blades, and a real war has begun. Among the victims of the bloodshed are innocents, who are now afraid to walk the streets of their own city! |
Regent (Octavia, Any Merc) | The {baron's/baroness'/King's/Queen's} envoy managed to do the impossible: the families not only made peace, but together started restoring order in the city! Loyalty +3 Relations +3 |
The {baron's/baroness'/King's/Queen's} envoy managed to put an end to the carnage, and reconcile the families. It will take time for the city to recover from its wounds, but now its dwellers can mourn for the dead and return to their everyday lives. Loyalty +1 Relations +2 |
Those involved in the bloody fights finally made peace, but the city dwellers had paid too high a price for it. Community -3 Loyalty -1 Stability -1 |
The conflicting parties are unreconciled: the bloody war keeps raging, taking more and more lives. Community -4 Loyalty -2 Stability -2 | ||||
Councilor (Tristian, Any Merc) | The {baron's/baroness'/King's/Queen's} envoy managed to do the impossible: the families not only made peace, but together started restoring order in the city! Community -3 Loyalty +6 Relations +3 |
The {baron's/baroness'/King's/Queen's} envoy managed to put an end to the carnage, and reconcile the families. It will take time for the city to recover from its wounds, but now its dwellers can mourn for the dead and return to their everyday lives. Community -3 Loyalty +4 Relations +2 |
Those involved in the bloody fights finally made peace, but the city dwellers had paid too high a price for it. Community -3 Loyalty -1 Stability -1 |
The conflicting parties are unreconciled: the bloody war keeps raging, taking more and more lives. Community -4 Loyalty -2 Stability -2 | ||||
Councilor (Tsanna) | The members of both families slaughtered each other mercilessly, and the few remaining survivors were killed off by the guards. Their possessions were taken by the Regent. A military regime was imposed on the city, which allowed the people to sleep peacefully again. Community -6 Loyalty +9 Stability +6 5000 ![]() Marksman's Headset |
Once the families slaughtered each other, and their remaining possessions were taken by the Regent, peace and quiet returned to the city. Now the city-folk can mourn the dead and return to their everyday lives. Community -6 Loyalty +6 Stability +3 2500 ![]() |
The authorities decided to wait until the dust settled. The families slaughtered each other. But the image of dying civilians beside an apathetic guard – this was more than the people could bear. Many of them packed up and left the {barony/kingdom}. Community -6 Loyalty -2 Stability -2 |
The authorities' attempt to wait for the opponents to slaughter each other failed. Now the local citizens know that their own ruler won't help them! Community -6 Loyalty -3 Stability -3 Unrest worsens | ||||
Warden (Any) | After many arrests, the warring families and their cohorts have disappeared from the city streets entirely, and the city is safe once again. Community -3 Military +3 Stability +6 |
The hand of the law is heavy: those involved in the bloodshed are behind bars, and peace has returned to the city streets. Community -3 Military +1 Stability +5 |
The authorities caught all the henchmen of the two families. However, the real troublemakers managed to escape and hide in the city's chaos. Community -3 Loyalty -1 Stability -1 |
The law proved meaningless against the blood-lust. The death toll only grows, now by guards who have died trying to arrest the perpetrators. Community -4 Loyalty -2 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
Brazen Thieves | 7 d | 27 | Treasurer (Any) DC -5 |
The Treasurer offered to generously reward anyone who turned in the thieves. Informers found the sum tempting, and the thieves were quickly caught. Economy +3 +450 BP |
The Treasurer offered to generously reward anyone who turned in the thieves. Informers found the sum tempting, and the thieves were quickly caught. Economy +3 +450 BP |
The Treasurer offered a sizable reward for information about the thieves. Unfortunately, none of many reports were trustworthy. -50 BP |
The Treasurer offered a sizable reward for information about the thieves. Following up on one report, the guards found some treasure chests stuffed with coal. -50 BP |
The treasury has been robbed! Thieves broke into the treasury at night and carried away many valuables. This brazen crime cannot go unpunished! – It's not just the treasury's reputation on the line, but the reputation of the whole {barony/kingdom}. |
Warden (Any) | The guards held a raid against the thieves. The scoundrels were captured and thrown in jail. Stability +5 +500 BP |
The guards held a raid against the thieves. The scoundrels were captured and thrown in jail. Stability +5 +500 BP |
The Warden held a quiet investigation but couldn't find the thieves. But at least the shameful incident was kept secret. - |
The Warden turned over the whole area, but couldn't find the thieves. The people laughed at how helpless the guards were. Stability -4 | ||||
Minister (Any) | The Minister's agents infiltrated the thieves' circles in the {barony/kingdom} and skillfully discovered who the thieves were. The gold was recovered, and the criminal trial was exemplary not only for the {barony/kingdom}, but also for the neighboring states. Relations +2 Espionage +3 +500 BP |
The Minister's agents infiltrated the thieves' circles in the {barony/kingdom} and skillfully discovered who the thieves were. The gold was recovered, and the criminal trial was exemplary not only for the {barony/kingdom}, but also for the neighboring states. Relations +2 Espionage +3 +500 BP |
The Minister's agents infiltrated the thieves' circles in the {barony/kingdom}. Unfortunately, all of them were soon found out. The thieves were never caught. - |
The Minister's agents infiltrated the thieves' circles in the {barony/kingdom}. A few days later, all of them were found dead. Espionage -4 | ||||
Ignored | You didn't assign an advisor and left this problem unresolved. You lose 500 BP when this event becomes available. Ignoring it fails to recover any BP. |
C[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Changelings | 10 d | 33 | High Priest (Harrim, Jhod Kavken, Any Merc) | The advisor dispatched hunters, and when they captured the leader of the hags, they made her tell them where they could find the stolen children – and all her accomplices. The hideous creatures were slain, and the wailing children returned to their parents' arms. The people are praising their {King/Queen}. Community +2 Loyalty +2 Divine +3 |
The advisor dispatched hunters, who picked up the trail of the kidnappers. They found a pit in the forest where the stolen children were kept, but they failed to catch any of the hags. Still, the missing children were returned home safely, and that's what matters most. Divine +3 |
The advisor's hunters could not find and rescue the stolen children. The people are grumbling, furious, and terrified all at the same time. Community -3 Loyalty -3 Divine -2 |
The advisor's hunters followed a false trail and perished in a dark thicket, mauled by the fangs and claws of hideous beasts sent by the hags. The parents of the missing children have grown desperate, and families not yet touched by the calamity are fleeing the region. Community -4 Loyalty -4 Divine -4 |
Terrified parents swear that someone is taking their children and leaving something else in their place! Truly, these pale, dark-haired girls with huge eyes could be nothing other than changelings, the offspring of hags. But where are the real children? They must be found at once, and the kidnappings stopped! |
High Priest (Tsanna) | A deal, of a sort, was struck between the advisor and the hags. The advisor's people persuaded the parents that they were wrong, and that everything was fine with their children. The hags, impressed by the advisor's malign ingenuity, sent gifts to the castle. Divine +8 Arcane +5 |
The advisor struck a deal with the hags, exchanging the stolen children for a hefty bag of gold and a few carts of delicious piglets – something that isn't easy to come by in a forest. The parents are happy to see their young ones back. Divine +3 -25 BP |
The advisor tried to buy off the hags, but they just laughed in the faces of the capital's messengers. The children are still missing, and the kidnappers are nowhere to be found. ? |
The advisor's attempt to reach an agreement with the hags was a fiasco. Rumors that the {King/Queen}'s own servants were dealing with monsters stoked the fears of the simple folk. Some parents struck out into the wilds in search of their missing children, only to perish in the claws and maws of monsters and beasts. ? | ||||
Magister (Octavia, Storyteller, Any Merc) | The advisor dispatched hunters, and when they captured the leader of the hags, they made her tell them where they could find the stolen children – and all her accomplices. The hideous creatures were slain, and the wailing children returned to their parents' arms. The people are praising their {King/Queen}. Community +2 Loyalty +2 Arcane +3 |
The advisor dispatched hunters, who picked up the trail of the kidnappers. They found a pit in the forest where the stolen children were kept, but they failed to catch any of the hags. Still, the missing children were returned home safely, and that's what matters most. Arcane +3 |
The advisor's hunters could not find and rescue the stolen children. The people are grumbling, furious, and terrified all at the same time. Community -3 Loyalty -3 Arcane -2 |
The advisor's hunters followed a false trail and perished in a dark thicket, mauled by the fangs and claws of hideous beasts sent by the hags. The parents of the missing children have grown desperate, and families not yet touched by the calamity are fleeing the region. Community -4 Loyalty -4 Arcane -4 | ||||
Magister (Vordakai?) | A deal, of a sort, was struck between the advisor and the hags. The advisor's people persuaded the parents that they were wrong, and that everything was fine with their children. The hags, impressed by the advisor's malign ingenuity, sent gifts to the castle. ? |
The advisor struck a deal with the hags, exchanging the stolen children for a hefty bag of gold and a few carts of delicious piglets – something that isn't easy to come by in a forest. The parents are happy to see their young ones back. ? |
The advisor tried to buy off the hags, but they just laughed in the faces of the capital's messengers. The children are still missing, and the kidnappers are nowhere to be found. Community -3 Loyalty -3 Arcane -2 |
The advisor's attempt to reach an agreement with the hags was a fiasco. Rumors that the {King/Queen}'s own servants were dealing with monsters stoked the fears of the simple folk. Some parents struck out into the wilds in search of their missing children, only to perish in the claws and maws of monsters and beasts. ? | ||||
Warden (Kesten Garess, Ekundayo, Any Merc) | The advisor dispatched hunters, and when they captured the leader of the hags, they made her tell them where they could find the stolen children – and all her accomplices. The hideous creatures were slain, and the wailing children returned to their parents' arms. The people are praising their {King/Queen}. Community +2 Loyalty +2 Stability +5 |
The advisor dispatched hunters, who picked up the trail of the kidnappers. They found a pit in the forest where the stolen children were kept, but they failed to catch any of the hags. Still, the missing children were returned home safely, and that's what matters most. Stability +3 |
The advisor's hunters could not find and rescue the stolen children. The people are grumbling, furious, and terrified all at the same time. Community -3 Loyalty -3 Stability -3 |
The advisor's hunters followed a false trail and perished in a dark thicket, mauled by the fangs and claws of hideous beasts sent by the hags. The parents of the missing children have grown desperate, and families not yet touched by the calamity are fleeing the region. Community -4 Loyalty -4 Stability -4 | ||||
Warden (Regongar) | A deal, of a sort, was struck between the advisor and the hags. The advisor's people persuaded the parents that they were wrong, and that everything was fine with their children. The hags, impressed by the advisor's malign ingenuity, sent gifts to the castle. Divine +5 Arcane +5 Stability +5 |
The advisor struck a deal with the hags, exchanging the stolen children for a hefty bag of gold and a few carts of delicious piglets – something that isn't easy to come by in a forest. The parents are happy to see their young ones back. Stability +5 -25 BP |
The advisor tried to buy off the hags, but they just laughed in the faces of the capital's messengers. The children are still missing, and the kidnappers are nowhere to be found. Community -4 Loyalty -4 Stability -2 |
The advisor's attempt to reach an agreement with the hags was a fiasco. Rumors that the {King/Queen}'s own servants were dealing with monsters stoked the fears of the simple folk. Some parents struck out into the wilds in search of their missing children, only to perish in the claws and maws of monsters and beasts. Community -6 Loyalty -6 Stability -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure | |||||||
The Charmed Prince | 14 d | 36 | Minister (Ekundayo) | The advisor sent warriors to aid the young baron. Disguised as ordinary peasants, they blended in with faithful servants of the legitimate ruler and dealt the baroness a swift blow. She was thrown in prison, and the baron is celebrating his liberation! Community +2 Loyalty +3 Relations +2 Espionage +6 Tangled Claws |
The advisor sent warriors to aid the young baron. Disguised as ordinary peasants, they blended in with faithful servants of the legitimate ruler and dealt the baroness a swift blow. She was thrown in prison, and the baron is celebrating his liberation! Community +2 Loyalty +3 Relations +2 Espionage +6 Tangled Claws |
The advisor tried to aid the baron, but clumsily revealed his plan to the watchful servants of the witch. Now the baroness holds a grudge against the advisor for trying to foil her devices, and she has used her spies to spread dirty rumors about the {King/Queen}. Relations -2 Espionage -2 |
The advisor tried to aid the baron, but clumsily revealed his plan to the watchful servants of the witch. Now the baroness holds a grudge against the advisor for trying to foil her devices, and she has used her spies to spread dirty rumors about the {King/Queen}. Relations -2 Espionage -2 |
Scouts have just brought in a letter – a cry for help. The ruler of a small nearby barony has been taken captive. His young wife, who turns out to be a dangerous witch, locked the young baron in a tower and seized control of his lands. He is imprisoned even now, but some of his subjects remain loyal, and plan to free their ruler no matter the cost. The matter requires a delicate approach — an overt intervention would not do. Will the Minister be able to manage this task? |
General (Kassil Aldori, Amiri, Merc) Minister (Jubilost, Merc) |
One sunny day the baron simply vanished from his prison... and showed up at the court of the {King/Queen}, where he immediately began to gather those still loyal to him under his banner. However, the advisor is in no hurry to let the naive ruler go to war: so long as he remains under care of the {King/Queen}'s spies, the baroness grants all sorts of "favors" to the advisor. Community +2 Relations +3 Espionage +5 Advisor Stat +3 Tangled Claws |
One sunny day the baron simply vanished from his prison... and showed up at the court of the {King/Queen}, where he immediately began to gather those still loyal to him under his banner. However, the advisor is in no hurry to let the naive ruler go to war: so long as he remains under care of the {King/Queen}'s spies, the baroness grants all sorts of "favors" to the advisor. Community +2 Relations +3 Espionage +5 Advisor Stat +3 Tangled Claws |
The advisor's spies tried to steal the young baron away, but the operation failed miserably! The agents still haven't returned from their mission, and their colleagues suspect that they were recruited by the baroness's henchmen. Espionage -3 |
The advisor's spies tried to steal the young baron away, but the operation failed miserably! The agents still haven't returned from their mission, and their colleagues suspect that they were recruited by the baroness's henchmen. Espionage -3 | ||||
General (Regongar) Minister (Jaethal) |
The advisor informed the witch of her troublesome prisoner's plans just in time. The liberation of the young baron was foiled, and the baroness thanked the {King/Queen} by entering an alliance with {him/her} and signing a number of rather lucrative trade treaties. Economy +5 Relations +5 Espionage +5 +3 BP per week Advisor Stat +3 |
The advisor informed the witch of her troublesome prisoner's plans just in time. The liberation of the young baron was foiled, and the baroness thanked the {King/Queen} by entering an alliance with {him/her} and signing a number of rather lucrative trade treaties. Economy +5 Relations +5 Espionage +5 +3 BP per week Advisor Stat +3 |
The advisor failed to inform the witch of her prisoner's plans. The messenger came too late — he found the young baron standing over the corpse of his wife. The baron shall no doubt remember who it was that nearly foiled his plans: the diplomats have already noted a significant cooling in relations with neighboring states. Relations -2 |
The advisor failed to inform the witch of her prisoner's plans. The messenger came too late — he found the young baron standing over the corpse of his wife. The baron shall no doubt remember who it was that nearly foiled his plans: the diplomats have already noted a significant cooling in relations with neighboring states. Relations -2 | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as General Failure | |||||||
The Chief Is Dead. Long Live the Chief! | 14 d | 37 | Regent (Any) DC +5 |
The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. ? |
The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. ? |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! ? |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! ? |
The lizardfolk of Orthult are to crown a new chief. An invitation has been delivered to the capital, and it is meant as a great honor. However, the first matter of business at the ceremony will be the eating of the deceased king. It would be best to find a diplomatic way to politely refuse participation in this dubious ritual. |
Grand Diplomat (Any) | The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. Relations +3 |
The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. ? |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! Relations -10 |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! ? | ||||
Curator (Any) | The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. Culture +3 |
The advisor managed to politely decline the invitation. The lizardfolk thoughtfully listened to a lengthy explanation about cultural differences and how the {baron/baroness/King/Queen} is rather busy at the moment, without really understanding what was being said. They were nevertheless content with this polite refusal. Culture +3 |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! Relations -10 |
Alas, the advisor failed to tactfully explain the {baron/baroness/King/Queen}'s refusal to partake in the ceremony. The lizardfolk are appalled at the incomprehensible show of disrespect! Relations -10 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Grand Diplomat Failure | |||||||
Choking Death | 21 d | 35 | High Priest (Any) | The priests summoned by the High {Priest/Priestess} managed to cure the diseased, and the epidemic stopped. This impressed many ordinary citizens, who turned to the temples with renewed interest. Divine +10 |
The priests summoned by the High {Priest/Priestess} managed to cure the diseased, and the epidemic stopped. Divine +3 |
The priests tried to stop the epidemic, but their magic wasn't strong enough. Seeing that they were fighting a losing battle, the priests halted their efforts and locked themselves in their temples, hoping at least to protect themselves from disease. Many of our regular citizens are far less fortunate... Community -3 Divine -3 Stability -3 |
The priests tried to cure the diseased, but failed. Many brave and devout healers were infected and died, along with many others. Community -4 Divine -8 Stability -4 |
A devastating epidemic from Iobaria has struck the local region. It's not the first time Choking Death has desolated a country. Precautions must be taken before the {barony/kingdom} turns into a wasteland of dead men and monsters. |
Warden (Any) | The guard placed the diseased people in camps under strict quarantine, where they received proper treatment. Among the patients they found a spy, who was the one who originally poisoned wells and caused the epidemic. She possessed a cure for the Choking Death. Stability +3 |
The guards managed to isolate all the contagious people. The epidemic was quarantined before it had a chance to spread. Almost everyone who caught the disease has died, but at least it was prevented from spreading across all Golarion. Community -2 Stability +3 |
The guards are attempting to isolate the diseased people in camps, but they are actively avoiding the quarantine because of a frightening rumor that they will be disposed of. The epidemic has only spread, taking many lives. Community -2 Loyalty -2 Stability -2 |
The guards attempted to quarantine the infected. The latter resisted, fearing they would be abandoned to their fate – or simply killed. Many guards were infected during the brawl. Community -3 Loyalty -3 Stability -4 | ||||
Minister (Any) | Our agents robbed an alchemic library in Absalom. They took cure for the Choking Death and many other curious potions and concoctions. — Something for local mages to think about... Arcane +5 Espionage +5 |
The Minister's agents recovered a cure for the Choking Death from a private alchemical laboratory in Absalom. The epidemic was stopped. Espionage +3 |
Our spies tried stealing the cure from an alchemical laboratory in Absalom, but the operation failed. The agents managed to get away. The Choking Death has since taken many more lives, before it started to fade. Community -3 Espionage -6 |
Our spies tried stealing the cure from an alchemical laboratory in Absalom, but failed and were captured. Under torture they blurted out their employer's name. This has given rise to a scandal — as if the epidemic wasn't enough! Community -4 Relations -4 Espionage -8 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Clash of the Fanatics | 30 d | 25 | Councilor | The Councilor settled the priests' argument so wisely that they thanked {him/her} for {his/her} interference and gave {him/her} their deepest respect. The priests solemnly made peace and exchanged gifts, and the congregations returned to their temples. Community +1 Loyalty +4 Divine +2 |
The Councilor reconciled the priests with {his/her} wise advice. After some grumbling, they honestly set aside their arguments and parted peacefully. Community +1 Loyalty +4 |
The Councilor attempted to settle the argument between the priests, but their animosity was too strong. Community -1 Loyalty -1 Divine -5 |
All of the Councilor's attempts to settle the argument failed, and the priests of both gods became angry with the ruler, along with {his/her} advisors! Community -2 Loyalty -2 Divine -8 |
Hostilities have arisen between the priests of Abadar and Gozreh. The priests of Gozreh are incensed that the followers of Abadar have no fear of nature's wrath, while the followers of the god of cities consider them raving, uncouth simpletons. The situation is heating up. |
Grand Diplomat | The Grand Diplomat managed to pacify the priests on both sides. After cooling off overnight, they came to their senses and solemnly made peace. The congregations of both gods were greatly relieved, and returned to their temples. Relations +3 Divine +3 Stability +3 |
The Grand Diplomat managed to re-establish order in the region. The advisor's men have separated the followers of the different gods. Relations +3 |
The Grand Diplomat tried to soothe the fanatics, but the priests could see nothing but adversaries. The people are keeping away from the temples while passions are running so high. Divine -5 Stability -2 |
The Grand Diplomat attempted to end the threat of violence, but met unexpected resistance. Followers of both priests have moved from words to action, and the first blood has been shed in the streets. ? | ||||
High Priest | The wise words of the High {Priest/Priestess} impressed the priests so much that they made peace and exchanged generous gifts. Their elated followers returned to the temples of the reconciled gods. Divine +7 |
The High {Priest/Priestess} was able to convince priests to end their feud. Peace reigns in the region once more, and while the priests continue to scowl at each other, at least they've set aside their hatred. Divine +3 |
The High {Priest/Priestess} couldn't resolve the conflict. The followers of the different gods continue their feud, and the temples are empty. Divine -6 |
The High {Priest/Priestess} couldn't convince the priests to end their feud. On the contrary, {his/her} arguments only added fuel to the fire! Community -2 Loyalty -2 Divine -8 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Contagious Madness | 14 d | 35 | High Priest (Any) | Priests hunted down the dark fey. It was spectacular! They used spell to drive the ruffians from their holes and chased them down the streets. The subjects are impressed with this exertion of divine power. Divine +6 Stability +3 |
The priests' prayers banished the dark fey from the capital. The wild folk thought better of crossing such a serious foe. Divine +3 |
The priests failed to restrain the clever fey. They only continue to spread their poison. Nightmares grip the capital. Divine -3 Stability -3 Unrest worsens |
The priests tried to fight back the fey, but they were soundly defeated. The nasty creatures defiled the temples, showing a startling indifference to priests' religious symbols. Not only did this instill fear in the people, but it turned them away from their gods. Divine -7 Stability -6 Unrest worsens |
A gang of dark fey from Uringen arrived at the capital. They're poisoning sleeping townsfolk with midnight milk – a dangerous substance that grants amazing dreams but shatters one's sanity. And indeed, the citizens are going insane. |
Warden (Ekundayo) | The messenger managed to strike a deal with a notable fey, who looked grim and scary. Rumor has it that it was Spring-Heeled Jack himself! His arrival terrified the other fey, and they left the capital immediately. Some local criminals, not as wise as the fey, fell into the hunter's traps. Watching them struggle amused him no end. They won't be returning to the criminal life any time soon. Relations +1 Arcane +1 Stability +6 |
The messenger somehow managed to find in Uringen a powerful fey who agreed to help save the city from madness. She whispered to her brethren, and they flew from the capital at full speed. Stability +3 |
Servants of the crown have failed to act decisively, and everyone on the capital is now haunted by nightmares. The situation is growing volatile. Arcane -2 Stability -4 Unrest worsens |
Frustrated with the advisor's inaction, the officers of the guard took charge in the fight against the midnight mischief-makers. They then stepped bravely forth into the night – and vanished. Madness continues to stalk the capital. Divine -3 Arcane -3 Stability -6 Unrest worsens | ||||
Warden (Kesten Garess, Merc) | Embeth Travelers gladly accepted the invitation to visit the capital. Not only did they expel the dark fey, but they also had a fine time fishing on their way back home. They cleared the local rivers of some fuaths who had been sinking small merchant ships! Divine +2 Arcane +2 Stability +9 -30 BP |
For a sizable fee, Embeth Travelers agreed to help the guard. They used all the skill and experience they gained in the forest to drive the dark creatures from the city. Stability +3 -30 BP |
The servants of the crown tried persuading Embeth Travelers to hunt the dark fey, but they were unwilling to leave their forest. Insanity continues to stalk the capital. Relations -2 Stability -4 Unrest worsens |
The servants of the crown approached an Embeth Traveler for assistance with the problem – only to discover that they were meeting with one of the dark fey in disguise. The masked fey waited for just the right moment and then raided the guards' barracks. The citizens of the capital continue to go insane. Relations -4 Divine -4 Stability -8 Unrest worsens | ||||
Warden (Regongar) | The guards arrested several of the dark fey. They were crucified and put on display – all except their leader. Her life was traded for a promise to leave the city. Stability +3 |
The guards arrested a couple of dark fey. They were crucified and put on display, on the advisor's order. This taught the rest of them a lesson, and scared them away. Stability +3 |
The advisor's servants arranged a midnight hunt for the dark fey. The hunt failed so badly that it was the subject of ridicule for a long time thereafter. Meanwhile, insanity still stalks the capital. Relations -1 Arcane -1 Stability -4 Unrest worsens |
The guards managed to capture a fey. She was crucified and put on display, according to the advisor's orders. This only made the midnight thieves angry. They changed their strategy: nightmares were now replaced with blinding rage and a need to kill. Divine -2 Arcane -2 Stability -10 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
The Contract | 21 d | 31 | Magister (Any) | The Magister conjured a double of the {baron/baroness/King/Queen}, and sent {him/her} on a picnic, casting spells of invisibility on {his/her} best mages, and distributing them throughout the forest. The assassin took the bait and was easily captured! Arcane +3 |
The Magister conjured a double of the {baron/baroness/King/Queen}, and sent {him/her} on a picnic, casting spells of invisibility on {his/her} best mages, and distributing them throughout the forest. The assassin took the bait and was easily captured! Arcane +3 |
The assassin's attack was barely repelled, and the deadly criminal was allowed to escape. Arcane -3 Stability -3 |
The {baron/baroness/King/Queen}'s servants were entirely unprepared for the assassin's attack! Many lost their lives to fend off the assault and protect their ruler… Arcane -6 Stability -6 |
A notorious assassin from Daggermark has taken a contract on the {baron/baroness/King/Queen}'s head! An open challenge to a duel is not a likely result. — An arrow in the back or a goblet full of poison, however... |
Warden (Any) | The Warden personally positioned his guards both inside and outside the castle. They performed admirably, handily capturing the assassin. Stability +3 |
The Warden personally positioned his guards both inside and outside the castle. They performed admirably, handily capturing the assassin. Stability +3 |
The assassin's attack was barely repelled, and the deadly criminal was allowed to escape. Stability -6 |
The {baron/baroness/King/Queen}'s servants were entirely unprepared for the assassin's attack! Many lost their lives to fend off the assault and protect their ruler… Stability -12 | ||||
Minister (Any) DC -5 |
The Minister replied to the threat by issuing a contract of {his/her} own with the Red Mantis. In just a few days {he/she} was approached by a young woman carrying the head of the hapless assassin in a bag. Espionage +3 -75 BP |
The Minister replied to the threat by issuing a contract of {his/her} own with the Red Mantis. In just a few days {he/she} was approached by a young woman carrying the head of the hapless assassin in a bag. Espionage +3 -75 BP |
The assassin's attack was barely repelled, and the deadly criminal was allowed to escape. Stability -3 Espionage -3 |
The {baron/baroness/King/Queen}'s servants were entirely unprepared for the assassin's attack! Many lost their lives to fend off the assault and protect their ruler… Stability -6 Espionage -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure | |||||||
Court Intrigue | 10 d | 27 | Warden (Kesten Garess, Ekundayo, Any Merc) | The Warden sent the councilor's letter to the queen of the neighboring country. The traitor was arrested and will be tried in court! Relations +2 Stability +5 |
The Warden sent the councilor's letter to the queen of the neighboring country. The traitor was arrested and will be tried in court! Relations +2 Stability +5 |
The Warden wrote a letter to the visiting treasurer, warning him of the danger he was in. A week later, the poor fellow was found dead. Soon after, the Warden received a letter written by the treasurer a few days prior. — The deceased refused to believe that anyone could wish him ill... Relations -1 Stability -1 |
The situation has become a diplomatic scandal! The neighboring queen received a letter of warning from the Warden… and accused our advisor of trying to besmirch her councilor! Relations -4 Stability -1 Espionage -1 |
A treasurer from one of the neighboring countries has entered the borders of the {barony/kingdom} on his way home from a business trip. Yesterday a letter arrived at the castle, in which the country's councilor asks that his colleague be made to "disappear", with the evidence pointing towards bandits. |
Warden (Regongar) | The treasurer perished under mysterious circumstances. Soon after, an envoy with a heavy bag of gold came knocking on the castle's door. Stability +3 +100 BP |
The treasurer perished under mysterious circumstances. Soon after, an envoy with a heavy bag of gold came knocking on the castle's door. Stability +3 +100 BP |
The treasurer's convoy proved too much for the bandits that the Warden employed. Relations -1 Stability -2 |
The Warden dressed up a squad of guards as bandits, and sent them for the Treasurer's head… only to find out later they were roundly defeated by his convoy! Relations -2 Stability -4 | ||||
Minister (Ekundayo) | The Minister's people struck a deal with the treasurer, and staged his murder. Then, once they received the money from the treacherous councilor, they presented it along with the treasurer to the court. The criminal was arrested and sent before a judge! Relations +2 Espionage +5 +50 BP |
The Minister's people struck a deal with the treasurer, and staged his murder. Then, once they received the money from the treacherous councilor, they presented it along with the treasurer to the court. The criminal was arrested and sent before a judge! Relations +2 Espionage +5 +50 BP |
The treasurer failed to heed to the warnings of a secret messenger. A week later he was found dead… Relations -1 Espionage -1 |
The Minister sent one of {his/her} people to warn the neighboring queen of her councilor's designs… However, he was caught by the guards, tried as a spy and executed! This has dealt a heavy blow to the diplomatic reputation of the {barony/kingdom}. Relations -3 Espionage -3 | ||||
Minister (Jaethal, Jubilost, Any Merc) | The treasurer perished under mysterious circumstances. Soon after, an envoy with a heavy bag of gold came knocking on the castle's door. Espionage +3 +125 BP |
The treasurer perished under mysterious circumstances. Soon after, an envoy with a heavy bag of gold came knocking on the castle's door. Espionage +3 +125 BP |
The Minister's people failed to track down the visiting treasurer, who soon returned home safely. The deal with the councilor fell through. Relations -1 Espionage -2 |
The treasurer's bodyguards proved much more capable than expected. The assassins hired by the Minister perished while trying to carry out {his/her} orders. Relations -2 Stability -2 Espionage -2 | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as Minister Failure | |||||||
Craftsmen Strike | 14 d | 22 | Treasurer (Jubilost, Maegar Varn, Any Merc) | The Treasurer ordered the purchase and import of machines from Absalom, to make working with rough materials significantly easier. The craftsmen, their tasks now much more convenient and simple, returned to work with enthusiasm. Economy +2 Espionage +3 |
The Treasurer not only found a manufacturing process that would make production significantly faster and easier; {he/she} also managed to persuade local merchants to invest in the project! The crafters ended their strike and returned to work. Loyalty -1 Economy +2 Espionage +2 |
The Treasurer found a manufacturing solution in Galt, which would lift a significant burden from the workers. Sadly, the locals didn't see the great value in the proposal, and instead made the advisor a laughingstock. Community -1 Loyalty -1 Economy -2 |
The Treasurer tried to sort out the situation, but failed to understand all its intricacies, and simply gave up! The region continues to lose money by the day, and the tax collectors are at a loss: the people simply cannot pay! Community -2 Loyalty -1 Economy -3 Stability -1 |
The local craftsmen refuse to return to their workshops. The workers are demanding more money for their work. |
Treasurer (Bartholomew Delgado, Kanerah) | The strike was broken under orders of the Treasurer, and its leaders were arrested. The craftsmen returned to their places, having received nothing for their pains, but so fearful of prison that they now work three times faster. Loyalty -2 Economy +7 |
The Treasurer managed to break the strike, but unhappy grumbling continues in the region. Nonetheless, the craftsmen, fearing persecution, are returning to work. Loyalty -2 Economy +5 |
The Treasurer ordered the strike broken. However, when the guards confronted the picket-line, the conflict escalated into bloody fights. Community -1 Loyalty -3 |
The Treasurer ignored the strike and it evolved into a massive civil movement, grinding life to a halt across the whole region. Community -2 Loyalty -3 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Trasurer Failure |
D[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Defender of the Forest | 14 d | 29 | High Priest (Any) | Some peaceful druids were invited to convince him that the path he had chosen was in error. He came to realize that doing violence to the people and their works was a crime. He then became a healer, began caring for the fields and groves, ensuring that the people have a bountiful harvest. This will prevent them from ruining the wild forests. Loyalty +3 Divine +6 |
The High {Priest/Priestess} spoke to the druid in person, and make him see that he'd gone too far. It worked. The fanatic came to his senses, and his violent crusade came to an end. Divine +3 |
Our priests went into the woods to persuade the druid to abandon his violent path, but their efforts were in vain. He continues his struggle, wreaking havoc across the region. Community -4 Divine -3 |
The priests opened a public dispute with the druid, and denouncing his methods. But they failed to persuade him to end his war on civilization. Moreover, he has tricked many of our people into following him. They are joining him in his struggle against the kingdom's advancement – all in the name of nature. Community -6 Divine -6 |
A druid fanatic, and defender of the forests, has appeared in the kingdom. He sets wild animals to attack woodcutters, grows forests over the roads, and destroys sawmills. His actions are damaging the local communities, and those who express outrage have only suffered his wrath. He must be stopped, or the lands will soon turn into a dense forest! |
Minister (Any) | Our scouts slipped into his circle and gave the druid a sleeping potion. He was then seized and imprisoned, and his will was broken by torture and captivity. He's ready to do anything to regain his freedom. He remains prisoner, but is occasionally allowed out to bless the local fields and enjoy the singing birds. Loyalty +3 Espionage +6 |
Our loyal assassins were joined by a mercenary priest of a dark god. They went out after the druid's head. As the priest's blood magic struggled against the druid's spells, the assassins' blades finished him off. In the morning he was found dead in his own grove. It is a good lesson for anyone who thinks themselves above the law! Espionage +3 |
The Minister's loyal assassins were dispatched to the sacred grove, but they couldn't defeat the wild druid. His magic granted him protection against their arrows and blades. The fanatic continues his campaign for the glory of nature, sowing death and destruction across the region. Community -4 Espionage -3 |
The Minister dispatched agents to recover the druid's head. They attempted to kill him right in the middle of a heartfelt sermon, right in front of a group of villagers. The peasants stood up for him and beat his assassins to death. The fanatic is continuing to wreak havoc, as if he hopes to drive every civilized creature from these lands. Community -5 Loyalty -2 Espionage -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Devastating Raids | 25 d | 15 | Regent (Any) | The scouts finally located the slavers' camp! Our soldiers destroyed the evildoers and freed the slaves. Community +4 Loyalty +1 |
The Regent's scouts continue to track the slavers! Community +4 Loyalty -1 |
The scouts in the {baron/baroness/King/Queen}'s service have so far been unable to locate the slavers' camp. The locals are afraid to leave their houses. Loyalty -1 |
The scouts in the {baron/baroness/King/Queen}'s service have so far been unable to locate the slavers' camp. The locals are afraid to leave their houses. Community -2 Loyalty -1 |
People have begun to disappear from the area! Today, one of the missing was found in the forest. She'd escaped from a gang of half-orc slavers from the Hold of Belkzen. Their roving camp must be tracked down and wiped out! |
General (Any) | The {barony/kingdom}'s troops located the slavers' camp! – And our soldiers destroyed the evildoers and freed the slaves! Military +3 |
The troops of the {barony/kingdom} have located the den where the slavers are hiding! Success is near! Military +3 |
The {barony/kingdom}'s troops once more lost the trail of the slavers' mobile camp. Community -1 |
The soldiers of the {barony/kingdom} have worn themselves to exhaustion in a futile search for the missing. Such panic only wastes time and invites chaos. Community -1 Military -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Doppelganger on the Throne | 14 d | 32 | Regent (Any) | The Regent arranged a meeting between the ruler and {his/her} people. They're finally convinced that the true {King/Queen} sits upon the throne. Thoughts of rebellion quickly faded, and the drunkards who began the stupid rumor were arrested and punished. Community +3 |
The Regent arranged a meeting between the ruler and {his/her} people. They're finally convinced that the true {King/Queen} sits upon the throne. Thoughts of rebellion quickly faded, and the drunkards who began the stupid rumor were arrested and punished. Community +3 |
The Regent's representatives failed to reassure the people that their idea was absurd. The peasants only concluded that the Regent was conspiring with the "traitors". They're ready to take up arms and seize the palace! The guards continue to arresting the misguided rebels, but their numbers grow by the day. Community -2 Loyalty -2 Stability -2 Unrest worsens |
The Regent's representatives failed to reassure the people that their idea was absurd. The peasants only concluded that the Regent was conspiring with the "traitors". They're ready to take up arms and seize the palace! The guards continue to arresting the misguided rebels, but their numbers grow by the day. Community -2 Loyalty -2 Stability -2 Unrest worsens |
Tension is growing in the region. Rumor has it that a doppelganger sits upon the throne! The rabble are ready to grab their weapons, overthrow the false ruler, and liberate the true {King/Queen}. This madness must be stopped before they devastate the country with their good intentions! |
Warden (Any) | The guards performed night raids. They broke into the houses of the notorious rebels and delivered them to the palace. Seeing the {King/Queen} in person convinced them that there was no doppelganger. They repented, gave up their rebellious ideas, and returned home ashamed. The decisive measure sent a message – that it was a dangerous thing to rebel against the crown. Community +2 Loyalty +2 Stability +6 |
The rebellious movement was curbed by the guards. The rebels remained determined so long as the matter remained one of words. But once it came to for naked steel, they lost their courage. Whatever thoughts they may have had, whatever rumors they believed, they lack the spirit for rebellion. Stability +3 |
The guard gently tried to persuade the rebels to lay down their weapons, but their attitude was taken as a sign of weakness. Besides, many of the guards actually listened to the nonsense and joined with the rebels. The rioting is already spreading. Community -1 Loyalty -1 Stability -5 Unrest worsens |
The guard gently tried to persuade the rebels to lay down their weapons, but their attitude was taken as a sign of weakness. Besides, many of the guards actually listened to the nonsense and joined with the rebels. The rioting is already spreading. Community -1 Loyalty -1 Stability -5 Unrest worsens | ||||
Minister (Any) | The rebel leader was assassinated by the Minister's agents, and the remaining captains were set against one another. They did us the favor of killing each other as they struggled for power amongst themselves. Stability +2 Espionage +8 |
The Minister's agents poisoned the rebel leader, who was also the source of the rumors. Without their leader, the movement has fallen apart and ceased to pose a threat. Espionage +3 |
The public assassination of the rebel leader only fuelled the rebellion. The people are only more convinced that their beliefs must be true. His death has made him a martyr, and more people join the rebellion by the day. Tension is growing in the region. Community -3 Loyalty -3 Stability -3 Espionage +2 Unrest worsens |
The public assassination of the rebel leader only fuelled the rebellion. The people are only more convinced that their beliefs must be true. His death has made him a martyr, and more people join the rebellion by the day. Tension is growing in the region. Community -3 Loyalty -3 Stability -3 Espionage +2 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
Drink 'Til You Drop | 7 d | 24 | Warden (Any) | Thanks to the Warden's incredible efforts, the folk festival was celebrated without great incident… but there isn't a bottle of wine or a keg of ale left in the whole region. Stability +3 |
Thanks to the Warden's incredible efforts, the folk festival was celebrated without great incident… but there isn't a bottle of wine or a keg of ale left in the whole region. Stability +3 |
There guard was unable to contain the crowds. The merrymakers got an gnome mage outrageously drunk, whereupon he constructed an enormous stone fountain "of a frivolous nature", right in the main square. It will take considerable effort to get rid of it… Arcane -1 Stability -2 |
The guard was overwhelmed in the first couple of hours. Many were dunked into barrels of beer. One guard was tied to the wing of a windmill, and another to the wheel of a watermill. The guard's captain was stripped naked, covered in honey, and thrown into the women's dormitory at Sarenrae's monastery – in the middle of the night... Community -2 Loyalty -1 Divine -2 Stability -5 |
The holiday for Cayden Caylean will soon be upon us! Hundreds of inebriated townspeople will flood the streets – to fight, take part in questionable adventures, and generally have a rollicking good time. Appropriate measures should be taken in advance, or there won't be a wall left standing in the whole region. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure |
E[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Eclipse | 14 d | 31 | Regent (Any) | The Regent persuaded people to unite and stand firm against any hardship or misery. The citizens are pulling together. They're prepared for whatever happens. Community +5 Divine +1 Stability +2 |
The Regent's words managed to calm the citizens. Life goes on, and the superstitions of fools are scorned or ridiculed. Community +3 |
The Regent's appeal went unheeded, and the peasants are flouting the laws. After all, they have to prepare for the end of the world! Community -2 Loyalty -2 Divine -2 Stability -2 |
The Regent's appeal only made it worse. Even the {baron/baroness/King/Queen}'s own advisors are heeding the rumors. This is a bad sign. The citizens have begun stocking up on every supply they can get. They'd be prepared if Rovagug himself was set free tomorrow. Community -3 Loyalty -3 Divine -3 Stability -3 |
The recent solar eclipse has the people frightened. Many of them took it as a bad omen, referring to the Kellid shamans' calendars, which foretell a bad year. The fear is turning into panic. The people must be made to hear reason. The dangerous rumors have to be stopped! |
High Priest (Any) | The High {Priest/Priestess} found the right words. The people turned away from their superstitions and hurried back into the temples of their forlorn gods. The foretold cataclysm never came to pass, and the citizens praise their High {Priest's/Priestess'} wisdom. Divine +6 |
The High {Priest/Priestess} talked people into trusting their clerics. The panic subsided before it washed over the whole region. Divine +3 |
The people are set in their superstitious ways. The High {Priest's/Priestess'} words failed to find a way into their hearts. The peasants are still preparing for a horrible catastrophe. They consider their own survival more pressing than the law. Divine -6 |
The citizens believe the priests less than they believe their own folk wisdom. The number of congregants in the temples has decreased. The people have chosen to ignore the laws of their gods and their earthly lords, and prepare for the end of the world. Divine -10 Stability -4 | ||||
Curator (Any) | The Curator threw a magnificent fair! The people had so much fun that a dozen good omens appeared, right on cue. They heralded a bountiful harvest, peace on earth and a season free of ills. The citizens went home in great moods, expressing their respects to their ruler for the fantastic feast. Loyalty +2 Culture +5 |
The Curator threw a magnificent fair. Clowns, musicians, conjurers and other carnival acts managed to distract the people from the Golarion's imminent end. Culture +3 |
The country fair hosted by the Curator failed to take the citizens' minds off things. The people are too worried and depressed about the coming cataclysm to have any fun. Divine -3 Stability -2 Culture -2 |
The country fair hosted by the Curator was a failure. The furious crowd doesn't approve of any sort of entertainment at a time like this. Divine -5 Stability -3 Culture -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Ergot | 14 d | 20 | Councilor (Tristian) | The Councilor's decision to impose government control over the grain reserves made it possible to avoid famine. The people are praising the {baron/baroness/King/Queen} and {his/her} wise and decisive advisor. Loyalty +5 |
The Councilor ordered strict government control over the remaining grain. The citizens of the region were saved from famine, but this solution was bound to influence the area's economics. Loyalty +5 Economy -1 |
The Councilor was able to gain control over the remains of uninfected grains, so that all the citizens would be able to live through these tough times. The people are grateful for this intervention, but the decision was made too late: the famine is growing worse, and supplies are frequently stolen. Community -1 Loyalty +2 Military -1 Economy -1 Divine -1 Arcane -1 Culture -1 Espionage -1 |
Attempts to control the grain reserves have failed. The famine is growing worse, and the people flee their very homes, seeking salvation. Life in the region is at a standstill. Community -2 Military -1 Economy -2 Divine -1 Arcane -1 Culture -1 Espionage -1 |
It's a catastrophe! The entire region's grain harvest is infected with ergot! The local people are suddenly facing famine. |
Councilor (Shandra Mervey, Any Merc) | Doubling taxes on the grain trade not only made it possible to import extra food from the neighboring regions, but also spurred local production. Loyalty +3 Economy +2 |
The Councilor moved to impose additional taxes on the grain traders, to compensate for importing food from outside the region – and the plan worked! The imported food stemmed the famine, and the locals are already recovering from the disaster. Loyalty +2 Economy +2 |
Raising taxes on the grain trade did raise some revenue, but the imported food it afforded turned out to be rotten and inedible! Famine in the region is growing worse, as its victims multiply. Loyalty -1 Military -1 Economy +1 Divine -1 Arcane -1 Culture -1 Espionage -1 |
Raising the taxes on the grain trade fixed nothing: the traders hid their revenue, and the money taken in from honest merchants isn't nearly enough to afford importing food. The people continue to suffer from the growing famine. Community -1 Loyalty -1 Military -1 Divine -1 Arcane -1 Stability -1 Culture -1 Espionage -1 | ||||
Councilor (Tsanna) | The Councilor refused to interfere, declaring that this was a test meant to harden the citizens! To everyone's astonishment, this strange plan worked: the people, left to their own fate, united in the face of disaster. This attitude continues even as fears of famine subside, and the region is flourishing! Community +3 Loyalty +6 Military +3 Economy +1 Stability +3 Culture +1 Espionage +1 |
The Councilor decided to trust the people and let them handle the disaster themselves. The famine has only grown worse, but the locals have organized into groups, and have started battling the affliction on their own. Community -1 Loyalty +2 Military +1 Economy -1 Stability +1 |
The Councilor decided that the loss of the harvest was simply a test that the locals would have to withstand, and wished them well. With no hope of help from the authorities, people have grown angry, and the famine only grows worse. Community -1 Loyalty -1 Military -1 Economy -1 Divine -1 Arcane -1 Culture -1 Espionage -1 Unrest worsens |
The Councilor attempted to test the people, by giving them a chance to face the disaster themselves. This decision was an enormous mistake: the region is shaking from riots and growing famine. Community -2 Loyalty -2 Military -1 Economy -2 Divine -1 Arcane -1 Stability -1 Culture -1 Espionage -1 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Experiments | 14 d | 27 | Magister | The Magister entered the lab during one of the experiments, to find that the "scientist" about to infuse the subject with a vial of demonic blood! The madman was arrested. His records, his voluminous library, and a set of reagents were claimed by the Magister. Arcane +8 |
The Magister entered the lab during one of the experiments, to find that the "scientist" about to infuse the subject with a vial of demonic blood! The madman managed to flee, leaving behind his voluminous library and a set of reagents – which the Magister's happily claimed. Arcane +6 |
The "scientist" was in fact a mage from Cheliax! He was experimenting on our warriors, infusing them with demonic blood! His "test subjects" were all found dead, and the mage has fled... Military -3 |
What a disaster! The "scientist" was in fact a mage from Cheliax! He was experimenting on our warriors, infusing them with demonic blood! The madman disappeared with a troop of enchanted and obedient soldiers. Military -5 |
A wandering scientist is offering a medical procedure to the {barony/kingdom}'s warriors. It is supposed to "purge their blood" and greatly increase their strength. He says the risk is "next to none". |
Magister | The Magister watched the "scientist" closely, and discovered that he was infusing his subjects with demonic blood. The Chelaxian mage confessed and asked for help. Together, they managed to refine the process, and created a whole squad of fearless, enchanted warriors. ? |
The Magister watched the "scientist" closely, and discovered that he was infusing his subjects with demonic blood. The Chelaxian mage confessed and asked for help. Together, they managed to refine the process, and enchanted several soldiers. ? |
? | ? | ||||
Warden (Any) | The Warden agreed... and ordered the old man seized in the middle of the night as he slept. The "scientist" turned out to be a Chelaxian mage. In his belongings they found vials of demonic blood, which he was planning to infuse his subjects with! The Warden gave him up to Andoran for a bounty. Stability +5 +30 BP |
The Warden agreed to the procedure... and ordered the guard to seize the sleeping old man in the middle of the night. The "scientist" turned out to be an experimenter in magic. In his belongings they found vials of demonic blood, which he was planning to infuse his subjects with! Stability +5 |
The Warden grew suspicious and ordered that the "scientist" be arrested. However, the old man summoned a mighty demon and fled. The guards quickly defeated the monster, but the mad mage had already disappeared. - |
The Warden grew suspicious and ordered that the "scientist" be arrested. However, the old man summoned a mighty demon, and disappeared into a portal. The guard's losses were high... Stability -2? | ||||
Ignored | You didn't assign an advisor, and left this opportunity pass by. Same as Magister Failure | |||||||
Extortionist Guards | 14 d | 21 | General (Amiri, Regongar) | Under the General's personal orders, a militia was formed in the region, which was more than capable of maintaining order and putting any attempts at extortion to an end. Military +7 |
The General helped organize the locals into a militia. Former cowherds and craftsmen stood up to the extortionists. Military +5 Economy -1 |
The General failed to form the locals into a proper militia. But they did take up arms, and these former cowherds and craftsmen began killing their assailants! Loyalty -1 Military -1 Economy -2 Stability -1 |
The General failed to help the locals: seeing no other recourse, the people decided to fight their assailants, and the region has descended into a bloodbath. Military -3 Economy -2 Stability -2 |
Citizens of the region are angry: the local guard demands protection money, and promises trouble to anyone who doesn't pay. |
General (Kassil?, Any Merc) | The General personally intervened, and many arrests and trials followed. The people, now free of the greedy guards, are satisfied by the advisor's stern and fair measures. Loyalty +1 Military +3 Economy +1 |
The General was able to arrest and try nearly all the extortionists. The episode has stained the guard's reputation, but the locals are satisfied by the results of the investigation. Loyalty +1 Military +2 Economy +1 |
The General conducted an internal investigation, but some of the guards managed to escape. The locals secretly despise their new guards. Military -2 Economy -1 Stability -1 |
The guilty weren't arrested, so the locals took justice into their own hands. The conflict has turned into a real civil war! Military -2 Economy -2 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure |
F[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
False Lights | 14 d | 29 | Councilor Treasurer Warden |
The villains have been dealt with! – The guard tracked them down and arrested them during a night raid! Advisor Stat +3 |
The villains have been dealt with! – The guard tracked them down and arrested them during a night raid! Advisor Stat +3 |
The guard has been unable to track down those responsible. The criminals continue to plague the region. Economy -2 Relations -2 Stability -2 |
The guard has been dispatched to track down and arrest those responsible, but when they caught up with their prey, the tables were turned, and they suffered a crushing defeat! Economy -3 Relations -3 Stability -3 |
Devious crimes are being committed! Someone has been using false beacons to lure vessels onto the shallow sandbanks of the rivers and lakes. Ships wreck their hulls and sink, and the bandits wait for the goods to wash ashore. Something must be done before trade begins to suffer. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
Fey Magic | 14 d | 15 | Councilor (Any) | The Councilor's servants arrested the mischievous fey and compelled him to repair the damage he'd done. Loyalty +3 |
The Councilor's servants arrested the mischievous fey and compelled him to repair the damage he'd done. Loyalty +3 |
The Councilor's servants failed to arrest the mischievous fey. Meanwhile the people became so alarmed by his stunts that they abandoned their homes and left their harvests behind. Community -1 |
The Councilor's servants set off after the mischievous fey, with plans to arrest him. He learned of the hunt and decided to sabotage the settlement in spite. The harvest is withered, and the poeple have decided to leave these lands forever. Community -1 Loyalty -1 |
A fey magician visited a settlement, and made everyday things come to life! The people seem to be more frightened than amused by the minor and generally harmless anomaly. |
High Priest (Any) | The priests not only lifted the fey's curse, but cast a protective spell over the settlement. Any further First World visitors to this settlement are in for a very unpleasant surprise! There is no doubt that order in these lands has been restored. Divine +3 |
The priests were able to lift the fey's curse, and the people in the settlement are heaving a sigh of relief. Divine +3 |
The priests failed to lift the fey's curse from the settlement. The people are so alarmed by the anomaly that have already begun abandoning their homes, leaving their harvests behind. Community -1 |
The priests tried to banish the fey's magic from the settlement, but failed. The people have already begun abandoning their homes, leaving their harvests behind. They have given up on their gods, who they'd trusted to protect them. Community -1 Loyalty -1 Divine -1 | ||||
Ignored | You didn't assign an advisor and left this problem unresolved. Same as High Priest Failure. | |||||||
Fey Tricks | 14 d | 37 | High Priest (Any) DC +5 |
Powerful magic was used to dispel the fey's enchantments. The people returned to normal, and graciously thanked the {baron/baroness/King/Queen} for their rescue. Community +6 Loyalty +3 Divine +5 Arcane +2 |
Powerful magic was used to dispel the fey's enchantments. The people returned to normal, and graciously thanked the {baron/baroness/King/Queen} for their rescue. Community +6 Loyalty +3 Divine +5 Arcane +2 |
Help came too late: some of the people who were turned into animals ran off into the countryside, and others fell prey to predators. Still others have decided to remain the way they are! The "{barony/kingdom} of pigs and goats" has become the laughing stock of its neighbors. Relations -3 Divine -3 Arcane -3 |
Help came too late: some of the people who were turned into animals ran off into the countryside, and others fell prey to predators. Still others have decided to remain the way they are! The "{barony/kingdom} of pigs and goats" has become the laughing stock of its neighbors. Relations -3 Divine -3 Arcane -3 |
Some fey were having a wild night in one of the local settlements. In the morning the {King/Queen}'s servants discovered that they'd turned all the villagers into talking animals! They must be rescued at once! |
Magister (Any) | Powerful magic was used to dispel the fey's enchantments. The people returned to normal, and graciously thanked the {baron/baroness/King/Queen} for their rescue. Community +6 Loyalty +3 Divine +2 Arcane +5 |
Powerful magic was used to dispel the fey's enchantments. The people returned to normal, and graciously thanked the {baron/baroness/King/Queen} for their rescue. Community +6 Loyalty +3 Divine +2 Arcane +5 |
Help came too late: some of the people who were turned into animals ran off into the countryside, and others fell prey to predators. Still others have decided to remain the way they are! The "{barony/kingdom} of pigs and goats" has become the laughing stock of its neighbors. Relations -3 Divine -3 Arcane -3 |
Help came too late: some of the people who were turned into animals ran off into the countryside, and others fell prey to predators. Still others have decided to remain the way they are! The "{barony/kingdom} of pigs and goats" has become the laughing stock of its neighbors. Relations -3 Divine -3 Arcane -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure | |||||||
The Fire | 14 d | 19 | Regent | Thanks to the advisor's help, the settlement has survived. The subjects weren't abandoned in their hour of need. They celebrate their {baron/baroness/King/Queen} and offer their thanks and gratitude. Community +1 Loyalty +1 Advisor Stat +3 |
The advisor's aid arrived just in time. The settlement is being rebuilt after the awful fire. Advisor Stat +3 |
The advisor couldn't organize support in a timely manner. The people have abandoned the settlement for good. This loss will doubtless have an impact on the treasury. Community -2 Economy -2 |
The advisor couldn't organize support in a timely manner. The people have abandoned the settlement for good. This loss will doubtless have an impact on the treasury. Community -2 Economy -2 |
A terrible fire struck the settlement, consuming many buildings. The people need immediate help! |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The Fog | 14 d | 40 | General (Any) | (NO TEXT) Shown as Success Community +6 Military +6 Stability +3 |
(NO TEXT) Military +5 Stability +2 |
The brave souls who stepped into the fog were able to rid the world of many foul creatures, but many others yet survive, and we suffered heavy losses. The shroud grows ever thicker, and the monsters continue to slaughter more and more peasants... Military -2 Stability -2 Begins The Fog |
The advisor assembled a group of brave souls, and sent them out into the fog, but none returned. The shroud is becoming ever thicker, and unspeakable monsters are striking at settlements in the region, killing scores at a time. Something must be done! Military -3 Stability -3 Unrest worsens Begins The Fog |
**A sinister fog has entered our lands from neighboring Ustalav. The crunch of bones and the hiss of horrid beasts fills the impenetrable veil. The people are afraid to leave their homes. Are there enough brave men and women to take up arms and torches, and venture forth into the fog? |
Warden (Any) | Our volunteers gathered to defend their homeland, and drove away the mist with a flame that burned in their hearts. Every lowly beast that hid in the shadows was put to the sword. The rescued villagers are praising their {King/Queen}, and all the surrounding lands have heard the heroic saga of a battle between courageous defenders of {kingdomname} and the horrid creatures from the fog. Shown as Success Community +6 Military +3 Stability +6 |
The brave souls who answered the {King/Queen}'s call stepped into the fog without hesitation — and won a glorious victory! The flames of their torches dispersed the ominous shroud, and once the foul beasts were far easier to face once they had nowhere to hide. The region's residents are breathing a sigh of relief. Military +2 Stability +5 |
The brave souls who stepped into the fog were able to rid the world of many foul creatures, but many others yet survive, and we suffered heavy losses. The shroud grows ever thicker, and the monsters continue to slaughter more and more peasants... Military -2 Stability -2 Begins The Fog |
The advisor assembled a group of brave souls, and sent them out into the fog, but none returned. The shroud is becoming ever thicker, and unspeakable monsters are striking at settlements in the region, killing scores at a time. Something must be done! Military -3 Stability -3 Unrest worsens Begins The Fog | ||||
Ignored | A deadly fog is terrorizing our people. Community -3, Loyalty -3, Stability -3 every 10 days. Cannot be ignored. | |||||||
Forest for the Elves | 14 d | 26 | General (Amiri+, Regongar+, Kassil?, Any Merc) | The Reclaimers didn't expect such a resolute and skillful response. The raid on bandits was lightning-fast, and the guilty ended up in a dungeon. Military +5 Stability +4 |
The advisor managed to run a successful raid on the Reclaimers. Many bandits shed their blood, and the troops suffered almost no losses at all. Military +1 Stability +2 |
The raid against the Reclaimers ended in a catastrophe. Many warriors died from elven arrows, and the troops failed to clear the woods of the fanatics. Military -4 Stability -4 |
The raid against the Reclaimers ended in a catastrophe. Many warriors died from elven arrows, and the troops failed to clear the woods of the fanatics. Military -4 Stability -4 |
Gangs of elven revolutionaries, the Reclaimers, have been getting into more frequent skirmishes. The fanatics proclaim, first of all, that the world needs to be cleared of non-elves – and the River Kingdoms are first in line. These race-haters need to be put in their place. |
Grand Diplomat (Linzi?, Valerie+, Bartholomew?) | Kyonin not only responded to our request for help, but also sent its troops to ensure the locals' safety. The Reclaimers were ousted. Relations +5 Stability +2 |
After a visit from the Grand Diplomat's ambassadors, Kyonin promised to discipline the Reclaimers, and the attacks stopped. Relations +3? |
The Grand Diplomat failed to come to an agreement with Kyonin about reining in the Reclaimers. The local citizens were left to deal with the fanatics themselves. Relations -3 Stability -3? |
The Grand Diplomat sent ambassadors to Kyonin. The elves responded with a polite promise to promote peace-making, but the attacks of the Reclaimers only became more frequent! Relations -5 Stability -5? | ||||
Warden (Kesten+, Regongar?, Ekundayo?, Any Merc+) | The Reclaimers didn't expect such a resolute and skillful response. The raid on bandits was lightning-fast, and the guilty ended up in a dungeon. Military +2 Stability +7 |
The advisor managed to run a successful raid on the Reclaimers. Many bandits shed their blood, and the troops suffered almost no losses at all. Military -2 Stability +5 |
The raid against the Reclaimers ended in a catastrophe. Many warriors died from elven arrows, and the troops failed to clear the woods of the fanatics. Military -4 Stability -4 |
The raid against the Reclaimers ended in a catastrophe. Many warriors died from elven arrows, and the troops failed to clear the woods of the fanatics. Military -4 Stability -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Grand Diplomat Failure | |||||||
Forgotten Knowledge | 14 d | 30 | Councilor (Any) | The decryptor managed not only to translate a book from the dead language, but also to grasp its gentle, delicate nuances. It was not only a book about magic, but also about the gods and their connection with magical energies. The mages and priests of the {barony/kingdom} have taken great interest in the tome. Loyalty +3 Divine +4 Arcane +4 Espionage +2 |
The decryptor was able to figure out the tricky language. The secrets of magic stored in the book proved very useful. Loyalty +3 Divine +2 Arcane +2 Espionage +1 |
The decryptor hired by the advisor turned out an incompetent scammer. Looking to impress, he spoiled the books beyond repair with alchemical reagents. - |
The decryptor hired by the advisor turned out to be a spy! He stole a book and several important scrolls from the magical library. Divine -1 Arcane -3 Espionage -1 |
An ancient hermit's cabin, which used to belong to an old elven mage, has been discovered in the marshes. The dusty library contains fascinating books in an ancient language, now forgotten. A competent decryptor would be able to decipher the knowledge contained in the books. |
Grand Diplomat (Any) | The decryptor managed not only to translate a book from the dead language, but also to grasp its gentle, delicate nuances. It was not only a book about magic, but also about the gods and their connection with magical energies. The mages and priests of the {barony/kingdom} have taken great interest in the tome. Relations +5 Divine +3 Arcane +3 Espionage +2 |
The decryptor was able to figure out the tricky language. The secrets of magic stored in the book proved very useful. Relations +4 Arcane +3 Espionage +1 |
The decryptor hired by the advisor turned out an incompetent scammer. Looking to impress, he spoiled the books beyond repair with alchemical reagents. - |
The decryptor hired by the advisor turned out to be a spy! He stole a book and several important scrolls from the magical library. Relations -1 Arcane -3 Espionage -1 | ||||
Magister (Any) | The decryptor managed not only to translate a book from the dead language, but also to grasp its gentle, delicate nuances. It was not only a book about magic, but also about the gods and their connection with magical energies. The mages and priests of the {barony/kingdom} have taken great interest in the tome. Divine +3 Arcane +9 Espionage +1 |
The decryptor was able to figure out the tricky language. The secrets of magic stored in the book proved very useful. Arcane +7 Espionage +1 |
The decryptor hired by the advisor turned out an incompetent scammer. Looking to impress, he spoiled the books beyond repair with alchemical reagents. - |
The decryptor hired by the advisor turned out to be a spy! He stole a book and several important scrolls from the magical library. Arcane -4 Espionage -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Former Friends | 14 d | 29 | Treasurer (Any) | The Brevan patriots were nothing but corrupt opportunists! They were more than ready to accept a bribe, and the Treasurer's servants first obliged, then turned the deal around and blackmailed them for it. Brevan intelligence has gained several new agents, who are widely known to be patriots! Economy +3 Relations +3 Stability +4 Espionage +4 -100 BP |
The Treasurer was able to bribe the patriots of Brevoy. – Not with gold, but with gifts that could not be reinvested in their efforts against the kingdom. The modest gift quickly silenced them. Economy +3 Stability +4 -100 BP |
The people of Brevoy insist that the motherland's interests are more important to them than gold. They continue to harm the kingdom, turning neighbor against neighbor. Many people listen to the muckrakers and have begun to complain that these lands are filled with bandits and rogues. The bribe offered by the Treasurer to the muckrakers appeared to have been too small. Loyalty -4 Stability -4 |
The Brevan muckrakers demanded a fortune to keep quiet. But when they received the money, they merely invested it in their struggle against the {King/Queen}! They hired agitators and mercenaries and sent them out into the kingdom. A struggle is now unfolding in the kingdom against the separatists who wish to be subjects of Brevoy. Loyalty -4 Relations -3 Stability -4 -200 BP Unrest worsens |
Many of Brevoy's patriots dislike the fact that these lands have become an independent state. They're spreading rumors and advocating against the {King/Queen}. They insist that these lands are governed by a criminal, whose regime must be overthrown, and whose lands should be reclaimed by Brevoy. These statements are undermining the kingdom's legitimacy, casting it as a criminal domain. |
Grand Diplomat (Any) | The Grand Diplomat's agents spoke in person to the kingdom's Brevan enemies, and the words they spoke were of wisdom. The arrogant patriots admitted that their judgment was hasty and wrongheaded. The young kingdom now has even more friends in Brevoy. Loyalty +2 Relations +5 Stability +2 |
The Grand Diplomat's flattery and promises persuaded the Brevan nobility that their troublemaking subjects should be curbed. The mouths of the most audacious muckrakers quickly fell silent. The kingdom has friends in Brevoy, after all. Relations +3 |
The Grand Diplomat could not compel the Brevan nobility to rein in their subjects. The aristocrats instead took offense at the threats and stayed as far away from the situation as they could. Meanwhile, our kingdom remains under attack. Loyalty -2 Relations -2 Stability -3 |
Brevoy's aristocracy was outraged by the Grand Diplomat's letters. The proud and arrogant swordlords took them as a challenge, and they unleashed a propaganda campaign against the local authorities. Many of our subjects were taken in by their lies. Loyalty -4 Relations -4 Stability -4 | ||||
Minister (Any) | The Minister's agents severely pressured our enemies. Ultimately they were brought to heel by threats of blackmail and violence to their families. In the end they became reliable informers, and very useful for our intelligence agents. Loyalty +2 Relations +2 Espionage +6 |
The Minister's agents sent the muckraking Brevans a warning: that they would pay for their words with blood, and all of them were now targets. Their courage failed them, for none of them wanted to die for their deceptions. The propaganda campaign against our young kingdom has come to an end. Espionage +3 |
The Minister's agents attempted to set our Brevan enemies against each other, but they merely joined forces and continue troubling our young kingdom. Many of our subjects have been taken in by their lies. Loyalty -2 Stability -3 Espionage -2 |
Our agents were dispatched to deal with our enemies in Brevoy. Sadly, they had little success. Their leader was successfully assassinated in his own bed, but the others rallied and have waged a vile propaganda campaign in the local lands, in revenge for the death of their comrade. Many of our subjects have been taken in by their wicked lies. Community -5 Loyalty -5 Stability -5 Espionage +3 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. ? | |||||||
Fox Hunt | 14 d | 20 | Warden (Any) | The Warden spread word that a beauty from a distant land was set to arrive at the capital. He dressed the guards in oriental clothes and placed a sorceress inside the carriage. The gangster tried to rob the "caravan", but was easily arrested. The people admire the advisor's sagacity. Loyalty -1 Stability +8 Culture +3 |
The robber was captured by a squad of guards led by the Warden himself. The roads are quieter now, but some of the people who sympathize with Fox are unhappy with his arrest. Loyalty -2 Stability +6 |
The guards swept the {barony/kingdom}'s forests and marshes for the elusive robber, but they never caught him. Economy -2 Stability -1 |
Fox effortlessly dealt with the squad of guards that were sent after him. Of them, only a few returned to the capital. Economy -2 Stability -5 |
A crafty gangster named Fox is robbing carriages and stealing the kisses of wealthy men's wives! Something must be done. By the day, more and more people speak approvingly of his tricks. |
Curator (Any) | The Curator hired bards and made Fox a folk hero. In the eyes of the people, he's now keeper of the River Freedoms. Trade in the region is still taking a loss, but the inspired peasants are frequenting the theatre. Loyalty +2 Economy -2 Culture +5 |
The Curator hired bards and made Fox a folk hero. In the eyes of the people, he's now keeper of the River Freedoms. Trade in the region is still taking a loss, but the inspired peasants are frequenting the theatre. Loyalty +2 Economy -2 Culture +5 |
All attempts to tarnish Fox's reputation has failed. The people simply won't believe that he's a robber, or an ordinary criminal. Loyalty -1 Economy -2 |
Another attempt to tarnish Fox's reputation has failed. His gang captured one of the bards hired by the Curator, discovered the Curator's letter, and publicly read the Curator's detailed instructions. The people are enraged. Loyalty -2 Economy -2 Culture -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure | |||||||
Freedom at Any Cost | 14 d | 23 | Regent | Joining the guards for a night patrol, the Regent managed to capture a couple of instigators. {He/She} held public interrogations and proved to the citizens that the rebels are no different from bandits. The people turned away from the Galtan troublemaker. Community +4 Military +1 Culture +1 |
By increasing the guard's numbers, the Regent prevented mass riots, and then gave an audience to the unhappy people, promising reforms. Community +3 |
The guard that the Regent dispatched suffered significant losses in battles with the rebels, and only a few of the peasants were convinced by the Regent's pleas. Community -2 Military -2 Culture -2 |
The increased guard presence in border cities and villages has met with little success, nor has any attempt at negotiation. More and more citizens are going over to the troublemaker! Community -3 Military -3 Culture -3 |
A famous Galtan half-orc rebel has just crossed the border! She's stirring up trouble, instigating the peasants to overthrow the {baron/baroness/King/Queen} and rob the nobility – and some are listening to her… |
General | At night, the General dispatched the soldiers and surrounded the rebel camp! They had no choice but peacefully surrender and give up the troublemaker. Community +1 Military +6 |
Victory! The General managed to maneuver the rebels into a full scale battle, and defeated their untrained army! Military +3 |
Soldiers roamed the woods and swamps for a week, but were constantly harassed by the lightning-fast rebels. The General was forced to order a retreat. Community -1 Military -3 Relations -1 |
As the General's troops moved towards the rebels, their forces were attacked from the woods, and the General suffered a shocking defeat! Community -2 Military -5 Relations -2 | ||||
Curator | The Curator brought in bards from the capital, and they made fun of the troublemaker. Only the deaf haven't heard the "Ballad of the Galtan Buzzard"! Culture +6 |
The Curator held a beer-brewing festival in the region! The peasant's worries have been drowned in spirits. Culture +2 |
Rumors about the troublemaker being a sad drunkard and a freak-a-leak never took. Moreover, those who the Curator hired to spread these rumors were caught and made to publicly repent! Relations -1 Culture -3 Unrest worsens |
Pamphlets titled "Our Savior, or an Ode to Autocracy" has whipped up indignation among the citizens! The Curator was slow to stop their spread. Relations -3 Culture -5 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Free Thinkers | 14 d | 20 | Regent (Octavia) | The advisor's investigation revealed that rebellious ideas had been spread by a foreign spy, and the villain was arrested. The people saw that they'd been manipulated, and they repented their petty rebellion. They're now filled with a desire to prove their loyalty and redeem themselves in the eyes of their {baron/baroness/King/Queen}. Community +5 Loyalty +2 Espionage +1 |
The advisor's ambassadors persuaded people to give up their thoughts of rioting. They agreed to pay their taxes and obey the law, and returned to work. Community +3 |
The advisor's agents could not persuade the peasants to end their rebellion. The affected area is growing. Perhaps stricter measures are in order. Unrest worsens |
The advisor's agents could not persuade the peasants to end their rebellion. The affected area is growing. Perhaps stricter measures are in order. ? |
One of the villages refuses to recognize the authorities. They wish to live on their own, as they did under the Stag Lord's rule. If they get away with this, their neighbors will surely follow their example and deny their oaths to the {baron/baroness/King/Queen}. The state would collapse without its subjects. |
Regent (Valerie, Lander Lebeda, Any Merc) | The advisor's people captured the settlement and brought the villagers into submission. The instigators were rooted out and arrested. It turned out that the trouble was started by a gang of outlaws who'd been prowling the roads. Community +4 Stability +2 |
The advisor's servants forced the peasants into obedience. The instigators were punished by flogging, while the others were shown to their work. Community +3 |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens | ||||
Councilor (Tristian) | The advisor's investigation revealed that rebellious ideas had been spread by a foreign spy, and the villain was arrested. The people saw that they'd been manipulated, and they repented their petty rebellion. They're now filled with a desire to prove their loyalty and redeem themselves in the eyes of their {baron/baroness/King/Queen}. Community +1 Loyalty +5 Espionage +1 |
The advisor's ambassadors persuaded people to give up their thoughts of rioting. They agreed to pay their taxes and obey the law, and returned to work. Loyalty +3 |
The advisor's agents could not persuade the peasants to end their rebellion. The affected area is growing. Perhaps stricter measures are in order. Unrest worsens |
The advisor's agents could not persuade the peasants to end their rebellion. The affected area is growing. Perhaps stricter measures are in order. Unrest worsens | ||||
Councilor (Tsanna, Shandra Mervey, Any Merc) | The advisor's people captured the settlement and brought the villagers into submission. The instigators were rooted out and arrested. It turned out that the trouble was started by a gang of outlaws who'd been prowling the roads. Community +1 Loyalty +3 Stability +2 |
The advisor's servants forced the peasants into obedience. The instigators were punished by flogging, while the others were shown to their work. Loyalty +3 |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens | ||||
General (Amiri, Regongar, Any Merc) | The advisor's people captured the settlement and brought the villagers into submission. The instigators were rooted out and arrested. It turned out that the trouble was started by a gang of outlaws who'd been prowling the roads. Community +1 Military +3 Stability +2 |
The advisor's servants forced the peasants into obedience. The instigators were punished by flogging, while the others were shown to their work. Military +3 |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens |
The advisor's servants went out to bring the peasants into submission. They fled into the forests, where they continue to mount their struggle against the authorities. Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Fugitive from Pitax | 10 d | 17 | General (Kassil?) | ? The General thought it best to capture the felon and hand him over to Pitax. Military +7 Stability +2 |
? The General thought it best to capture the felon and hand him over to Pitax. ? |
? | ? | A runaway prisoner from Pitax, an elf, convicted as the leader of a dangerous gang, is hiding in the {barony/kingdom}! Irovetti's courts are not known to be beacons of justice… |
General (Amiri, Regongar) | The General delivered an inspired speech for the citizens of the {barony/kingdom}, saying that everyone who sets foot on these lands is free of other laws and may count on our protection. The people are excited, and celebrate the General and the ruler of the Stolen Lands. Military +6 Relations +2 |
The General delivered an inspired speech for the citizens of the {barony/kingdom}, saying that everyone who sets foot on these lands is free of other laws and may count on our protection. The people are excited, and celebrate the General and the ruler of the Stolen Lands. Military +5 Relations +2 |
The General met with the runaway and after interviewing him, decided to appoint him as a squad commander. One week later, the elf had persuaded his soldiers to break their oaths and leave with him for Numeria! Military -2 |
The General met with the runaway and after interviewing him, decided to appoint him as a squad commander. One week later, the elf had persuaded his soldiers to break their oaths and leave with him for Numeria! Military -2? | ||||
Grand Diplomat (Valerie, Bartholomew Delgado) | ? Whoever the runaway may be, only the courts can determine whether he is guilty or innocent. The Grand Diplomat sent in the guards, and had the elf brought to justice. Relations +3 Stability +5 |
? Whoever the runaway may be, only the courts can determine whether he is guilty or innocent. The Grand Diplomat sent in the guards, and had the elf brought to justice. Relations +3 Stability +4 |
? The Grand Diplomat made nothing of this shady case, deciding inaction was the wisest course, while threatening to punish any investigators from Pitax who would trespass on the {barony/kingdom}'s lands. Stability -1 |
Stability -1 | ||||
Grand Diplomat (Linzi, Any Merc) | The Grand Diplomat, unable to shed light on this shady case, decided that inaction was the wisest course, and threatened a harsh punishment for any investigators from Pitax who would trespass on the {barony/kingdom}'s lands. Relations +5 Stability +3 |
The Grand Diplomat, unable to shed light on this shady case, decided that inaction was the wisest course, and threatened a harsh punishment for any investigators from Pitax who would trespass on the {barony/kingdom}'s lands. Relations +5 Stability +2 |
The Grand Diplomat agreed to see the fugitive. After hearing a sad tale of a humiliating show trial, the advisor released the elf – who quickly put together a gang and hid in the woods of the {barony/kingdom}. Stability -1 |
Stability -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
The Full-Blooded | 21 d | 32 | High Priest (Any) | The High {Priest's/Priestess'} servants uncovered a whole network of vampires amongst the capital's aristocracy, and assisted the guard in the capture and execution of their leader. Community +1 Loyalty +1 Divine +3 Stability +1 |
The High {Priest's/Priestess'} servants aided the guard in identifying and destroying a few vampires! Divine +3 |
The gods told the High {Priest/Priestess} that the undead gather around the castle each night! However, {he/she} failed to capture any of the creatures, and they fled the capital. Community -2 Loyalty -3 Divine -2 |
The High {Priest/Priestess} has been unable to either confirm or disprove these rumors. But at least the disappearances seem to have stopped for now. However, the people are still afraid of the shadows. Community -2 Loyalty -3 Divine -5 |
Many of those at court are surprisingly pale as of late. Eerie shadows dance along the palace's halls, and servants vanish every night without a trace. They say this is all the doings of vampires, who are hiding among the capital's aristocracy. But can such rumors be trusted? |
Warden (Any) | The Warden increased the number of palace guards on night patrol. They captured two nobles who turned out to be vampires! Community +1 Stability +4 |
The Warden increased the number of palace guards on night patrol. Soon thereafter, reports of missing people stopped coming in. Stability +3 |
The Warden dispatched a dozen extra sentries, but none of them noticed anything out of the ordinary. Soon thereafter, the disappearances stopped; however, the people are still afraid of the shadows. Community -2 Loyalty -2 Stability -3 |
The Warden placed a dozen extra sentries, but that very night, three of them disappeared from their posts. In a week, the final sentry was found dead. Soon thereafter, the disappearances stopped. However, the people still remain afraid of the shadows. Community -3 Loyalty -2 Stability -4 | ||||
Minister (Any) | The Minister's agents tracked down and arrested a noble who turned out to be the leader of a whole network of vampires! Community +1 Loyalty +1 Stability +1 Espionage +3 |
The Minister's agents tracked down and arrested a few suspicious nobles, and they turned out to be vampires! Espionage +3 |
The Minister's best agent has been unable to either confirm or disprove the rumors of vampires. But at least the disappearances seem to have stopped for now. However, the people are still afraid of the shadows. Community -3 Loyalty -3 |
The Minister entrusted the matter to his best agent. But since then, the advisor has had no word from him… Community -3 Loyalty -3 Espionage -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure |
G[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
The Gambler | 14 d | 17 | Treasurer (Jubilost, Any Merc) | The advisor's people captured the fey in the act, confiscated his gold and drove him out of the {barony/kingdom}. Economy +3 +50 BP |
The advisor's people hunted the gambler down and chased him from the region at full gallop. Now the local population can return to their lives, untroubled by tricksters. Economy +3 |
The advisor's agents were eventually able to drive the gambler away, but it took them some time. Again and again, he kept slipping through their fingers. But once he was sure he'd robbed everyone he could, the mischievous fey disappeared. Economy -2 Stability -1 |
The advisor's servants tried to expel the fey, but failed. The gambler hired mercenaries, who defended him and gave the guards a proper beating! The fey left the region, but not before he cleaned out the pockets of all the local citizens. Community -1 Loyalty -1 Economy -3 Stability -1 |
A fey came to visit the region. He seems to love gambling more than life itself. He tempts people into playing with him, and then squeezes them dry. The fey is already dragging around a cart full of gold he's won. It's time someone stop him, before he bankrupts the whole region. |
Treasurer (Kanerah, Bartholomew Delgado) | The gambler was found in a ditch near one of the taverns, his throat cut and his pockets empty. All his winnings went to the treasury. Economy +3 +50 BP |
A dose of poison inexplicably made its way into the scoundrel's goblet. He survived, but took the hint and left the region. Economy +3 |
The gambler departed, in search of more naive fools in other lands – but only after he robbed all the locals and escaped several attempts on his life. Economy -2 Espionage -1 |
The fey robbed the local citizens of all their savings. The advisor's servants made several attempts on his life, but this only drove him to outrage. The gambler called a rally where he gave away all the money he'd won, and called for a rebellion against tyranny. The peasants have begun to listen to his words. Loyalty -3 Economy -3 | ||||
Minister (Jubilost) | The advisor's people captured the fey in the act, confiscated his gold and drove him out of the {barony/kingdom}. Economy +3 +50 BP |
The advisor's people hunted the gambler down and chased him from the region at full gallop. Now the local population can return to their lives, untroubled by tricksters. Espionage +3 |
The advisor's agents were eventually able to drive the gambler away, but it took them some time. Again and again, he kept slipping through their fingers. But once he was sure he'd robbed everyone he could, the mischievous fey disappeared. Economy -2 Stability -1 |
? | ||||
Minister (Jaethal) | The gambler was found in a ditch near one of the taverns, his throat cut and his pockets empty. All his winnings went to the treasury. Espionage +3 +50 BP |
A dose of poison inexplicably made its way into the scoundrel's goblet. He survived, but took the hint and left the region. Espionage +3 |
The gambler departed, in search of more naive fools in other lands – but only after he robbed all the locals and escaped several attempts on his life. Economy -2 Espionage -1 |
The fey robbed the local citizens of all their savings. The advisor's servants made several attempts on his life, but this only drove him to outrage. The gambler called a rally where he gave away all the money he'd won, and called for a rebellion against tyranny. The peasants have begun to listen to his words. Loyalty -3 Economy -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
Good Neighbors | 14 d | 20 | Curator (Any) | The Curator commissioned a local troupe to stage a play about the Stag Lord's gang. Tensions in the region are easing off. The people still remember the times of trouble, and are discussing the politics of their new ruler. Culture +3 |
The Curator commissioned a local troupe to stage a play about the Stag Lord's gang. Tensions in the region are easing off. The people still remember the times of trouble, and are discussing the politics of their new ruler. Culture +3 |
The Curator commissioned a "Festival of Unity" for the whole region. But only a handful of bored visitors showed up to watch the bards and musicians perform. Culture -1 |
The Curator organized a sports competition. Several teams were gathered: a team of humans, an elven team, a dwarven team, and the rest. Alas, the fighting started on day one. Loyalty -2 Stability -2 |
Rumor has it that conflicts between members of different races have intensified in the region. More and more complaints have been received, but the local guards deny everything. The situation demands action before it becomes violent. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
Greedy Tax Collector | 14 d | 20 | Treasurer (Maegar?) | The shrewd Treasurer discovered the stolen funds in the wall of the treasury! All the money was returned to the victims, and the felon was exiled from the {barony/kingdom}. The Treasurer promised the citizens that henceforth {he/she} would personally appoint each new tax collector. ? |
Foresight did not fail the Treasurer: the cheat had hidden the money in the very wall of the treasury! All the funds were returned to the victims, and the greedy tax collector was exiled from the {barony/kingdom}. ? |
Although the tax collector refused to say where he'd hidden the money, the Treasurer managed to recover some of it. After exiling the criminal from the {barony/kingdom}, {he/she} repaid the money to the craftsmen. ? |
No matter how hard the Treasurer tried, the tax collector wouldn't say where he'd hid the money. After exiling him from the {barony/kingdom}, the Treasurer apologized to all who'd been deceived. ? |
Craftsmen submitted a complaint against a tax collector. According to the craftsmen, the tax collector demanded double payment this month! The collector admitted that he'd taken some of the taxes he'd collected, then tried to collect the tax again to hide his crime! |
Treasurer (Jubilost, Any Merc) | After finding out he was to be executed, the felon told the Treasurer, where he'd hidden the money. A few days later, the advisor announced that the tax collector was to be pardoned, and returned to service in recognition of his ingenuity. The taxes would also be doubled, as the crafters had proven able to pay it. Loyalty -3 Economy +11 +3 BP |
The Treasurer managed to replenish some of the treasury's losses by selling off the felon's property. Then {he/she} announced that the tax collector was to be pardoned, and returned to service in recognition of his ingenuity. The taxes would also be doubled, as the crafters had proven able to pay it. Loyalty -3 Economy +9 +3 BP |
The Treasurer failed to learn from the tax collector where the money was concealed. After publicly punishing the criminal, {he/she} dismissed him from the position. Loyalty -1 Economy -1 -3 BP |
The Treasurer failed to find out from the tax collector where he hid the money. After publicly shaming the criminal, {he/she} dismissed him from his position. Loyalty -2 Economy -2 -3 BP | ||||
Treasurer (Bartholomew Delgado, Kanerah) | After torturing the tax collector, the Treasurer learned that the money was hidden behind a tapestry on the wall of the treasury. The next morning it was announced that henceforth, all theft would be punished by death – and the criminal was beheaded. Loyalty -2 Economy +7 Stability +3 +5 BP |
After torturing the tax collector, the Treasurer learned that the money was hidden behind a tapestry on the wall of the treasury. Later, the felon was found hanged in his cell. Loyalty -1 Economy +6 Stability +1 +3 BP |
No matter how much they tortured him, the tax collector wouldn't say where he'd hidden the money. The Treasurer ordered him publicly executed. Loyalty -1 Economy -1 -3 BP |
The Treasurer failed to learn from the tax collector where he'd hidden the money. The next morning the felon was quietly executed. Loyalty -2 Economy -2 -3 BP | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
The Grim Prophetess | 14 d | 21 | High Priest (Any) | A dark prophecy has come to pass. One of the woodcutters was injured by a falling tree. The priest dispatched by the advisor healed the poor fellow and proved that one can overcome any predestined obstacles, if one trusts in the gods and worships them. Divine +6 |
A dark prophecy has come to pass. The home of one of the peasants burned down in the middle of the night. The advisor sent a priest to organize the people to build a new house. The people pulled together, and came to see that they could face together any disaster that the future might bring. Divine +3 |
A priest tried to weave a charm to prevent a gloomy prophecy, but suffered its terrible consequences himself. The people have grown bitter, sensing they've no hope of divine protection. Word is spreading that the fey are stronger than gods, and some have begun to worship them. Divine -5 |
A priest tried to weave a charm to prevent a gloomy prophecy, but suffered its terrible consequences himself. The people have grown bitter, sensing they've no hope of divine protection. Word is spreading that the fey are stronger than gods, and some have begun to worship them. Divine -5 |
A fey prophetess has made camp at a crossroad. She reveals the future to all who come past, but only the dark side of the future. She may not be lying, but her stories are making the people miserable, and they look to the future with a sense of doom. It's time to put an end to this. |
Curator (Any) DC -2 |
The bard sent by the Curator listened to the prophecy, and then – on the spot – he composed a ballad in response! He sang of all the good things in life, mixed with the bad things. The ballad was smart and bright, and so catchy that it's now sung in every tavern. Nobody listens any more to the grim prophecies of the fey. There's always room for sorrow and tragedy in life. That's nothing new. Loyalty +1 Culture +5 |
A bard was dispatched to play a game of words with the prophetess. She foretold for him a dark and gloomy future. He listened quietly until the grim prophecy was finished, then told her how much good he could do before his death. The bard reminded everyone gathered that death awaits them all, and it's no good to dig a grave before it's time. Culture +3 |
The bard sent by the Curator had hoped to make light of the prophetess and reassure the people with a bit of laughter. But she told him all about his gloomy future, and he was found drunk in a cheap tavern not long after. Mobs of depressed and troubled people are wandering listlessly. Loyalty -2 Culture -2 |
A bard was sent to mock the prophetess, but she revealed to him his own son's horrendous fate. He died of grief on the spot. This filled the people with even greater dread. His death was a great loss, felt across the whole {barony/kingdom}. Loyalty -4 Culture -4 | ||||
Minister (Any) | The Minister's agents kidnapped the prophetess and threw her into prison. The intelligence service is already making good use of her talents. She'll warn them if a threat materializes. Espionage +5 |
The prophetess has disappeared, and the peasants are wondering where she has gone. The only ones who know the truth are the Minister's agents who dealt with the unpleasant situation. Espionage +3 |
The Minister's agents tried to assassinate the prophetess – but of course she foresaw this. The crowd protected her from the assassins, and her grim prophecies continue to haunt the people's minds. Loyalty -2 Espionage -1 |
The fey predicted her own violent death in such minute detail that even non-believers began to wonder after her corpse was found. Now people are whispering that the fey's last prophecy was of the {barony/kingdom}'s imminent demise. Community -3 Loyalty -3 Divine -3 Espionage +2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Guardian | 14 d | 38 | Regent (Octavia) Grand Diplomat (Linzi) |
The advisor convinced Queen Sovella that {kingdomname} would be a safe haven for her and her son. The local priests took Prince Edryd under their wings, swearing to bring him up as a worthy man and a king. In gratitude for her protection, Queen Sovella granted the {King/Queen} a sacred relic that once belonged to Edryd's father. Community +5 Loyalty +5 Relations +7 Advisor Stat +3 Blinding Light |
The advisor convinced Queen Sovella that {kingdomname} would be a safe haven for her and her son. The local priests took Prince Edryd under their wings, swearing to bring him up as a worthy man and a king. In gratitude for her protection, Queen Sovella granted the {King/Queen} a sacred relic that once belonged to Edryd's father. Community +5 Loyalty +5 Relations +7 Advisor Stat +3 Blinding Light |
Queen Sovella placed no faith in the advisor's intentions. She feared that {kingdomname} would only become a new prison for her and her son, and made haste to leave the Stolen Lands. But during her short stay, many of the locals were inspired by the story of her struggle, and have left their homes to join the ranks of Artume's legitimate ruler! Community -2 Loyalty -1 Relations -2 |
Queen Sovella placed no faith in the advisor's intentions. She feared that {kingdomname} would only become a new prison for her and her son, and made haste to leave the Stolen Lands. But during her short stay, many of the locals were inspired by the story of her struggle, and have left their homes to join the ranks of Artume's legitimate ruler! Community -2 Loyalty -1 Relations -2 |
Regent Waike, a paladin and a former Mendevian crusader, now corrupted by power, has seized control of Artume. Queen Sovella and her young son, Prince Edryd, who Waike swore to protect, have fled. With the support of the patriots of Artume, they are gathering their forces to retake their throne. Will the {King/Queen} aid the deposed ruler? |
Regent (Valerie, Merc) Grand Diplomat (Valerie, Merc) |
The advisor provided shelter to Queen Sovella and Edryd, but refused to become involved in their feud with Regent Waike. The overthrown ruler made peace with the inevitable, and gave the {King/Queen} a family relic that once belonged to her husband. The knights who remained loyal to Prince Edryd joined ranks with the local army, awaiting the moment their ruler comes of age and calls them under his banner. Community +5 Military +5 Relations +5 Advisor Stat +3 Blinding Light |
The advisor provided shelter to Queen Sovella and Edryd, but refused to become involved in their feud with Regent Waike. The overthrown ruler made peace with the inevitable, and gave the {King/Queen} a family relic that once belonged to her husband. The knights who remained loyal to Prince Edryd joined ranks with the local army, awaiting the moment their ruler comes of age and calls them under his banner. Community +5 Military +5 Relations +5 Advisor Stat +3 Blinding Light |
The advisor promised Prince Edryd the {barony/kingdom}'s protection, but refused to become involved in the feud between Queen Sovella and Regent Waike. This did not suit the deposed ruler, who took her son and continued her fight against the traitorous knight... supported by several army regiments from the Stolen Lands, who have deserted and left with Queen Sovella! Relations -2 |
The advisor promised Prince Edryd the {barony/kingdom}'s protection, but refused to become involved in the feud between Queen Sovella and Regent Waike. This did not suit the deposed ruler, who took her son and continued her fight against the traitorous knight... supported by several army regiments from the Stolen Lands, who have deserted and left with Queen Sovella! Relations -2 | ||||
Grand Diplomat (Bartholomew Delgado) | The Grand Diplomat invited Queen Sovella and her son to the castle, promising them safe haven. But as soon as the noble guests crossed the threshold, they were met by the knights of Regent Waike. Artume's envoys left the Stolen Lands with their precious catch, and the Grand Diplomat received from Waike a generous reward. Relations +13 Espionage +5 +250 BP |
The Grand Diplomat invited Queen Sovella and her son to the castle, promising them safe haven. But as soon as the noble guests crossed the threshold, they were met by the knights of Regent Waike. Artume's envoys left the Stolen Lands with their precious catch, and the Grand Diplomat received from Waike a generous reward. Relations +13 Espionage +5 +250 BP |
The Grand Diplomat offered Queen Sovella refuge, secretly hoping to surrender them for a substantial reward. Alas, the cautious ruler saw through the devilish plan, and escaped the from the spies who were meant to abduct her. Relations -4 |
The Grand Diplomat offered Queen Sovella refuge, secretly hoping to surrender them for a substantial reward. Alas, the cautious ruler saw through the devilish plan, and escaped the from the spies who were meant to abduct her. Relations -4 | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as Regent Failure | |||||||
Guardians of the Worldwound | 14 d | 34 | General (Any) | The General's warriors met the demonic hordes in battle. Then, at a critical moment, the Mendev Crusaders, hastily summoned from the Worldwound, struck the demons in their flank. Working together, the combined forces killed each and every demon. The Mendev Crusaders were grateful for the assistance, and left singing praises of the kingdom's army. Military +7 Relations +4 |
Knights from across the country answered the General's call, and gathered in a glorious army. Dozens of banners flew over the troops, as their devastating attack smashed the demonic hordes. Despite their attempts to retreat, every last demon was hunted down and killed. Military +3 |
The General's army met the demons on the battlefield, and bravely fought to the death to halt the demons' progress. Their arrows and blades defeated the Worldwound minions, but it was a dear victory, and the lives of many soldiers were lost. Victory came at a great price. Military -9 |
Mercenary squads were dispatched to meet the demonic horde. They succeeded in ambushing the demons, but unfortunately they weren't skilled enough to compete with the demons in combat. All the mercenaries were killed, and the Worldwound minions continue their massacre throughout the surrounding lands. Community -5 Military -10 |
The Mendev Crusaders are doing their best to hold the line, but their defenses are imperfect. Several demons from the Worldwound slipped past the Crusaders, infiltrated the local lands, and immediately began to hunt our citizens. If this breach is not addressed, the demons will breed until they are prepared to strike Mendev in the back. Then, hordes of demons will pour into this world and overwhelm the River Kingdoms – and after that, perhaps all of Golarion. This cannot be allowed to happen! |
High Priest (Any) | The priests prayed to their gods for aid, and their piety was rewarded. Divine servants appeared from portals in the heavens – amazing, otherworldly creatures. They met the demonic hordes and easily destroyed them. Seeing this, the peasants praised the skies and flocked to the temples. Divine +9 |
The priests appealed to their followers to stand in the way of the horde, delivering sermons full of rage and fire. The peasants were ecstatic, supported by divine blessing and filled with holy strength. The demons has no chance against such an army, and were easily eradicated. Divine +3 |
Our priests joined together to stop the demonic horde, supported by an assembled army of devoted peasants and rabble. Unfortunately, these ragtag soldiers were unprepared to face the awful minions of the Worldwound. After a prolonged battle, the horde was defeated and pushed back – but at a great cost of human life. Community -2 Divine -6 |
Our priests banded together to meet and halt the demonic horde. Unfortunately, even their combined efforts weren't enough to match the demons. Many lost their lives, and their failure allowed the horde to continue its the massacre throughout the surrounding lands. Community -6 Divine -10 | ||||
Magister (Any) | Our mages enchanted the site of the coming horde invasion, turning it into a massive magical trap. As soon as the demons arrived, the trap was sprung, and they were reduced to nothing but dust. Arcane +11 |
Our mages cast spells of invisibility on our army, allowing them to attack when the horde was least prepared. Deadly spells and arrows appeared from all sides. Not a single demon lived to bear witness to their crushing defeat. Arcane +3 |
Our mages faced the demonic horde in the open field, meeting them with a surge of destructive spells and deadly magic. Unfortunately, they underestimated the horde's strength. – The demons were defeated, but many warriors also lost their lives in the bloodbath. Community -4 Arcane -6 |
The mages could not refresh the ancient protective spells which were intended to contain the demons. They were able to conjure a new barrier, but it lasted less than a day. Following a concerted effort from the demons, the barrier fell again, and they were once more free to raze the surrounding settlements. Community -6 Arcane -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Guests from Thornkeep | 21 d | 32 | Warden (Kesten Garess, Ekundayo, Any Merc) | The guard closed the border and, with help from a local militia, caught every last one of the bandits. After learning that these roads were safe again, the merchants returned with their caravans. Economy +1 Relations +1 Stability +3 |
The Warden did his best to gain the support of the locals, and now they inform him of any suspicious new faces they see in the region. The bandits can no longer slip through these lands to raid our neighbors. Stability +3 |
The Warden strengthened the border patrols, but the gangs are still managing to slip through. The {baron/baroness/King/Queen}'s advisor is stuck sorting through heaps of indignant letters sent from our neighbors. Relations -4 Stability -3 |
The Warden tried to close the border, but that only led to a long and grueling confrontations with the bandits. The losses have already been considerable, and the results negligible. Our neighbors remain outraged at the {baron/baroness/King/Queen}'s inability to take care of the brigands. Relations -6 Stability -5 |
The gangs of Thornkeep have made a habit of passing through this region on the way to raid their neighbors, then, on their return, hiding just beyond the kingdom's border. They pitch camp not a hundred paces from our lands, though officially they are within Thornkeep's domain. However, the {barony/kingdom}'s neighbors think they are being attacked by raiders from the Stolen Lands. |
Warden (Regongar) | The Warden demanded that the bandits pay tribute for the right to pass. Upon returning from their most recent raid, the brigands surrendered a part of their loot to the treasury. Economy +7 Relations -2 Stability +3 |
The Warden laid down the law: either the raiders start paying for the right to pass, or they don't pass. After a brief moment's consideration, the bandits decided to steer clear of the dubious deal, and left these lands. Stability +3 |
The Warden tried to intimidate the bandits into paying for the right to pass through {kingdomname}, but they wouldn't budge. They continue robbing and pillaging the {barony/kingdom}'s neighbors, and their victims keep sending us more and more indignant complaints. Relations -5 Stability -2 |
The Warden tried to force the gangs to pay tribute every time they went on a raid, but they didn't take it well. Now the gangs are robbing and pillaging our lands as well, and our neighbors are outraged that we took such a spineless stance towards the brigands. Relations -10 Stability -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure |
H[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
The Hero's Reward | 14 d | 27 | Regent (Any) | The young commander was awarded a plot of land near the border, in a region notorious for its banditry. Nobody else would want this land, but the new owner put things in order quickly, got rid of the bandits, and opened a trade route. This set a fine example for the other subjects. Community +7 Military +4 Stability +3 |
The heroine accepted the generous gift, a plot of land. Many passionate knights and commanders are now excited to follow in her footsteps and become landlords themselves. Community +6 Military +3 |
The plot of land designated as the reward had already been claimed by another. To avoid a conflict, the commander did the honorable thing and rejected the offer. - |
The decision to reward the heroine with a plot of land offended others who were interested in the property. The commander did the honorable thing in rejecting the offer, but the nobility are still grumbling that such a reward was unfair. Community -5 |
One of the army's commanders, a member of a respected local family, has performed an outstanding feat. The heroine deserves a reward, but it mustn't cause argument or envy. |
Councilor (Any) | The young commander was awarded a plot of land near the border, in a region notorious for its banditry. Nobody else would want this land, but the new owner put things in order quickly, got rid of the bandits, and opened a trade route. This set a fine example for the other subjects. Community +3 Loyalty +5 Military +3 Stability +3 |
The heroine accepted the generous gift, a plot of land. Many passionate knights and commanders are now excited to follow in her footsteps and become landlords themselves. Community +2 Loyalty +5 Military +2 |
The plot of land designated as the reward had already been claimed by another. To avoid a conflict, the commander did the honorable thing and rejected the offer. - |
The decision to reward the heroine with a plot of land offended others who were interested in the property. The commander did the honorable thing in rejecting the offer, but the nobility are still grumbling that such a reward was unfair. Community -3 Loyalty -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The Howling Wolves | 10 d | 15 | Regent | The Regent recruited the people for a hunt. Our pathfinders tracked the wolves to their lairs and killed them all. It turns out that a bloodthirsty warg had formed a whole wolf army. His head and skin have made a fine decoration for the town hall, and is already a symbol of pride for the people. Community +5 Military +1 |
The Regent was able to recruit hunters from among the peasants. They went into the thicket on a big raid and killed many wolves, reducing their numbers to a sustainable level. Community +3 |
The people answered the Regent's call to unite and slaughter the wolves. However, when the wolves approached the village walls on the night of the raid, the would-be hunters fled to their homes in fear. The beasts ran through the settlement unchallenged, and devoured the helpless livestock. Community -1 Military -1? |
The people answered the Regent's call for a great hunt. But many of the would-be hunters fled at the sight of the wolves. Those who remained to face them were overwhelmed, and died. The monsters feasted off the cattle and the farmers alike. Community -1 Loyalty -1 Military -2? |
Wolves are breeding at a surprising rate. The local forests are full of the ravenous beasts, and there's not enough quarry to feed them all. The starving wolves howl at night, to gather into packs and attack the villages. |
General | Our soldiers chased the wolves straight back to their lairs. They destroyed all the beasts, as well as their leader, a bloodthirsty warg. His skin now hangs on a banner, inspiring the soldiers with courage and pride. Military +5 |
Our soldiers ambushed the wolves in settlements. They hid in the homes of ordinary citizens, and emerged all at once when the wolves approached. None of the beasts escaped with their lives. Military +3 |
Our soldiers tried to ambush the wolves, but the beasts proved amazingly clever. While some of them distracted the soldiers near the palisade, another group found their way into the settlement, killed all the cattle, and escaped. It's hard to believe that ordinary wolves could be capable of such sophisticated tactics. Loyalty -1 |
Our soldiers faced the wolves bravely, but were overwhelmed in a bloody slaughter. The beasts were too crafty and unpredictable. They devoured the soldiers and then all the cattle, as if their appetite knew no bounds. Community -1 Loyalty -1 Military -3? | ||||
Ignored | ? | |||||||
The Hungry Vassal | 21 d | 30 | Councilor (Tristian) | The Councilor's words had a miraculous effect on the landowner. – She dismissed her guard, divided her wealth among her peasants, and became a wandering monk! Loyalty +6 Divine +3 |
The Councilor talked some sense into the landowner, persuading her to place the interests of her people above her own, and incite no strife. Loyalty +3 |
The Councilor has been unable to persuade the landowner to give up her ambitions. Community -4 Loyalty -4 |
The Councilor's clumsy attempts at restraining the landowner's ambitions have only stoked her fury! Community -7 Loyalty -7 |
Some halfling, one of the major landowners in the area, has gotten it into her head that she should rule the {barony/kingdom}. What's more, she already has a whole army of mercenaries at her command! Her appetite should be kept in check. |
Councilor (Shandra Mervey, Merc) | During a private conversation, the Councilor subtly let the landowner know that her behavior would only get her hanged. The troublemaker swore her loyalty to the throne and dismissed half of her forces. Loyalty +7 |
The Councilor spoke with the landowner in private. {He/She} persuaded the halfling that she greatly overestimated her power, and that it was in her best interests to keep quiet from now on. Loyalty +3 |
The Councilor has been unable to frighten the landowner into submission. Community -3 Loyalty -4 |
The Councilor tried to frighten the landowner into submission, but {his/her} threats were met with laughter! Community -6 Loyalty -6 | ||||
Councilor (Tsanna) | One of the landowner's sons killed her in her sleep! During the fierce infighting that ensued, all of the landowner's heirs mysteriously perished. The family riches passed on to the {baron/baroness/King/Queen}. Community +5 Loyalty +8 Economy +5 Stability -5 +2 armor |
Someone from the landowner's entourage killed her in her sleep! They say her sons had been visited by the Councilor just before it happened… Loyalty +3 |
The Councilor has been unable to sow dissent between the troublemaker and her allies. Community -2 Loyalty -2 Stability -2 Espionage -2 |
The Councilor tried to sow dissent between the troublemaker and her allies, but {his/her} schemes were discovered! Community -5 Loyalty -5 Stability -5 Espionage -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure |
I[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Ice-Cold Wrath | 21 d | 35 | Grand Diplomat (Any) | The Grand Diplomat was able to intimidate the witch with the promise of "unavoidable consequences". The Irriseni issued an apology, and fortified it with valuable gifts. Relations +7 Magic Accessory +4 |
The Grand Diplomat convinced the witch it was against her best interests to cross a young and powerful {barony/kingdom}. The mystic frost vanished without a trace, and the crops are saved. Relations +3 |
The Grand Diplomat didn't manage to intimidate the witch, nor reach an agreement with her. The weather grows colder by the day, and farmers are suffering terrible losses. Community -1 Loyalty -2 Economy -2 Relations -4 |
During the peace talks, the Grand Diplomat accidentally insulted the witch! The frost grows worse by the day, and the poor souls who have to sleep under the open skies are freezing to death! Community -2 Loyalty -2 Economy -3 Relations -7 Arcane -4 |
It is quite unknown how a {barony/kingdom} so far away from Irrisen could have angered a winter witch, but for some reason the furious woman has conjured an enormous snowstorm and sent it towards the Stolen Lands! |
High Priest (Any) DC +3 |
The magical resistance that she encountered impressed the winter witch no end. — So much so, that she has offered a trade alliance with her house, in exchange for the {barony/kingdom}'s spellcasting secrets! Divine +6 Arcane +3 |
The mages of the {barony/kingdom} repelled the winter witch, and protected the realm from her spells. Divine +3 |
The advisor assembled a group of spellcasters who stood a chance against the witch's magics, but alas, even they were no match for her power. The peasants are dressing warmly and preparing for hard times. Loyalty -2 Economy -2 Divine -4 |
It took too long to assemble mages powerful enough to resist the winter witch! The frost devastated all the plant life in the area. There's no hope for good harvests this year. — In fact, it would be best to prepare for a famine! Loyalty -2 Economy -2 Relations -6 Divine -6 | ||||
Magister (Any) | The magical resistance that she encountered impressed the winter witch no end. — So much so, that she has offered a trade alliance with her house, in exchange for the {barony/kingdom}'s spellcasting secrets! Divine +3 Arcane +6 |
The mages of the {barony/kingdom} repelled the winter witch, and protected the realm from her spells. Arcane +3 |
The advisor assembled a group of spellcasters who stood a chance against the witch's magics, but alas, even they were no match for her power. The peasants are dressing warmly and preparing for hard times. Loyalty -2 Economy -2 Arcane -4 |
It took too long to assemble mages powerful enough to resist the winter witch! The frost devastated all the plant life in the area. There's no hope for good harvests this year. — In fact, it would be best to prepare for a famine! Loyalty -2 Economy -2 Relations -6 Arcane -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Grand Diplomat Failure | |||||||
Illicit Hunters | 14 d | 17 | Regent (Any) | The Regent's servants explained to the hunters that illegal hunting drives the forest animals away forever, which is bad for everyone. The poachers understood and obeyed, and the people are grateful to the authorities for solving the problem mercifully and without violence. Community +4 Stability +1 |
The Regent's people were able to persuade the poachers to stop. The rule of law has been restored to the forest. Community +3 |
The Regent's people failed to persuade the poachers to stop. The ordinary people now stay away from the forest as much as possible. They're afraid of getting shot by an arrow, or stumbling into a trap set by a hidden hunter. Community -1 Loyalty -1 Stability -2 |
The people expected far more from the Regent's servants, but all they could muster was an open plea to the general public not to poach – words that fell on deaf ears. The {barony/kingdom}'s subjects are wondering why they should obey authorities that can't even protect them against poachers. Community -1 Loyalty -2 Stability -2 |
Poachers are hunting animals illegally, and their traps are snaring the locals. This must be brought to an end. |
Warden (Any) | The guards arrested the poachers, and prison made them talk. The guards will make good use of their knowledge of secret forest paths. Stability +6 |
The Warden's guards arrested the poachers and punished them harshly. The illegal activities abruptly ended. Stability +3 |
The guards failed to track down the poachers, who after all have been hunting on those lands since they were children. The people now refuse to go into the forest, in fear that you'll get caught in a trap. Loyalty -1 Stability -2 |
The guards attempted to mount a raid against the poachers, but only ended up in their traps. The people are now even more frightened to venture into the forest. Community -1 Loyalty -2 Stability -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The Intruder | 7 d | 21 | Minister (Any) | The Minister arrested the suspicious half-elf. He turned out to be a notorious gang chieftain, who's been evading justice for years. His interrogation led to the capture of his entire gang. Stability +2 Espionage +4 |
The Minister was right to arrest the suspicious half-elf. He was identified in the capital as a notorious gang chieftain, who's been evading justice for years. Stability +1 Espionage +3 |
What would a Galtan spy be doing in a remote village? The Minister set the half-elf free. A short time later, the village was attacked by thieves led by the "wanderer"... Stability -1 Espionage -2 |
What would a Galtan spy be doing in a remote village? The Minister set the half-elf free. A short time later, the village was attacked by thieves led by the "wanderer"... Stability -1 Espionage -2 |
Some peasants captured an intruder who entered their village in the middle of the night. They charge him with being a Galtan spy, and are threatening to hang him. The captured half-elf claims that he's just an ordinary wanderer, and he begs for mercy. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Minister Failure | |||||||
It Came from Under the Ground | 21 d | 36 | General (Amiri, Kassil Aldori, Merc) | On orders of the General, the soldiers blasted a secret tunnel of their own. The underground invaders had no time to react: the surprise attack caught them completely off guard! They were so shaken by the sudden and decisive strike that they fled back to the Darklands, collapsing the tunnel behind them. They abandoned many trophies as they fled... Military +8 |
On orders of the General, the soldiers blasted a secret tunnel of their own. The underground invaders had no time to react: the surprise attack caught them completely off guard! They were so shaken by the sudden and decisive strike that they fled back to the Darklands, collapsing the tunnel behind them. They abandoned many trophies as they fled... Military +8 |
The General personally descended into the dungeons with {his/her} soldiers to prepare a warm welcome for the uninvited guests. Alas, many warriors lost their way in the darkness, and wandered aimlessly in the tunnels, easy prey for the underground invaders. Once the troops were thinned out, the raiders from the Darklands rose and attacked the surface, swiftly and ruthlessly, capturing many slaves. Community -5 Military -6 Economy -3 |
The General sent troops down into the dungeons, hoping to push back the invaders. Alas, they perished to the last man, and the sacrifice did little to hinder the enemy. The underground hordes struck the capital at night, destroying many buildings and taking many slaves. Community -5 Military -8 Economy -5 |
The people of the capital are greatly alarmed: from underneath the pavement, pickaxes, crumbling rocks and terrifying voices can be heard. Everything points to the denizens of the Darklands. They must be digging an enormous tunnel, to conquer the surface world... and it seems they intend to begin in the heart of the Stolen Lands! |
General (Regongar) | Our envoys were able to strike a deal with the inhabitants of the Darklands. Over the course of a few nights, most of the "undesirables" vanished from the capital — tramps, thieves, hot-heads, enemies of the crown... Some citizens are concerned about the disappearances. But the merchants and businessmen have found the change most welcome. Community -1 Loyalty -3 Military +3 Economy +4 Relations +7 |
Our envoys were able to strike a deal with the inhabitants of the Darklands. Over the course of a few nights, most of the "undesirables" vanished from the capital — tramps, thieves, hot-heads, enemies of the crown... Some citizens are concerned about the disappearances. But the merchants and businessmen have found the change most welcome. Community -1 Loyalty -3 Military +3 Economy +4 Relations +7 |
Negotiations with the denizens of the Darklands fell through, but the army stood ready, anticipating a surprise attack. They managed to protect the most affluent quarters, but others were significantly damaged, with many of their residents stolen away as slaves. Military -3 Relations -10 Stability -3 |
Negotiations with the denizens of the Darklands fell through. Our envoys vanished without a trace, and the night after that, a whole army of invaders swarmed into the city. The most populated quarters suffered the most, for many of our residents were taken as slaves. There's no way to save them now: our attackers collapsed the tunnel behind them. Community -10 Relations -5 Stability -5 | ||||
Treasurer (Jubilost, Merc) | The Treasurer found a crew of experienced miners, who dug towards the invaders and collapsed their tunnel, cutting them off from their main forces. The invading army's vanguard was handily dispatched, and the evil plans of the Darkland raiders were cut off at the root. Military +2 Economy +3 Stability +3 |
The Treasurer found a crew of experienced miners, who dug towards the invaders and collapsed their tunnel, cutting them off from their main forces. The invading army's vanguard was handily dispatched, and the evil plans of the Darkland raiders were cut off at the root. Military +2 Economy +3 Stability +3 |
The Treasurer hired some miners to collapse the invaders' tunnel, but the hapless laborers ended up literally falling onto the heads of their enemies, and were torn to pieces. As dusk turned to night, hordes of creatures emerged from under the ground, striking at the heart of the capital. They have already retreated back into the Darklands, leaving a trail of victims behind. ? |
Under orders from the Treasurer, our brave miners tried to collapse the tunnel, but they only managed to open another way to the surface for the Darklanders. Panic has gripped the capital. Fires burn unchecked and the casualties are massive. The raiders have already disappeared back under the ground – taking many slaves with them. Community -5 Military -3 Stability -7 | ||||
Treasurer (Bartholomew Delgado, Kanerah) | Our envoys were able to strike a deal with the inhabitants of the Darklands. Over the course of a few nights, most of the "undesirables" vanished from the capital — tramps, thieves, hot-heads, enemies of the crown... Some citizens are concerned about the disappearances. But the merchants and businessmen have found the change most welcome. Community -1 Loyalty -3 Economy +7 Relations +7 |
Our envoys were able to strike a deal with the inhabitants of the Darklands. Over the course of a few nights, most of the "undesirables" vanished from the capital — tramps, thieves, hot-heads, enemies of the crown... Some citizens are concerned about the disappearances. But the merchants and businessmen have found the change most welcome. Community -1 Loyalty -3 Economy +7 Relations +7 |
Negotiations with the denizens of the Darklands fell through, but the army stood ready, anticipating a surprise attack. They managed to protect the most affluent quarters, but others were significantly damaged, with many of their residents stolen away as slaves. Military -3 Relations -10 Stability -3 |
Negotiations with the denizens of the Darklands fell through. Our envoys vanished without a trace, and the night after that, a whole army of invaders swarmed into the city. The most populated quarters suffered the most, for many of our residents were taken as slaves. There's no way to save them now: our attackers collapsed the tunnel behind them. Community -5 Relations -10 Stability -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure |
J[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
The Joys of Life | 14 d | 17 | High Priest (Any) | The High {Priest/Priestess} immediately identified the new "teaching" as a demonic cult! The leader of the demon worshipers was arrested during one of their rituals. The chastened citizens have returned to their temples. Divine +4 |
The High {Priest/Priestess} immediately identified the new "teaching" as a demonic cult! The leader of the demon worshipers was arrested during one of their rituals. The chastened citizens have returned to their temples. Divine +4 |
The priesthood failed to influence the people. Community -2 Loyalty -1 |
The priests gave angry sermons, which only drove people away. Their former followers are turning to the ways of hedonism. Community -2 Loyalty -1 Divine -2 |
Strange, hedonistic teachings are spreading among the citizens. Adherents refuse to work, and consider it normal to steal, cheat, and live at the expense of others. Production in the region is in decline. The population is growing poor. |
Curator (Any) | Pamphlets mocking the people's indolence worked! The hedonic teachings came to an end. Culture +3 |
Pamphlets mocking the people's indolence worked! The hedonic teachings came to an end. Culture +3 |
The Curator's attempts to influence citizens failed. Nobody attended a show staged by the Curator. Culture -1 |
The Curator hired bards to persuade the citizens, but they were ridiculed and chased away. Community -1 Culture -2 | ||||
Minister (Any) | The Minister's agents found that a demonic cult was secretly behind the hedonistic teachings. The cultist leader was tracked down and arrested. Espionage +4 |
The Minister's agents found that a demonic cult was secretly behind the hedonistic teachings. The cultist leader was tracked down and arrested. Espionage +4 |
The Minister's agents failed to track down the source that spread the teachings across the region. Community -1 Espionage -1 |
The spy sent by the Minister to track down the source of the teachings has gone missing. Community -1 Loyalty -1 Espionage -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
Justice of the Crowd | 14 d | 21 | Regent (Octavia) | The Regent not only talked the peasants out of the lynching, but sent representatives to the region to investigate the missing children. Many of them have been found alive. Community +3 Relations +1 Arcane +2 |
The peasants listened to the Regent and let the girl go. However, no one ever found out who had actually stolen the children. Community +3 Loyalty -2 Relations +1 Arcane +1 |
The Regent did everything possible to talk sense to the peasants, but to no avail: the poor girl was burned at the stake, and her torturers were convinced that the government was a sanctuary for witchcraft. Community -1 Loyalty -1 Arcane -2 Stability -1 |
The Regent failed in all attempts to calm the enraged crowd. The woeful victim was burned at the stake, and soon a few other local wizards were too! Community -2 Loyalty -2 Arcane -2 Stability -2 |
A crowd of enraged peasants is trying to lynch a young aasimar girl. The people feel certain that she casts hexes and steals children, though there is no real proof of this. |
Regent (Valerie, Any Merc) | The Regent managed to arrest the girl in before she could be tried at the stake. The impartial investigation not only exonerated the "witch", but also found those truly responsible: saboteurs from Pitax. Community +3 Arcane +1 Stability +1 |
The Regent acted in time, arresting the girl, and promised the peasants a thorough investigation. This investigation has turned up nothing, and the people are disappointed. Community +3 Loyalty -2 Arcane +1 Stability +1 |
The Regent failed to intervene in time, and the girl died at the hands of the mob. The arrests of those who took part caused a stir among the locals. Community -1 Arcane -2 |
The Regent intervened too late: the peasants burnt the alleged "witch", and then formed a mob which chased and killed other local wizards! Community -2 Loyalty -2 Arcane -2 | ||||
Regent (Lander Lebeda) | The careful manufacture and placement of a couple of pieces of fake evidence, and the locals happily supported stricter laws against "witches" and other wizards. Other users of magic, fearing worse, thought better of objecting and instead supported the Regent's actions. Community +5 Loyalty +2 Economy +2 Arcane -4 Stability +2 |
Waiting until the victim was burned at the stake, the Regent planted evidence against her, and introduced strict laws against independent wizardry. Peace was restored in the region. Community +3 Loyalty +2 Arcane -4 Stability +2 |
The Regent waited for the girl to die, and then manufactured evidence against her, raising a wave of popular hatred against wizards. Many families left the region, saving themselves or their spell-casting relatives. Community -4 Loyalty +2 Arcane -2 |
The Regent unwisely chose inaction. It has become common in the region for "witches" and "wizards" to be burned at the stake. The relatives of the falsely accused took up arms, and a feud has begun in the area! Community -2 Loyalty -2 Arcane -2 Stability -2 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure |
L[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Lastwall's Cavalry | 10 d | 26 | Minister (Ekundayo) | The Minister reported the corrupt administrator to the Lord of Lastwall. {His/Her} straightforward and sincere letter made a deep impression on the ruler's court. Soon thereafter, several paladins of Lastwall arrived in the Stolen Lands to swear fealty to the {baron/baroness/King/Queen}. Military +8 Relations +3 Espionage +6 |
The Minister reported the corrupt administrator to the Lord of Lastwall. In appreciation of the impressive honesty on display, he sent a generous: a herd of first-class horses. Military +4 Relations +2 Espionage +5 |
The Minister proved too simpleminded for such a delicate deal. After the first letter, the administrator stopped replying, and Lastwall sent an angry notice of protest. Relations -2 Espionage -2 |
The Minister proved too simpleminded for such a delicate deal. After the first letter, the administrator stopped replying, and Lastwall sent an angry notice of protest. Relations -2 Espionage -2 |
A light-fingered administrator in Lastwall is prepared to sell a herd of excellent war horses – but not through official channels. Can the Minister make such a deal? |
Minister (Jubilost, Any Merc) | The Minister has commenced a long-term relationship with the corrupt administrator. It turns out there are many military goods at Lastwall that aren't being carefully watched. Military +6 Economy +3 Espionage +6 -50 BP |
The Minister closed the deal successfully. The best riders are already taming the new horses. They have no fear of battle, and can trample any opponent in their way. Military +6 Espionage +3 -50 BP |
The Minister was too stingy. The deal fell through, and the Minister kept mumbling something about a "stinky miser and dirty cheat". - |
The Minister was too stingy. The deal fell through, and the Minister kept mumbling something about a "stinky miser and dirty cheat". - | ||||
Minister (Jaethal) | The Minister skillfully sealed the deal with the administrator, and then used it to blackmail him. The {barony/kingdom} is now paying dirt-cheap prices for military equipment, which Lastwall is full of. Military +8 Espionage +3 |
The Minister skillfully sealed the deal with the administrator, and then used it to blackmail him. The {barony/kingdom} is now paying dirt-cheap prices for military equipment, which Lastwall is full of. Military +8 Espionage +3 |
The Minister tried to make a questionable deal with the corrupt administrator, but the scoundrel got cold feet at the last moment. The deal fell through. - |
The Minister tried to make a questionable deal with the corrupt administrator, but the scoundrel got cold feet at the last moment. The deal fell through. - | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as Minister Failure | |||||||
The Law of the Pike | 14 d | 29 | Councilor (Any) | The hellknights were buried under a mountain of complaints and letters sent by the Councilor. There was nothing left but recall their dogs, as well as pay a significant amount in compensation. Loyalty +3 |
The numerous complaints sent by the Councilor to the hellknights had an effect. The Order of the Pike was recalled. The law works both ways. Loyalty +3 |
The Order of the Pike ignored the Councilor's complaints. The people laughed at Councilor's poor attempts and are now treating the hellknights with respect. - |
The Order of the Pike only laughed at the Councilor's complaints, which they saw only as a sign of weakness. The {baron/baroness/King/Queen} appeared powerless not only in the eyes of {his/her} subjects, but also in the eyes of {his/her} neighbors. - |
Hellkinghts from Fort Inevitable, which is ruled by the Order of the Pike, are invading the region to bring it to heel. They're conducting judgments and executing people however they see fit. This is absolutely unacceptable! |
Warden (Ekundayo) | The Warden filed an official claim against the Order of the Pike regarding the hellknights' incursion into sovereign territory, and their unlawful self-appointment as judge and jury. The Order was forced to make an official apology. This victory has elevated the image of the Warden and the guards. Relations +2 Stability +7 |
The Warden pointed out that the hellknights' brutal incursion into sovereign territory broke all sorts of laws. They were forced to leave under the guards' supervision. Stability +3 |
The Warden tried persuading the Order that they were invading sovereign territory, but the hellknights simply continued with their operations without minding the guards. The people are outraged by their powerlessness. Community -1 Loyalty -1 Stability -4 |
The Warden sent guards to notify the hellknights of their intrusion into sovereign lands. They only mocked the guards' weakness, implying that if their Warden were stronger, any intruders would simply be forced to leave. The people aren't happy. They've even begun remarking that the Order of the Pike is a more reliable lord than the {baron/baroness/King/Queen}. Community -3 Loyalty -3 Stability -6 | ||||
Warden (Kesten Garess, Merc) | The Warden ordered the guards to grant the Order of the Pike their aid and support. The hellknights got along so well with the guards that they've started patrolling the neighboring territories together. Stability +9 |
The guards stood alongside the hellknights and helped them establish order. Many bandits were sent to the gallows. Stability +6 |
The Warden ordered the guards to help and support the Order of the Pike, but they were only treated with contempt. The people are unhappy that anyone could be allowed to conduct executions in these lands. Community -2 Loyalty -2 Stability -4 |
The guards tried helping the Order of the Pike, but were ridiculed by the hellknights. They had little choice by stand by and watch as the Order established their own law. Community -5 Loyalty -5 Stability -5 | ||||
Warden (Regongar) | The guards captured and thrashed the hellknights for trespassing. Some of the Order's younger squires saw who was stronger, and came over to serve the {baron/baroness/King/Queen}. Military +2 Stability +6 |
Our guards surrounded the hellknights and drove them away. Justice has been served. Stability +3 |
The Warden commanded the guards to arrest the hellknights. They met fierce resistance, and blood was shed, but still the Order of the Pike continue their crusade unchecked. Military -2 Stability -5 |
The Warden ordered the guards to arrest the hellknights, but they returned empty-handed, whipped and humiliated. The people are outraged by the guards' inability to protect them from foreign invaders. Military -3 Stability -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure | |||||||
Livestock Deaths | 14 d | 20 | Councilor (Any) | The Councilor ordered all sick livestock slaughtered, and their remains burnt to ash. These stern measures seem to have choked off the pestilence. Loyalty +3 |
The Councilor ordered all the sick livestock slaughtered, and their remains burnt to ash. These stern measures seem to have choked off the pestilence. Loyalty +3 |
The Councilor failed to find a witch doctor who could cure this affliction! The peasants and small-town nobles are disappointed in their {baron/baroness/King/Queen}'s advisor. Loyalty -3 |
The Councilor is at a complete loss. {He/She} can think of no way to save the livestock! The indignation of the starving people knows no bounds. Loyalty -4 |
Livestock is mysteriously dying off throughout the region! Ulcers appear on the animals' muzzles, their hides grow damp with sweat, and they die within the week. Whole herds are dying – the local people are facing famine! |
High Priest (Any) | The prayers of the High {Priest/Priestess} were answered, and all the sick animals fell dead in an instant. After grieving for a while, the peasants agreed that this was the only way to stop the disease from spreading. Divine +3 |
The prayers of the High {Priest/Priestess} were answered, and all the sick animals fell dead in an instant. After grieving for a while, the peasants agreed that this was the only way to stop the disease from spreading. Divine +3 |
The prayers of the High {Priest/Priestess} saved only a dozen out of hundreds of animals. Many peasants have begun to doubt their faith. Divine -3 |
The prayers of the High {Priest/Priestess} led to nothing. The local villagers have turned their backs on the faith. Divine -4 | ||||
Magister (Any) | The Magister sent {his/her} best alchemists, and they managed to identify the disease and create an affordable cure in the field! Arcane +3 |
The Magister dispatched {his/her} best alchemists, and they managed to identify the disease and create an effective field cure! Arcane +3 |
The Magister's alchemists identified the disease that is killing the herds, but failed to produce a cure. Dozens of boxes of precious ingredients were wasted in attempts to develop one! Arcane -3 |
The Magister's alchemists failed to identify the disease that was killing the herds. The angry peasants have destroyed one of {his/her} field laboratories! Arcane -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure |
M[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
The Master of Pain | 10 d | 20 | Grand Diplomat (Linzi) |
The Grand Diplomat firmly rejected her proposal and ordered the priestess to go away. The nation glorified the advisor's sense of justice. Loyalty +2 Relations +3 |
The Grand Diplomat firmly rejected her proposal and ordered the priestess to go away. The nation glorified the advisor's sense of justice. Loyalty +2 Relations +3 |
The Grand Diplomat granted her access to the prison, but the very next day {he/she} was terrified by her methods, and sent her away. {His/Her} indecision triggered a scandal. The Grand Diplomat was beset by those who decry torture, and by those who think {him/her} too squeamish. Loyalty -2 |
The Grand Diplomat granted her access to the prison, but the very next day {he/she} was terrified by her methods, and sent her away. {His/Her} indecision triggered a scandal. The Grand Diplomat was beset by those who decry torture, and by those who think {him/her} too squeamish. Loyalty -2 |
A traveling interrogator and executioner, priestess of Zon-Kuthon, is offering her services to the baron. The half-elf is certain that there is much to learn from the barony's prisoners, once they're in her hands. |
Grand Diplomat (Valerie, Bartholomew Delgado, Merc) |
The Grand Diplomat hired the priestess. Crime detection significantly increased. The criminals are so afraid of landing in her hands that whole gangs are fleeing the {baron/baroness/king/queen}'s domain. Loyalty -2 Relations +3 Stability +6 Espionage +3 -25 BP |
The Grand Diplomat hired the priestess. Crime detection significantly increased. Loyalty -2 Relations +3 Stability +5 -25 BP |
The Grand Diplomat quarreled with the priestess over her fee. The half-elf swiftly left the {barony/kingdom}. - |
The Grand Diplomat quarreled with the priestess over her fee. The half-elf swiftly left the {barony/kingdom}. - | ||||
Warden (Any) | The Warden identified the priestess as a criminal, who was being hunted by half the River Kingdoms. She was arrested and publicly prosecuted. The subjects praise the Warden's vigilance. Loyalty +3 Stability +5 |
The Warden identified the priestess as a criminal, who was being hunted by half the River Kingdoms. She was arrested and convicted. Loyalty +2 Stability +4 |
The Warden rejected the priestess. In response, she kidnapped a young girl from the capital and tortured her to death. The subjects are enraged, and the criminal escaped punishment. Community -1 Stability -2 |
The Warden rejected the priestess. In response, she kidnapped a young girl from the capital and tortured her to death. The subjects are enraged, and the criminal escaped punishment. Community -1 Stability -2 | ||||
Ignored | You didn't assign an advisor, and let this opportunity pass by. Same as Warden Failure | |||||||
Melancholy | 10 d | 32 | High Priest DC +3 |
The advisor's servants were able to cure the melancholy by magical means. In their search for a cure, the adepts developed a few spells that could discreetly influence the feelings of mortals. Now the people have begun loving their ruler even more than before! Loyalty +5 Divine +8 |
The advisor's servants wove their magic, and cured the peasants of their sorrow. With a sigh of relief, the subjects returned to their normal lives. Divine +3 |
The advisor's servants used what magic they could, but it was no match for the power of the fey. The afflicted remain sullen, discontent and lacking any interest to the outside world. Community -2 Loyalty -3 Divine -5 |
The advisor's servants lost precious time arguing over how best to treat the sorrowful peasants. The melancholy has started to spread among your subjects like a disease! Community -3 Loyalty -7 Divine -5 |
A mysterious wanderer passed through one of the local settlements. Soon after his visit, an unnatural melancholy gripped most of the villagers. The mages claim that it was the Lost Prince of the fey himself! The Stolen Lands must be rid of every trace of his brief stay. |
Magister | The advisor's servants were able to cure the melancholy by magical means. In their search for a cure, the adepts developed a few spells that could discreetly influence the feelings of mortals. Now the people have begun loving their ruler even more than before! Loyalty +3 Arcane +8 |
The advisor's servants wove their magic, and cured the peasants of their sorrow. With a sigh of relief, the subjects returned to their normal lives. Arcane +3 |
The advisor's servants used what magic they could, but it was no match for the power of the fey. The afflicted remain sullen, discontent and lacking any interest to the outside world. Community -2 Loyalty -3 Arcane -4 |
The advisor's servants lost precious time arguing over how best to treat the sorrowful peasants. The melancholy has started to spread among your subjects like a disease! Community -4 Loyalty -4 Arcane -7 | ||||
Curator | The Curator's servants brought smiles to people's faces with merry jests, and inspired them with magnificent ballads. Even fey magic is no match for the creative spirit! Loyalty +2 Culture +5 |
The Curator's servants brought smiles to people's faces with merry jests, and inspired them with magnificent ballads. Even fey magic is no match for the creative spirit! Loyalty +2 Culture +5 |
The Curator's servants tried to bring joy to the land by hosting a festival. Alas, the magic of the fey was too strong. The people remain morose and sullen. Loyalty -6 Culture -6 |
The Curator's servants tried to bring joy to the land by hosting a festival. Alas, the magic of the fey was too strong. The people remain morose and sullen. Loyalty -6 Culture -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
Mental Dexterity | 14 d | 20 | Treasurer (Any) DC +2 |
The Treasurer assigned specially trained moneychangers to the markets, to detect the illusions. {He Economy +3 |
The Treasurer assigned specially trained moneychangers to the markets, to detect the illusions. {He Economy +3 |
The Treasurer assigned specially trained moneychangers to the markets, to detect the illusions. However, there were too few of them to validate every transaction in the {barony/kingdom}. Economy -4 |
The Treasurer failed to track down the swindlers. They've gone into hiding, though they continue to cheat merchants and buyers. Economy -5 |
There's a gang of petty illusionists in the lands of the {baron/baroness/King/Queen}. They're passing off copper coins as golden ones! This fraud must be stopped! |
Magister (Any) | The Magister identified the illusion spell. It turned out to be very simple. The illusion fades when a fake coin is rubbed on an ordinary test stone. The {barony/kingdom}'s merchants are sighing in relief. Arcane +3 |
The Magister identified the illusion spell. It turned out to be very simple. The illusion fades when a fake coin is rubbed on an ordinary test stone. The {barony/kingdom}'s merchants are sighing in relief. Arcane +3 |
The Magister developed a reagent that oxidizes copper but doesn't interact with gold. This could enable the merchants to dispel the illusions on their own. However, production of the reagent is too expensive and time-consuming. The swindlers are meanwhile thriving. Economy -3 Arcane -1 |
The Magister attempted to invent a concoction that would help merchants test their coins, but never came up with anything. Economy -3 Arcane -2 | ||||
Minister (Any) | The Minister's spies easily tracked down the swindlers and arrested them one by one. Espionage +3 |
The Minister's spies easily tracked down the swindlers and arrested them one by one. Espionage +3 |
The Minister's people tracked down only a single gang member! The swindlers are acting more carefully now, but they're still ruining honest merchants. Economy -2 Espionage -1 |
The Minister's people failed to track down a single gang member! The swindlers are severely damaging trade. Economy -3 Espionage -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure | |||||||
Military Outrage | 14 d | 24 | Councilor (Tristian, Shandra Mervey, Any Merc) | The soldiers were punished for their behavior. The most reckless troublemakers were expelled from the army in disgrace, and all remaining soldiers were reminded that their military service imposes certain duties and high standards of conduct. The townsfolk appreciated this approach and glorified the {baron/baroness/King/Queen}. Loyalty +6 Military +1 Stability +2 |
The advisor's servants arrived at the military camps and punished all participants involved. The troublemakers were deprived of holidays and placed on indefinite duty. It was explained to all soldiers that military service doesn't grant them the right to harass the ordinary citizens! Loyalty +3 |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3 |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3 |
Some soldiers on leave have been bullying the peasants. Regular clashes have been occurring in the streets and taverns. Such brutality gives the army a bad name, and these fights will end up in a massacre sooner or later. The peasants have been forming gangs to catch and punish the drunken soldiers one by one. It's time to put an end to this. |
Councilor (Tsanna) | The peasants continued to bully the soldiers, but the advisor's bodyguards suddenly came to their rescue. Side by side with the soldiers, they explained to the rabble that the country's military must be respected. The lesson was learned, and the people were humbled. Loyalty +3 Military +2 Stability +1 |
The advisor's servants talked to the soldiers, and encouraged them to band together and give the peasants a proper thrashing! That very night, soldiers appeared in every tavern and crushed the local bullies. The people wiped off their bloody faces and agreed that the ruler's servants are more privileged than the rabble. Loyalty +3 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 | ||||
General (Amiri, Any Merc) | The soldiers were punished for their behavior. The most reckless troublemakers were expelled from the army in disgrace, and all remaining soldiers were reminded that their military service imposes certain duties and high standards of conduct. The townsfolk appreciated this approach and glorified the {baron/baroness/King/Queen}. Loyalty +2 Military +4 Stability +3 |
The advisor's servants arrived at the military camps and punished all participants involved. The troublemakers were deprived of holidays and placed on indefinite duty. It was explained to all soldiers that military service doesn't grant them the right to harass the ordinary citizens! Military +3 |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3? |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3? | ||||
General (Regongar) | The peasants continued to bully the soldiers, but the advisor's bodyguards suddenly came to their rescue. Side by side with the soldiers, they explained to the rabble that the country's military must be respected. The lesson was learned, and the people were humbled. Military +5 Stability +1 |
The advisor's servants talked to the soldiers, and encouraged them to band together and give the peasants a proper thrashing! That very night, soldiers appeared in every tavern and crushed the local bullies. The people wiped off their bloody faces and agreed that the ruler's servants are more privileged than the rabble. Military +3 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 | ||||
Curator (Linzi, Storyteller, Any Merc) | The soldiers were punished for their behavior. The most reckless troublemakers were expelled from the army in disgrace, and all remaining soldiers were reminded that their military service imposes certain duties and high standards of conduct. The townsfolk appreciated this approach and glorified the {baron/baroness/King/Queen}. Loyalty +2 Military +1 Stability +3 Culture +3 |
The advisor's servants arrived at the military camps and punished all participants involved. The troublemakers were deprived of holidays and placed on indefinite duty. It was explained to all soldiers that military service doesn't grant them the right to harass the ordinary citizens! Culture +3 |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3 |
The advisor's servants talked to the soldiers and asked them to stop bullying the citizens – by way of a long and boring lecture. The soldiers were annoyed that the authorities failed to support them, and began to wander the city in large groups and challenge the townsfolk, showing their superiority. Community -2 Military -2 Stability -3 | ||||
Curator (Jaethal) | The peasants continued to bully the soldiers, but the advisor's bodyguards suddenly came to their rescue. Side by side with the soldiers, they explained to the rabble that the country's military must be respected. The lesson was learned, and the people were humbled. Military +2 Stability +1 Culture +3 |
The advisor's servants talked to the soldiers, and encouraged them to band together and give the peasants a proper thrashing! That very night, soldiers appeared in every tavern and crushed the local bullies. The people wiped off their bloody faces and agreed that the ruler's servants are more privileged than the rabble. Culture +3 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 |
The advisor's servants publicly announced that provocations and clashes with soldiers are unacceptable. Those who retaliated against the soldiers were declared traitors and mutineers. The people were outraged to hear this. Now many taverns forbid entrance to soldiers and other servants of the crown. Community -2 Loyalty -2 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Military Unrest | 10 d | 29 | General (Kassil or remove) | The advisor shamed the commanders into admitting they were acting like tyrants. They were demoted to serve as privates for a few weeks, and this unusual experiment did much good. The army reassembled their ranks and marches on. ? |
The advisor managed to persuade the commanders to treat the soldiers with the respect they deserve. Their high-handedness was put to an end, and a spirit of fraternity was restored to the ranks. ? |
The advisor's speech against cruelty toward the soldiers failed to impress the commanders. They continue abusing the soldiers, who no longer have any desire to risk their lives for the {baron/baroness/King/Queen}. ? |
General's speech against the brutality toward the soldiers failed to impress the commanders. The soldiers have realized that the authorities can't protect them, and now they're deserting the ranks or joining the outlaws. ? |
The soldiers are complaining about their abusive commanders. In their defense, the commanders insist that their current training methods are best for turning youngsters into true warriors. The General must restore order within the ranks of the {barony/kingdom}'s defenders. |
General (Amiri, Regongar, Any Merc) | The General gave a speech about how the hardest steel emerged from the hottest flame. This really impressed the soldiers, who embraced this vision so deeply that they greet even the most punishing drills as a chance to show their worth, and endure them with iron will and determination. Loyalty +2 Military +6 |
The General stood by the commanders. The soldiers saw that no changes were coming, resigned themselves to the tough drills, and the discontentment faded. Military +3 |
The General chose not to meddle in the conflict between the soldiers and commanders. Discontentment within the ranks has escalated into skirmishes. Loyalty -2 Military -5 |
The General delivered a speech showing that the enemy's cruelty was far greater than the commanders' abuse. However, {he/she} failed to persuade the soldiers, who are deserting at a dramatically high rate. Loyalty -3 Military -6 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
The Missing Ambassador | 14 d | 27 | Regent (Any) | The {baron/baroness/King/Queen}'s servants managed to arrest the murderers and identify their employer. Such effective action has earned neighbors' respect. Community +3 |
The {baron/baroness/King/Queen}'s servants managed to find the criminals responsible for the ambassador's disappearance. It was a local bandit gang. The identity of their employer remains unknown, but the {baron/baroness/King/Queen}'s name has officially been cleared. Community +3 |
The {baron/baroness/King/Queen}'s servants looked everywhere to find the murderers, but failed to turn up even the slightest clue. Our neighbors are convinced that the {baron/baroness/King/Queen} was somehow behind the mysterious disappearance. - |
Regardless of all efforts, the murderers have not been found. However, the {baron/baroness/King/Queen}'s servants were so busy searching that they aroused further suspicion themselves. Some merchants from neighboring countries now choose to avoid the local trade routes. - |
A foreign ambassador arrived in our lands, but went missing on the way to the capital, together with their entire cortege. The guards have discovered evidence of an assault, and an investigation is in order. Whoever committed this crime must be found and punished, or the {baron/baroness/King/Queen} {himself/herself} will be held responsible! |
Minister (Any) | The {baron/baroness/King/Queen}'s servants managed to arrest the murderers and identify their employer. Such effective action has earned neighbors' respect. Espionage +5 |
The {baron/baroness/King/Queen}'s servants managed to find the criminals responsible for the ambassador's disappearance. It was a local bandit gang. The identity of their employer remains unknown, but the {baron/baroness/King/Queen}'s name has officially been cleared. Espionage +3 |
The {baron/baroness/King/Queen}'s servants looked everywhere to find the murderers, but failed to turn up even the slightest clue. Our neighbors are convinced that the {baron/baroness/King/Queen} was somehow behind the mysterious disappearance. Economy -1 Relations -2 Stability -1 Espionage -2 |
Regardless of all efforts, the murderers have not been found. However, the {baron/baroness/King/Queen}'s servants were so busy searching that they aroused further suspicion themselves. Some merchants from neighboring countries now choose to avoid the local trade routes. Economy -2 Relations -2 Stability -2 Espionage -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The Morning After | 14 d | 31 | High Priest (Any) DC +2 |
The advisor's people hired a friendly fey, who explained how to repair the damage. The spellcasters returned the river to its former bed, raised the hill again where it used to be, and addressed the other problems. Divine +3 |
The advisor's people hired a friendly fey, who explained how to repair the damage. The spellcasters returned the river to its former bed, raised the hill again where it used to be, and addressed the other problems. Divine +3 |
The advisor's servants tried desperately to repair the damage, but they couldn't manage to overcome the strange fey magic. The displacement of the river caused a drought in several villages., and a thunderstorm destroyed several houses. Many frightened people fled the lands. Community -1 Economy -2 Divine -2 Arcane -2 |
The advisor's servants couldn't repair the damage. They hired mages who claimed to be experts on fey magic, but they were nothing but charlatans and their advice only made things worse. The river that had changed course was turned into a swamp, and immediately became a breeding ground of diseases and nasty insects. An epidemic soon broke out. Gozreh was enraged by the audacious interference, and turned his fury upon the spellcasters, ending all their lives in a wild lightning storm. Community -2 Economy -3 Divine -3 Arcane -3 |
The sky was shining all through the night. It was the eve of a merry fey festival! Drunk and raving, the fey retreated to their world come morning, but they left chaos behind. One of the rivers has changed its course, a forest has disappeared, and a hill has turned into a gaping hole in the ground. The changes have terrified the peasants. To make matters worse, our mages agree that nature will soon revolt against the blatant interference, and unleash its wrath upon the villagers. |
Magister (Any) | The advisor's people hired a friendly fey, who explained how to repair the damage. The spellcasters returned the river to its former bed, raised the hill again where it used to be, and addressed the other problems. Arcane +3 |
The advisor's people hired a friendly fey, who explained how to repair the damage. The spellcasters returned the river to its former bed, raised the hill again where it used to be, and addressed the other problems. Arcane +3 |
The advisor's servants tried desperately to repair the damage, but they couldn't manage to overcome the strange fey magic. The displacement of the river caused a drought in several villages., and a thunderstorm destroyed several houses. Many frightened people fled the lands. Community -1 Economy -2 Divine -2 Arcane -2 |
The advisor's servants couldn't repair the damage. They hired mages who claimed to be experts on fey magic, but they were nothing but charlatans and their advice only made things worse. The river that had changed course was turned into a swamp, and immediately became a breeding ground of diseases and nasty insects. An epidemic soon broke out. Gozreh was enraged by the audacious interference, and turned his fury upon the spellcasters, ending all their lives in a wild lightning storm. Community -2 Economy -3 Divine -3 Arcane -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Mysterious Cult | 18 d | 13 | Regent (Any) | Yielding to reason, the locals handed over the cult leader into the custody of the Regent. Without its head, the sect is doomed to die out. Community +3 |
Yielding to reason, the locals handed over the cult leader into the custody of the Regent. Without its head, the sect is doomed to die out. Community +3 |
The Regent urged the locals to turn over the leader of the cultists, but his pleas led to nothing! The region sank into debauchery and sloth, and some parishioners, maintaining their piety, thought it better to leave the cursed lands! Community -1 Divine -1 |
The Regent urged the locals to turn over the leader of the cultists, but {his/her} pleas led to nothing! The region sank into debauchery and sloth, and some parishioners, maintaining their piety, thought it better to leave the cursed lands! Community -1 Divine -2 |
A mysterious cult, promoting idleness and debauchery, has emerged in the region. This depravation must be stopped! |
High Priest (Any) | Passionate denunciations from the priests moved the people to shun the vile cult. Divine +3 |
Passionate denunciations from the priests moved the people to detest the vile cult. Divine +3 |
Pious admonitions have only made the cult more popular. The region sinks into debauchery and sloth. The temples are empty, and the congregations have turned their backs on the priests! Community -1 Loyalty -1 Divine -3 |
Pious admonitions have only made the cult more popular. The region sinks into debauchery and sloth. The temples are empty, and the congregations have turned their backs on the priests! Community -2 Loyalty -2 Divine -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Mysterious Weed | 20 d | 15 | Councilor (Any) | The messengers managed to persuade the peasants to thoroughly weed their fields. The crops were saved! Loyalty +3 |
The messengers managed to persuade the peasants to thoroughly weed their fields. The crops were saved! Loyalty +3 |
Messengers were sent to every region, but their warnings fell on deaf ears. The peasants refused to act, and even accused the messengers of inviting disaster! Loyalty -2 |
Messengers were sent to every region, but their warnings fell on deaf ears. The peasants refused to act, and even accused the messengers of inviting disaster! Loyalty -2 |
A giant weed is taking over more and more farmland. Someone must persuade the peasants to start fighting this pest! |
High Priest (Any) | The priests managed to convince the peasants that the weed must be eradicated. The crops have been saved! Divine +3 |
The priests managed to convince the peasants that the weed must be eradicated. The crops have been saved! Divine +3 |
The priests warned their congregations of the coming disaster, but not everyone started weeding on time. Those who lost their fields to the monstrous weed accused the {baron/baroness/King/Queen} of inaction. Loyalty -1 |
The priests warned the congregation of the coming disaster, but no one would listen. The monstrous weed grew all over the fields, and the peasants accused the {baron/baroness/King/Queen} of inaction. Loyalty -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure. | |||||||
Mystic Circles | 21 d | 18 | High Priest (Any) | The High {Priest/Priestess} had a vision, telling {him/her} that the mushrooms had emerged from the First World! {He/She} and {his/her} clergy held a ritual to restore the borders between the worlds, and the giant mushrooms withered right before the peasants' eyes. Divine +8 |
The High {Priest/Priestess} had a vision, telling {him/her} that the mushrooms had emerged from the First World! {He/She} and {his/her} clergy held a ritual, and managed to protect the peasants' houses from the strange growth. Divine +3 |
The priests couldn't halt the advance of the giant mushrooms, either by prayer or by axe! The saddened peasants had to abandon their houses forever. Divine -2 |
The priests failed to slow the advance of the giant mushrooms. If anything, their prayers only made the circles grow faster! The local citizens have turned their backs on the gods, fearing further disasters. Divine -5 |
Mysterious news: the local citizens are complaining of gigantic multi-colored mushrooms. First, circles of such mushrooms were found far away from dwellings, but now they've begun to grow on the walls and roofs of local houses! |
Magister (Any) | Relying on intuition, the magister built barriers around the villages, impenetrable to creatures from other planes – and this helped! Later they discovered that the giant mushrooms had emerged from the First World. Arcane +3 |
Relying on intuition, the Magister built barriers around the villages, impenetrable to creatures from other planes – and this helped! Later they discovered that the giant mushrooms had emerged from the First World. Arcane +3 |
The Magister attempted to identify the cause of the mushrooms' spread, but these investigations led to nothing. Worse, the wizards {he/she} sent had to be quarantined to prevent spores from spreading to the nearby lands! Arcane -2 |
NO TEXT Arcane -2 Begins Mystic Circles x2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure |
N[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Nature's Rage | 28 d | 19 | Councilor (Any) | The Councilor lost no time in tracking the raging animals back to their lairs and slaughtering them. The remaining beasts have scattered and pose no threat. Loyalty +3 Divine +3 Arcane +3 |
The Councilor managed to locate the place where the raging animals swarm, and cleanse it. Significant losses have been avoided. Loyalty +3 Divine +2 Arcane +2 |
It took the Councilor a long time, but a den where the raging animals swarmed has at last been located and cleansed. Community -1 Loyalty -1 Divine -1 Stability -1 |
Many innocent citizens have fallen to claw and fang, but a den where the raging animals swarmed has at last been located and cleansed. Community -2 Loyalty -2 Military -2 Economy -2 Divine -1 Stability -2 |
Animals are flying into inexplicable rages. Wild beasts emerge from the woods to attack people, livestock try to kick their owners, and even loyal dogs bite the hands that feed them. Someone must find the cause of these strange events – and put a stop to them! |
High Priest (Any) | The High {Priest/Priestess} appealed to {his/her} god, who released the {barony/kingdom}'s animals from their rage. Meanwhile, the High {Priest/Priestess} draws close to discovering the origin of this affliction! Divine +6 Arcane +3 |
The veil is lifting. The animals continue to rage, but the High {Priest/Priestess} is close to solving the mystery. Divine +5 Arcane +2 |
The High {Priest/Priestess} has made no progress towards finding the reason behind the animals' continued rage! - |
The gods are silent. The High {Priest/Priestess} cannot explain these attacks, and {his/her} congregation's faith is being sorely tested. The animals continue their carnage. Divine -1 | ||||
Magister (Any) | The Magister managed to locate a magical trail, which led to the source of the rage. The evil spell was lifted, and animals quickly returned to their usual ways. Divine +3 Arcane +6 |
The wizards of the {barony/kingdom} have managed to calm the raging animals for now, but they still don't understand the nature of this inexplicable phenomenon. Divine +2 Arcane +5 |
The mightiest wizards of the {barony/kingdom} have been dispatched to locate the source of the rage and suppress its influence. So far, they've only been able to contain the effects. - |
The Magister's resources are running out, while the animals continue to attack our citizens on the roads and even inside settlements. Arcane -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure |
O[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Omen | 14 d | 17 | High Priest (Any) | It was revealed to the High {Priest/Priestess} in a dream that a local cleric of Erastil fell in love with a young peasant girl and killed her fiancé in a jealous rage. The god's followers found the dead body in the forest, brought the murderer to justice, and Erastil's good graces were restored. Divine +4 |
It was revealed to the High {Priest/Priestess} in a dream that a local cleric of Erastil fell in love with a young peasant girl and killed her fiancé in a jealous rage. The god's followers found the dead body in the forest, brought the murderer to justice, and Erastil's good graces were restored. Divine +4 |
It was revealed to the High {Priest/Priestess} that one of the peasants offended Erastil. The guilty peasant was never found. Abundant offerings have only slightly diminished the god's anger. Community -1 Divine -2 |
The Gods remain silent! There's no more quarry in the forests, and the trees wither by the minute... Community -2 Divine -4 |
A white deer with bloody antlers was seen in the forest. Could it be a sign sent by Erastil himself? Whatever lies behind these stories must be uncovered. |
Magister** (Any) | The Curator found a legend which said that such sign may be sent by Erastil when blasphemy is committed by one of his priests. A local cleric of Erastil couldn't bear the guilt, and confessed: he'd fallen in love with a young peasant girl and killed her fiancé in a jealous rage. Arcane +3 |
The Curator found a legend which said that such sign may be sent by Erastil when blasphemy is committed by one of his priests. A local cleric of Erastil couldn't bear the guilt, and confessed: he'd fallen in love with a young peasant girl and killed her fiancé in a jealous rage. Arcane +3 |
After studying a few collections of legends, the Curator could only determine that it was a sign of Erastil's wrath. It took his worshipers a long time to receive forgiveness. Community -1 Arcane -1 |
The Curator failed to find any mention of such omens in any collection of legends. All quarry has disappeared from the forests, and the trees wither by the minute... Community -2 Arcane -2 | ||||
Curator** (Any) | The Magister paged through the bestiary and concluded that the deer was an illusion, sent by Erastil, pointing to a guilty priest. The investigation revealed that a local cleric had fallen in love with a young peasant girl, and killed her fiancé in a jealous rage. Culture +3 |
The Magister paged through the bestiary and concluded that the deer was an illusion, sent by Erastil, pointing to a guilty priest. The investigation revealed that a local cleric had fallen in love with a young peasant girl, and killed her fiancé in a jealous rage. Culture +3 |
The Magister managed to confirm that the encounter with the marvelous animal was a sign sent by Erastil – but that was all. Despite his worshipers' best efforts, it took them a long time to earn his forgiveness. Community -1 Culture -1 |
The Magister failed to find a description of this marvelous animal in any bestiaries. Meanwhile, all quarry has disappeared from the forests, and the trees wither by the minute... Community -2 Culture -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure |
P[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
The People's Defenders | 21 d | 32 | Regent (Octavia) Grand Diplomat (Linzi) |
The advisor talked to the head of the Steel Falcons, offered cooperation, and invited several Andorans to stay and help maintain justice. They might help us improve relations with common people. Loyalty +5 Relations +2 Advisor Stat +3 |
The messengers met the Steel Falcons' leader and heard out their claims, then promised to address the problem areas. The meeting satisfied the Andorans, and they left. Advisor Stat +3 |
The Steel Falcons ignored the advisor's offer to negotiate. They've no reason to believe the offer of cooperation is sincere. They would rather simply take as many local subjects to Andoran as they can. Community -4 Loyalty -4 Relations -2 |
The advisor's negotiation attempt was mistaken by the Steel Falcons for an insidious ambush. The soldiers that we sent to ensure security were all killed. Many peasants left the region and headed to Andoran. Community -4 Loyalty -4 Military -4 Relations -2 Stability -4 |
The Steel Falcons, Andoran's seekers of justice and patrons of the people, have proclaimed that the peasants of the {barony/kingdom} are oppressed. Pretending justification, they have invaded Stolen Lands, and are luring common people to Andoran, urging them to throw off their chains of oppression and resist the legitimate enforcement of the law. |
Regent (Valerie, Merc) Grand Diplomat (Bartholomew Delgado, Valerie, Merc) |
The advisor's cold letter to Andoran made the local lords dampen their appetites and recall their knights. Andoran provided significant benefits to the {barony/kingdom}'s merchants, as an apology for the "thoughtless insult". Economy +6 Advisor Stat +3 |
The ultimatum that the advisor sent to the Andoran government finally brought them to their senses. The Steel Falcons were recalled before their actions triggered a decisive response. Advisor Stat +3 |
Despite the advisor's complaints, Andoran denies any connection with the knights who are 'liberating' common people. They write hypocritical denials and protestations of innocence, as our subjects are taken in by propaganda and lured from the {barony/kingdom}. Community -3 Loyalty -3 Stability -3 |
The ultimatum the advisor delivered to Andoran had the opposite effect than was intended. Many people rushed to the aid of the Steel Falcons! They regard our threats as just more proof of the tyranny in these lands. Many subjects yielded to the propaganda and left the {barony/kingdom}. Community -4 Loyalty -4 Relations -4 Stability -4 | ||||
General (Any) | The General's people surrounded the Steel Falcons' camp in the middle of the night, and captured them before they could sound the alarm. In order to avoid war with Andoran, they allowed these captives to return to their masters alive, but their weapons and equipment were seized by the {barony/kingdom}'s army. Military +5 Relations +3 Stability +2 |
The General's army surrounded the intruders and drove them from the {barony/kingdom}. The region's tranquility is restored. Military +3 |
The General's soldiers chased the Steel Falcons for a week, but in the end it was all in vain. Perhaps they didn't have the heart to capture freedom fighters. Many of common people have been lured to Andoran by promises of freedom. Community -4 Loyalty -4 |
The army suffered heavy losses from the Steel Falcons, as they tried to push them back to the border. In the end, the forces had no choice but retreat, leaving the Andorans unchallenged to lure our people away with their promises of freedom. Community -4 Loyalty -4 Military -4 Stability -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The People's Wrath | 21 d | 25 | Councilor (Tristian, Shandra Mervey, Merc) General (Amiri, Merc) Warden (Ekundayo, Kesten Garess, Merc) |
The advisor's servants conducted an investigation and removed the mayor. His holdings were transferred to the community he betrayed. The position was given to an honorable man of the people. The community is satisfied that it is being led by someone they trust. Loyalty +1 Stability +1 Advisor Stat +3 |
The advisor's servants conducted an investigation, punished the mayor, and appointed a successor, thus showing that justice always prevails. The new mayor might be more honest and efficient than his predecessor. Advisor Stat +3 |
The advisor's servants removed the mayor without trial and attempted to reassure the people. Perhaps they shouldn't have followed the rioters' demands so closely, as their respect for the authorities has lowered even further. The people feel sure that they can get away with any disobedience. Community -2 Loyalty -2 Stability -2 |
The advisor's servants removed the mayor without trial and attempted to reassure the people. Perhaps they shouldn't have followed the rioters' demands so closely, as their respect for the authorities has lowered even further. The people feel sure that they can get away with any disobedience. Community -2 Loyalty -2 Stability -2 |
There has been a riot in the region – people rebelling against a corrupt mayor. Their accusations may be justified, or they may be nothing but baseless defamation. This must be decided and dealt with; the region requires a stable administration, or the rioting will soon spread. |
Councilor (Tsanna) General (Regongar) Warden (Regongar) |
The advisor's servants discovered that the accusations against the mayor were only slander, devised by an envious man who wanted to become mayor himself. Regardless of whatever truth might be found in the accusations, the proper judgment was clear. The criminal was punished harshly, and everyone involved in the outcry was charged a hefty penalty – as a reminder to all that the law must be obeyed. Community +2 Stability +3 Advisor Stat +3 |
The advisor's servants arrived in the region to conduct a trial. The mayor might have been guilty, but the charges could not be confirmed, and he maintained his position. The peasants were shamed, and they apologized and returned to work. Advisor Stat +3 |
The advisor's servants arrived in the region to harshly punish the rioters. The mayor maintained his office. – Appointed by the crown, he was not to be overthrown by the rabble. This enraged the people and prompted even worse rioting. Community -1 Loyalty -5 Stability -1 |
The advisor's servants arrived in the region to harshly punish the rioters. The mayor maintained his office. – Appointed by the crown, he was not to be overthrown by the rabble. This enraged the people and prompted even worse rioting. Community -1 Loyalty -5 Stability -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Poltergeist in the Temple | 14 d | 21 | High Priest (Jhod Kavken) | The High {Priest/Priestess} communed with the poltergeist, and used its knowledge to solve an old murder. The ghost was satisfied, and left this world forever. The High {Priest/Priestess} personally conducted the following service in the temple – to a full congregation! Loyalty +2 Divine +3 |
The High {Priest/Priestess} entered the temple and disappeared inside. What exactly transpired within that sacred hall remains a mystery, but the evil ghost has disappeared without a trace. Divine +3 |
All attempts to communicate with the ghost failed. The poltergeist refused to deal with the High {Priest/Priestess}, and continued its rampage. Divine -3 |
The High {Priest/Priestess} entered the temple, but failed to overcome the poltergeist. The local citizens witnessed the advisor's disgraceful flight, and are now more sure than ever that nothing will protect them from the forces of evil. Community -2 Divine -3 |
A poltergeist has appeared in the local temple, terrifying the area. It is rumored to be a wayward soul seeking revenge for an injustice. |
High Priest (Harrim, Any Merc) | The fight between the High {Priest/Priestess} and the poltergeist drew the attention of the whole area! The great battle ended on the steps of the temple with the victory of the {Priest/Priestess}, who immediately blessed the building and invited everyone inside for a service. Military +1 Divine +4 |
The High {Priest/Priestess} entered the temple and disappeared inside. What exactly transpired within that sacred hall remains a mystery, but the evil ghost has disappeared without a trace. Loyalty +2 Divine +3 |
An attempt to trap the ghost failed. The poltergeist chased the High {Priest/Priestess} from the temple, and remained inside for months. Divine -3 |
The High {Priest/Priestess} attempted to drive out the ghost, but failed utterly. The appearance of the beaten and barely-conscious advisor filled the locals with terror and desperation. Military -2 Divine -3 | ||||
High Priest (Tsanna) | After preparing a special ritual, the High {Priest/Priestess} lured the poltergeist into a trap. The will of the captured ghost was broken, and it became a loyal slave to the {priest/priestess}. The locals were filled with awe and respect, and knelt before the priestess, who declared that her pet ghost would henceforth act as her lieutenant in the region. Loyalty -2 Divine +8 |
The High {Priest/Priestess} wove a net of spells that the poltergeist could not break, thus bending the creature to {his/her} will. It became loyal servant of the advisor, who kept it in the region as an otherworldly warden. Loyalty -2 Divine +6 |
An attempt to subdue the ghost failed. The poltergeist continues to ravage the area and terrifies any who approach the temple. Loyalty -2 Divine -3 |
The High {Priest/Priestess} tried to subdue the ghost, but instead was {himself/herself} overwhelmed. Driven out of {his/her} mind, {he/she} wrecked the whole temple! The advisor was chased from the region, which now seems to have descended into anarchy. Loyalty -2 Divine -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Praise Zyphus! | 21 d | 28 | High Priest (Jhod Kavken) Magister (Octavia) |
The advisor's servants set up a cunning magical trap for the cultists. Their followers were killed, and the cult leaders were captured and tried. Arcane +3 Advisor Stat +3 |
The advisor's servants stepped into the night, and the flames in their hands dispersed the darkness. The cultists were captured and suffered lawful punishment. Advisor Stat +3 |
The advisor's servants carried out a raid against the cultists, but were themselves lured into an ambush. They managed to slip away unscathed, but the scoundrels vanished into the night, and escaped from justice. Community -1 Arcane -3 Stability -1 |
The advisor's servants tried to drive the cultists out, but themselves became the target of a counter-attack. The scoundrels vanished, many people died, and several of the advisor's best people perished on the night of the raid. Community -2 Loyalty -1 Arcane -5 Stability -3 |
Several accidental deaths have plagued the region. Wizards say that a mystic system can be traced in these incidents – one not readily apparent at first glance. It is a ritual of followers of Zyphus, the god of accidental death. His fanatics must be stopped! |
High Priest (Harrim) Magister (Storyteller, Merc) |
The advisor met with the cultists responsible for the murders, and convinced them that they'd misinterpreted their ritual. The cultists' leader went out of her way to resurrect everyone who had been killed, and the story of these extraordinary events became a true legend. Divine +2 Arcane +2 Stability +2 Advisor Stat +3 |
The advisor managed to meet with the cultists who were performing these dark deeds. After a long conversation, the fanatics peacefully left the {barony/kingdom}. Arcane +1 Stability +1 Advisor Stat +3 |
The advisor attempted to contact the cultists, to understand what drives them. Alas, they had no wish to share their secrets, and carried on with their dark deeds, killing more and more innocents. Community -2 Divine -2 Arcane -4 Stability -2 |
The advisor attempted to contact the cultists, to understand what drives them. Alas, they had no wish to share their secrets, and carried on with their dark deeds, killing more and more innocents. Community -2 Divine -2 Arcane -4 Stability -2 | ||||
High Priest (Tsanna) Magister (Vordakai) |
The advisor carried out a raid against the cultists, and captured almost half of them. Threatened by the advisor's power, the fanatics fell to their knees and swore fealty. Divine +2 Arcane +4 Advisor Stat +3 |
The advisor's servants led the most powerful spellcasters in the lands on a night raid to terrify the cultists, who fled for their lives. Arcane +1 Advisor Stat +3 |
The advisor's servants spread magic nets throughout the region, but still failed to capture the cultists. They completed their terrifying ritual and then vanished into the night. Arcane -4 Stability -2 |
The advisor's attacks against the cultists have had unexpected consequences. Now most of the subjects are being spared, but innocent magic users keep perishing. Rumors of a secret deal between the {baron/baroness/King/Queen} and the fanatics have spread like wildfire among the {barony's/kingdom's} spell-casters. Loyalty -2 Arcane -8 Stability -4 | ||||
Ignored | You didn't assign an advisor and left this problem unresolved. Same as Magister Failure | |||||||
The Price of a Soul | 14 d | 34 | High Priest (Any) | The priests managed to pick up the devil's trail. At first it led them to the fools who'd sold their souls and turned into monsters, but the lair of the soul merchant was discovered soon after. The devil was swiftly dealt with. Divine +3 |
The priests managed to pick up the devil's trail. At first it led them to the fools who'd sold their souls and turned into monsters, but the lair of the soul merchant was discovered soon after. The devil was swiftly dealt with. Divine +3 |
The priests who were dispatched to hunt the devil failed to anticipate his evil plans. The hunt led to nothing, and there are more and more dangerous and soulless wretches in the region. Community -5 Divine -5 |
The High {Priest/Priestess} sent clerics after the devil. All of them were later found soulless, no longer offering praise to their gods. Just like the devil's other clients, all they care about now is pleasure and vice. Community -5 Divine -10 |
A dangerous devil has appeared in these lands. He makes deals with mortals, buying their souls and turning them into dangerous wretches, without principles or honor. This otherworldly trader must be tracked down. It's time to put to an end to his misdeeds. |
Magister (Any) | The mages not only destroyed all the soulless mortals, but also tracked down the devil himself. Arcane +3 |
The mages not only destroyed all the soulless mortals, but also tracked down the devil himself. Arcane +3 |
The devil was clever enough to avoid the mages' raid. Having lost their souls, many citizens left their families and succumbed to vice, crime, and their darkest desires. Community -5 Arcane -3 |
A group of mages were sent after the devil, but they all went missing. It turned out that they were seduced by the devil's tempting offers, and sold their souls. Community -5 Arcane -6 | ||||
Warden (Any) | The guards arrested the fools who signed deals with the soul merchant – and even managed to figure out where the dangerous trader was hiding. The devil was dealt with soon after. Stability +3 |
The guards arrested the fools who signed deals with the soul merchant – and even managed to figure out where the dangerous trader was hiding. The devil was dealt with soon after. Stability +3 |
The guards cannot compete with the devil's treachery. The fools who sold their souls are turning into corrupt rascals, ready to shed blood and commit any crime to satisfy their own sinful desires. Community -5 Stability -3 |
The officers of the guard sent to look for the soul merchant found more than they bargained for. They abandoned their posts and took up new lives as highway robbers. All the devil's clients lose their souls and turn into dangerous wretches, who care for nothing but their own sinful desires. Community -5 Stability -6 | ||||
Ignored | You didn't assign an advisor and left this problem unresolved. Same as High Priest Failure |
R[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Ragadahn's Eggs | 10 d | 40 | Treasurer (Any) | The Treasurer was able to find a highly reputable, if expensive, water charmer. The spellcaster succeeded in his task, and all the fey's eggs washed up onto the shore. The unborn dragons melted into the sand, decaying into nothing but black mold. Community +1 Economy +5 Stability +1 -100 BP |
The Treasurer was able to find a highly reputable, if expensive, water charmer. The spellcaster succeeded in his task, and all the fey's eggs washed up onto the shore. The unborn dragons melted into the sand, decaying into nothing but black mold. Community +1 Economy +5 Stability +1 -100 BP |
The Treasurer was able to find a few water spellcasters, willing to provide aid for a modest fee. Alas, they offered only empty promises – the dragons hatched, and the river massacre began. It will take a long time to hunt the hatchlings down and ensure the safety of the rivers once more. Community -3 Economy -6 Stability -3 Unrest worsens |
The Treasurer was able to find a few water spellcasters, willing to provide aid for a modest fee. Alas, they offered only empty promises – the dragons hatched, and the river massacre began. It will take a long time to hunt the hatchlings down and ensure the safety of the rivers once more. Community -3 Economy -6 Stability -3 Unrest worsens |
The Eldest Ragadahn, Water Lord and Father of Dragons, chose these lands to carry his eggs. Soon, his brood of young predatory dragons will hatch – and can be sated only by flesh. The eggs must be cleared away before the rivers run red with blood. |
Magister (Any) | The Magister appointed mages to concoct a special poison, which would be placed directly in the waters of the river. It was a great success! – It killed the eggs without harming any other river life. Arcane +3 |
The Magister appointed mages to concoct a special poison, which would be placed directly in the waters of the river. It was a great success! – It killed the eggs without harming any other river life. Arcane +3 |
The Magister's agents purchased an advanced poison from their foreign contacts, which was intended to kill the eggs wherever they grew on the riverbed. Unfortunately, the poison was a failure. – The eggs have hatched, and the young have begun terrorizing the river. It will take a long time for the local fishermen to hunt the hatchlings down and make the rivers safe once more. Community -3 Economy -4 Arcane -5 Stability -2 |
The Magister's agents purchased an advanced poison from their foreign contacts, which was intended to kill the eggs wherever they grew on the riverbed. Unfortunately, the poison was a failure. – The eggs have hatched, and the young have begun terrorizing the river. It will take a long time for the local fishermen to hunt the hatchlings down and make the rivers safe once more. Community -3 Economy -4 Arcane -5 Stability -2 | ||||
Ignored | You didn't assign an advisor and left this problem unresolved. Same as Treasurer Failure | |||||||
The Rage of Sky and Wind | 14 d | 33 | High Priest (Harrim, Jhod Kavken, Merc) | The High {Priest's/Priestess'} lavish gifts have placated the wrathful deity. Divine +3 |
The High {Priest's/Priestess'} lavish gifts have placated the wrathful deity. Divine +3 |
The ritual, led by the follower of a different deity, has enraged Gozreh. The {barony/kingdom} can now look forward to poor harvests and all manner of cataclysms… Loyalty -3 Economy -3 Divine -4 |
The ritual, led by the follower of a different deity, has enraged Gozreh. The {barony/kingdom} can now look forward to poor harvests and all manner of cataclysms… Loyalty -3 Economy -3 Divine -4 |
Gozreh, the god of sky and wind, seems to be angry. – The {baron/baroness/King/Queen}'s subjects don't pay the deity enough tribute! If his wrath is not appeased, the {barony/kingdom} will be beset by hurricanes, tornadoes and floods… But how can one appease a god whose temper is like a storm? |
High Priest (Tsanna) | Three woodcutters were caught in Gozreh's sacred grove. The High {Priest/Priestess} sacrificed them to the deity, and its wrath turned to favor. Community -2 Loyalty -2 Economy +4 Divine +7 |
Three woodcutters were caught in Gozreh's sacred grove. The High {Priest/Priestess} sacrificed them to the deity, and its wrath turned to favor. Community -2 Loyalty -2 Economy +4 Divine +7 |
The ritual, led by the follower of a different deity, has enraged Gozreh. The {barony/kingdom} can now look forward to poor harvests and all manner of cataclysms… Loyalty -3 Economy -3 Divine -4 |
The ritual, led by the follower of a different deity, has enraged Gozreh. The {barony/kingdom} can now look forward to poor harvests and all manner of cataclysms… Loyalty -3 Economy -3 Divine -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Ransom in Gold or Iron | 14 d | 28 | Councilor (Tristian) | The Councilor delivered the prisoners to their families without demanding payment. The Kellids were surprised by this generosity, and sought a meeting with the Councilor. As a result, a few of their families have decided to stay in {kingdomname}. Community +3 Loyalty +6 Economy +2 Relations +1 Divine +2 |
The Councilor let the prisoners free without ransom. The Kellids appreciated the unusual generosity, and swore never to plunder these lands again. Community +2 Loyalty +6 Economy +2 |
The Councilor suggested that the prisoners might be set free without ransom. The barbarians were offended, regarding this as an insult to their military honor. Loyalty -1 Relations -1 |
The Councilor suggested that the prisoners might be set free without ransom. The barbarians were offended, regarding this as an insult to their military honor. Loyalty -1 Relations -1 |
There are numerous barbarians in the {barony/kingdom}'s prisons – among them, participants in failed raids, and members of defeated gangs A group of Kellids have arrived in the region, friends and families of the prisoners, here to offer ransom in gold, iron, or other service. |
Councilor (Shandra Mervey, Any Merc) | To supplement the Kellids' shortfall in gold, the Councilor demanded the ransom be paid in furs and precious metals. Both the barbarians and the Councilor were very satisfied with the deal, and are already planning on future trades. Loyalty +3 Economy +5 |
The Councilor negotiated the Kellids into paying a substantial ransom, which was supplemented by a curious artifact to cover their shortfall in gold. Loyalty +3 |
The barbarians considered the Councilor's price too high. They promised they'd have the requested amount within the year, though it would be soaked in the blood of the local citizens. Loyalty -1 Stability -1 |
The barbarians considered the Councilor's price too high. They promised they'd have the requested amount within the year, though it would be soaked in the blood of the local citizens. Loyalty -1 Stability -1 | ||||
Councilor (Tsanna) | The Kellid warriors were obliged to serve the {barony/kingdom} for a full year, and bring in at least ten enemy heads for every prisoner released. Loyalty +7 Military +6 Stability +2 |
The Kellid warriors were obliged to serve the {barony/kingdom} for a full year, and slay at least five enemies for every prisoner released. Loyalty +7 Military +4 |
The barbarians saw the Councilor's conditions as nothing short of slavery, and swore to destroy the evil order. Raids along the borderland have already become more frequent. Loyalty -1 Military -1 Stability -1 |
The barbarians saw the Councilor's conditions as nothing short of slavery, and swore to destroy the evil order. Raids along the borderland have already become more frequent. Loyalty -1 Military -1 Stability -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Rats, Rats Everywhere! | 14 d | 24 | Treasurer (Any) | The Treasurer contacted some famous parasite exterminators from the Five Kings Mountains. The team of dwarves easily cleaned the catacombs out completely – including a whole nest of wererats! Community +1 Loyalty +1 Economy +1 Relations +2 Stability +2 |
The Treasurer hired some famous parasite exterminators from the Five Kings Mountains. The team of dwarves found a nest of wererats in the catacombs, and destroyed most of its dwellers! Community +1 Loyalty +1 Economy +1 |
The Treasurer hired some famous parasite exterminators from the Five Kings Mountains. However, they couldn't handle the task. A whole team of dwarves has been lost in the catacombs! Economy -2 |
The Treasurer held a meeting with famous parasite exterminators from the Five Kings Mountains. Unfortunately, the dwarves wanted to charge an enormous amount, so {he/she} refused their services. Meanwhile, the rats only grow more and more numerous… Economy -4 Stability -2 |
The capital is swarming with rats! Rumors describe creatures the size of dogs, and hunched figures, roaming the catacombs. What is the reason behind this invasion? The situation must be taken under control before the capital granaries are emptied and plague sweeps the streets. |
Warden (Any) | The Warden's people found a whole swarm of wererats in the catacombs! A guard detail successfully destroyed their lair and cleared out the rest of the catacombs while they were at it. Stability +7 |
The Warden's people managed to find a whole swarm of wererats in the capital's catacombs! The team sent down to clear the lair handled the task without difficulty. Stability +3 |
The Warden's people managed to find a whole swarm of wererats in the capital's catacombs! Worse, the team sent to clear their lair was completely defeated! Stability -4 |
A whole guard detail was lost while attempting to search the capital's catacombs. Stability -6 | ||||
Minister (Any) | The Minister discovered that a whole swarm of wererats had appeared in the city's catacombs! {His/Her} agents kidnapped their leader and scared him so badly that the wererats fled the capital! Espionage +5 |
The Minister discovered that a whole swarm of wererats had appeared in the city catacombs, and successfully contacted their leader. After intense negotiations, the wererats agreed to leave the capital. Espionage +4 |
The Minister discovered that a swarm of wererats had appeared in the city! Unfortunately, {his/her} agents failed to find their lair. Espionage -3 |
The agents sent by the Minister were lost in the city's catacombs. Espionage -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Minister Failure | |||||||
Red Light | 14 d | 20 | Grand Diplomat (Valerie, Bartholomew Delgado) | The Grand Diplomat arranged a public meeting. A set of rules was developed to regulate the operation of such establishments. Their services were highly taxed "for reasons of chastity", and the flow of customers drastically decreased. Economy +1 Relations +4 |
The Grand Diplomat arranged a public meeting. A set of rules was developed to regulate the operation of such establishments. Their services were highly taxed "for reasons of chastity", and the flow of customers drastically decreased. Economy +1 Relations +4 |
The Grand Diplomat strongly condemned such establishments in the domain of the {baron/baroness/King/Queen}. Calistria's priests left the region... after they burned down the local temple of Erastil in revenge. Relations -1 Divine -4 |
The Grand Diplomat strongly condemned such establishments in the domain of the {baron/baroness/King/Queen}. Calistria's priests left the region... after they burned down the local temple of Erastil in revenge. Relations -1 Divine -4 |
A brothel was opened under the protection of Calistria's temple in the region. It has more and more customers by the day. Erastil's followers are enraged: these despicable fallen women are destroying families! |
Grand Diplomat (Linzi, Any Merc) | The Grand Diplomat stated that freedom was one of the {barony/kingdom}'s supreme values. Any violation would sooner or later lead to tyranny. The brothel's adversaries grudgingly accepted this position. Relations +3 |
The Grand Diplomat stated that freedom was one of the {barony/kingdom}'s supreme values. Any violation would sooner or later lead to tyranny. The brothel's adversaries grudgingly accepted this position. Relations +3 |
The Grand Diplomat ridiculed the brothel's opponents. If such petty sins can cause the destruction of marriages, then perhaps they should be discontinued. {His/Her} words aroused outrage, and many Erastil's followers abandoned the region. Community -1 Loyalty -1 Divine -1 |
The Grand Diplomat ridiculed the brothel's opponents. If such petty sins can cause the destruction of marriages, then perhaps they should be discontinued. {His/Her} words aroused outrage, and many Erastil's followers abandoned the region. Community -1 Loyalty -1 Divine -1 | ||||
Curator (Any) | The Curator encouraged the citizens of the region not to limit everyone's freedom just because some were unable to exercise it responsibly. The brothel's adversaries backed down, and the differing sides have reconciled. Culture +3 |
The Curator encouraged the citizens of the region not to limit everyone's freedom just because some were unable to exercise it responsibly. The brothel's adversaries backed down, and the differing sides have reconciled. Culture +3 |
The Curator fervently supported Calistria's followers. {He/She} stated that the brothel's adversaries were "concealing their pursuit of power in false concerns for chastity." These hasty word led to violence, and Erastil's followers were chased from the region with sticks and stones. Loyalty -1 Divine -1 Stability -2 |
The Curator fervently supported Calistria's followers. {He/She} stated that the brothel's adversaries were "concealing their pursuit of power in false concerns for chastity." These hasty word led to violence, and Erastil's followers were chased from the region with sticks and stones. Loyalty -1 Divine -1 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
Refugees | 14 d | 16 | Regent (Any) | The advisor managed to convince the people to stay, and struggle on for the good of their land! The advisor's words stirred the patriotism in their hearts. Community +4 Loyalty +1 |
The advisor's servants encouraged the people to stay, reassuring them that today's problems will end in tomorrow's blessings. The villagers returned to their homes and crops. Community +3 |
The advisor's servants couldn't reassure the people, and they decided to abandon their homes and seek happiness in foreign lands. Community -3 |
The advisor's servants couldn't reassure the people, and they decided to abandon their homes and seek happiness in foreign lands. Community -3 |
Some of our dissatisfied subjects are packing their belongings and leaving for more peaceful lands. But the young {barony/kingdom} needs these people. They will have to be stopped. |
Warden (Any) DC -2 |
The guards talked to the refugees, and reassured them that the authorities would protect everyone in the region. – Whereas elsewhere they would be defenseless. The people weighed their options and decided to remain where it was safe. They now appreciate their royal protection even more. Community +2 Stability +5 |
The refugee caravan was blocked by the guards, who ordered the fearmongers to return to work and stop trying to run away. The people were appalled at the threat of force, but didn't risk engaging in a fight with the armed guardsmen. Humbled, they returned to work. Stability +3 |
The guards attempted to stop the citizens from abandoning the {barony/kingdom}, but they packed up and left. There's little use looking for them. They do not travel in convoy, and each one knows the area like the backs of their hands. Community -1 Loyalty -1 Stability -1 |
The guards' attempt to halt the exodus descended into a massive brawl, and the people fled the lands regardless. Those who remained are very unhappy about the guards' brutality. Community -2 Loyalty -2 Stability -1 | ||||
Curator (Any) | The advisor managed to convince the people to stay, and struggle on for the good of their land! The advisor's words stirred the patriotism in their hearts. Loyalty +1 Culture +3 |
The advisor's servants encouraged the people to stay, reassuring them that today's problems will end in tomorrow's blessings. The villagers returned to their homes and crops. Culture +3 |
The advisor's servants couldn't reassure the people, and they decided to abandon their homes and seek happiness in foreign lands. Community -2 |
The advisor's servants couldn't reassure the people, and they decided to abandon their homes and seek happiness in foreign lands. Community -2 | ||||
Ignored | Same as Regent Failure | |||||||
Rest in Peace | 14 d | 21 | Councilor (Any) | The successor chosen by the Councilor promised to carry on what the deceased had begun. The people were cheered to see that life goes on, and the future promises to be happier than the past. Community +1 Loyalty +4 Stability +2 |
The Councilor was able to find a noble successor to the deceased. The people are reassured that the world remains stable and life goes on. Loyalty +3 |
The successor presented by the Councilor failed to impress the people, who have begun to whisper that the old guard is gone, and the youth will never know the blessings of the community's great leaders. The people are worried, and the situation is heating up. Community -2 Loyalty -2 Stability -2 |
The successor presented by the Councilor failed to impress the people, who have begun to whisper that the old guard is gone, and the youth will never know the blessings of the community's great leaders. The people are worried, and the situation is heating up. Community -2 Loyalty -2 Stability -2 |
A local leader and a loyal servant to the crown has died. He was a pillar of the community and the embodiment of stability. His death has stirred the community and raised questions about the future. |
Curator (Any) | A memorial to the deceased was opened in the city. This symbol means a lot to people. It also means a lot that the authorities respect and celebrate their loyal servants. Loyalty +1 Stability +1 Culture +5 |
The authorities erected a modest but thoughtful monument to the deceased. It is symbolic, and means that the people's hero will remain with them forever. Culture +3 |
The people do not like the memorial that was erected for the deceased. They think it's too pretentious and ugly. They whisper that the authorities don't understand them, and this is causing some unrest. Community -1 Loyalty -1 Culture -3 |
The people do not like the memorial that was erected for the deceased. They think it's too pretentious and ugly. They whisper that the authorities don't understand them, and this is causing some unrest. Community -1 Loyalty -1 Culture -3 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Revolution | 7 d | 36 | Regent (Valerie, Any Merc) | The crowd stopped in its tracks when they came face-to-face with the guards. The commoners offered no resistance as the guards pulled the instigators from their ranks and threw them behind bars. Thankfully, loss of life was avoided. The revolt has ended, and the rebellion's leaders are already naming those who were truly behind the unrest. Community +3 Stability +5 Unrest improves |
The guards violently suppressed the unrest. Anyone who questioned the crown's authority was thrown into prison or otherwise severely punished. However, the principle instigators remained in the shadows. They will certainly continue to incite their supporters to rebellion. Community +3 Loyalty +1 |
Under the Regent's orders, the guard stepped in to stop the crowd from advancing. A bloody battle erupted, and the carnage took many lives. The remnants of the rebels have hidden in their homes or fled into the forests. The people are incensed with their {King/Queen}. Community -3 Loyalty -3 Stability -6 Unrest worsens |
Under the Regent's orders, the guard stepped in to stop the crowd from advancing. A bloody battle erupted, and the carnage took many lives. The remnants of the rebels have hidden in their homes or fled into the forests. The people are incensed with their {King/Queen}. Community -3 Loyalty -3 Stability -6 Unrest worsens |
Confusion and unrest reign over the city. In taverns, hotheads speak of revolution, the abolition of the monarchy and the establishment of a republic. Pamphlets calling for rebellion have already appeared in the streets. Most likely, one of our neighboring states is behind this – hoping to seize these lands for themselves. Right now, however, it's more important to rein in our subjects before the unrest leads to open revolt. |
Regent (Octavia) | The Regent pacified the crowd, promising that all their problems would be resolved, and sat down at the negotiating table with the leaders of the simmering revolution. Other citizens decided to support their representatives by setting out tables of food and wine... and a serious event turned into a feast! Community +5 Loyalty +3 Culture +2 |
The Regent came to an understanding with the rebels, and appeased the unhappy citizens by listening to their concerns. The unrest has been stemmed, and the instigators have sat down at the negotiating table. The people are pleased with all the attention that they're being given. Community +3 Loyalty +3 |
The Regent was too late: violence has broken out all across the city, and many shops and stores were looted. The guard eventually joined the crowd. It will take the city a long time to recover from this incident. Community -5 Loyalty -5 Stability -5 Unrest worsens |
The Regent was too late: violence has broken out all across the city, and many shops and stores were looted. The guard eventually joined the crowd. It will take the city a long time to recover from this incident. Community -5 Loyalty -5 Stability -5 Unrest worsens | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The River Maiden | 14 d | 14 | Councilor (Any) | The ambassador charmed the mermaid with gifts of magnificent jewelry. He promised yet further gifts, delivered regularly, if she would look after trade ships and scare away fuaths and any other small river spirits. Merchants now prefer this safe water route over the others. Loyalty +4 Economy +2 |
The Councilor's servant convinced the mermaid to leave the area. The river maiden listened to good advice, and relented before the situation demanded a full raid. Loyalty +3 |
The Councilor's servant failed to convince the mermaid to leave the area. The merchants have stopped using this trade route. They prefer safer waters. Economy -2 |
The Councilor's dispatched a servant to persuade the mermaid to move along, but he's gone missing. The people fear that the {barony/kingdom} might be conspiring with the dangerous creature. Merchants have all but stopped using this trade route. Loyalty -2 Economy -2 |
There is a mermaid in a river where trade ships operate. She's begun to sink passing vessels. She must be chased away from there before she scares off all the merchants. |
General (Any) | Our soldiers stormed into the mermaid's waters and scared her off. She's abandoned the whole river, and merchants now choose this safe route over the others. Military +3 Economy +2 |
Our soldiers assaulted the mermaid from boats using bows and slingshots, and chased her off. Military +3 |
Our soldiers attempted to banish the mermaid by setting a couple river ambushes. The river maiden only laughed at their botched attempt. The merchants have already stopped sailing these waters. Economy -2 |
The soldiers sent after the mermaid have gone missing. They could only have died, but no one knows how. The merchants are scared, and have stopped using this water route. Military -2 Economy -2 | ||||
High Priest (Any) | Priests blessed the local fishermen which emboldened them to stand up for their river. They expelled the mermaid, proving that divine support is a mighty advantage in any endeavor. Economy +1 Divine +4 |
The priests assembled the fishermen and log drivers, and expelled the mermaid from her watery 'meadows'. Divine +3 |
The priests were unable to assemble the fishermen and log drivers to force out the mermaid. The peopled wouldn't believe they were protected by blessings and divine support. The merchants have stopped using this water route. Economy -2 |
The priests' blessings didn't protect the brave fishermen from the mermaid. They staged a raid, but many of them drowned. The merchants have stopped using this route. Our people were disappointed by the protection that the gods provide. Economy -2 Divine -1 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
River Tricksters | 10 d | 23 | General (Any) | Under the General's direction, the soldiers easily captured the frolicking fey. This unusual task was well-liked by the recruits, who had a chance to practice catching magical creatures. Military +6 Stability +1 |
The General's army scared away the fey that had taken up residence in the river. The way is clear for ships once more. Military +3 |
There was a bloody fight against the water fey. Only a few of the soldiers returned alive. There's been no news of the fey as yet… Community -1 Military -3 Economy -1 Relations -1 |
The team sent to defend the ships proved to be too small! The soldiers were killed, and the troublesome fey have spread into the nearby rivers and lakes! Community -2 Military -4 Economy -2 Relations -2 |
Nixies and nereids have come to live in one of the rivers of the {barony/kingdom}! They claim that now these waters belong to them, and have started sinking all the boats and ships that pass by. |
Treasurer (Any) | The Treasurer managed to gain the river dwellers' favor with gifts, and now they protect all the ships that pass by! Economy +3 Relations +2 Espionage +2 |
The Treasurer hired the services of monster hunters. A dozen water fey were caught in their nets, and the others thought it better to leave the river. Economy +2 |
The Treasurer's monster hunters only caught a few careless nixies. The captains of river ships are still complaining of attacks. Community -1 Loyalty -1 Economy -3 |
The monster hunters hired by the Treasurer proved helpless! The water fey have spread to the nearby rivers and lakes. Community -2 Loyalty -2 Economy -4 | ||||
Grand Diplomat (Any) | A tournament was held, and the river fey were its sport. This attracted many famous warriors and distinguished guests. All the annoying nixies were captured within the week! Loyalty +2 Relations +6 Stability +2 |
While receiving a delegation from Brevoy, the Grand Diplomat mentioned the problem with the river fey. A representative of house Lodovka gladly offered help for a small fee. Economy -1 Relations +4 |
The Grand Diplomat offered a reward for capturing the river fey. However, the pay wasn't high enough and no one responded. Community -1 Economy -1 Relations -3 |
The Grand Diplomat promised to handsomely reward anyone who could clear the river of fey. However, this only attracted the greedy and short-sighted: about a dozen hapless hunters were drowned, and the rest scattered, terrified. Community -3 Economy -3 Relations -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure |
S[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Salt | 18 d | 37 | General (Any) | The General threatened war, and this cooled the Outsea magister's ambitions. Outsea backed down, and the waters of the River Kingdoms are no longer in danger. Military +3 |
The General threatened war, and this cooled the Outsea magister's ambitions. Outsea backed down, and the waters of the River Kingdoms are no longer in danger. Military +3 |
The General's threats gave pause to the Outsea magister. However, the youth of Outsea, who have never seen the sea and yearn for its embrace, are carrying out attacks in retribution. They're sinking ships – along with their crews and all their cargo. Military -8 Economy -8 |
The General's threats gave pause to the Outsea magister. However, the youth of Outsea, who have never seen the sea and yearn for its embrace, are carrying out attacks in retribution. They're sinking ships – along with their crews and all their cargo. Military -8 Economy -8 |
In times immemorial, a band of underwater creatures, thanks to an ancient magic, were able to travel to the very heart of the River Kingdoms. Today the magister of Outsea — a town where underwater and terrestrial creatures live side by side — is close to opening a way back to the open sea for his countrymen. There is but one problem — the mighty spell would turn to brine all of the fresh waters in the River Kingdoms, which would cause a natural disaster! The magister must be stopped before it's too late! |
Grand Diplomat (Any) | The Grand Diplomat's words made a lasting impression on the magister of Outsea. He realized that such a disaster would unite all of the River kingdoms against the underwater denizens, and they would never live to reach the sea. The magister decided to seek another way to solve his nation's problems — one that wouldn't harm its neighbors. Relations +3 |
The Grand Diplomat's words made a lasting impression on the magister of Outsea. He realized that such a disaster would unite all of the River kingdoms against the underwater denizens, and they would never live to reach the sea. The magister decided to seek another way to solve his nation's problems — one that wouldn't harm its neighbors. Relations +3 |
The Grand Diplomat convinced the magister of Outsea not to commit this terrible mistake, telling him of the horrible loss of life this powerful spell would lead to. However, the youth of Outsea still yearn for the embrace of the ocean, and were outraged by this decision. The waters of the River kingdoms are no longer safe. Merchants and fishermen are afraid to send their ships far from shore. Economy -8 Relations -8 |
The Grand Diplomat convinced the magister of Outsea not to commit this terrible mistake, telling him of the horrible loss of life this powerful spell would lead to. However, the youth of Outsea still yearn for the embrace of the ocean, and were outraged by this decision. The waters of the River kingdoms are no longer safe. Merchants and fishermen are afraid to send their ships far from shore. Economy -8 Relations -8 | ||||
Magister (Any) DC +3 |
The Magister wove a spell of {his/her} own, utterly defeating the spell-casters of Outsea. Their spell was broken, and for astrological reasons it can never be reproduced. However, the merfolk' magic has captured the attention of other local arcanists, who will use this newfound knowledge to protect themselves from future threats. Relations +3 Arcane +13 Culture +3 |
The Magister managed to masterfully unravel the spell of the Outsea mages. Their incantation was broken, and for astrological reasons it can never be reproduced. All around the River kingdoms, the people praising their saviors, their merriment drowning out the grumbling from Outsea. Arcane +10 |
The Magister, along with a group of mages, resisted the spellcasters from Outsea. Their powerful incantation was dispelled, and for astrological reasons it can never be reproduced. However, a small part of the magic spilled over, poisoning the rivers in several regions. The people who live along its banks have become ill, and their relatives are angry with the {barony/kingdom}'s leadership. Community -8 Loyalty -8 Economy -8 Arcane +4 |
The Magister, along with a group of mages, resisted the spellcasters from Outsea. Their powerful incantation was dispelled, and for astrological reasons it can never be reproduced. However, a small part of the magic spilled over, poisoning the rivers in several regions. The people who live along its banks have become ill, and their relatives are angry with the {barony/kingdom}'s leadership. Community -8 Loyalty -8 Economy -8 Arcane +4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure. | |||||||
Spider Invasion | 14 d | 24 | Regent Councilor |
In half a day, the sweep organized by the servants of the crown cleared the woods of the disgusting beasts. Advisor Stat +3 |
In half a day, the sweep organized by the servants of the crown cleared the woods of the disgusting beasts. Advisor Stat +3 |
The call to go out to the woods to sweep for spiders was not welcomed by the people. The civilians' fear of the monsters in the woods only intensified. Community -2 Loyalty -2 Stability -2 |
Unfortunately, the call for a spider sweep successfully brought many subjects out to the woods – who became easy prey for the ravenous beasts. Community -3 Loyalty -3 Stability -3 |
The forests are filled with horrible giant spiders. Many woodcutters and hunters have died in their webs. There are rumors that the way things are going, soon it will become impossible to even walk near the edge of the woods. It's time to clear the thicket of these predators. |
General | The army went into the woods with torches and drawn swords. In half a day, the last of the disgusting creatures had been cut down. Military +3 |
The army went into the woods with torches and drawn swords. In half a day, the last of the disgusting creatures had been cut down. Military +3 |
The military raid failed. The General managed to pull the troops out of the woods before they were all lost in the traps of the disgusting creatures. The subjects are keeping their distance from the thickets tangled with webs. Military -2 Stability -2 |
The General should have bore in mind that the soldiers faced not an army, but horrible beasts skillfully hiding in the trees. The military raid led to terrible losses. Military -8 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Streams of Power | 14 d | 34 | High Priest Magister Curator |
The workshop was quickly built, and work began. It has significantly promoted magical skills in these lands. In addition, priests have discovered that their prayers here become more powerful, and reach their gods more easily. They've established several sanctuaries nearby. Divine +8 Arcane +8 Advisor Stat +3 |
The workshop was built and opened for work. It's amazing how well the spellcasters cooperate, considering the power they wield. They managed to share the power equally. Divine +4 Arcane +4 Advisor Stat +3 |
The workshop was built, but soon the spellcasters became jealous of the power there, and turned upon each other. They started by playing mean things on one another, but eventually ruined the place, choking it with the magical waste from their quarrels. - |
Spellcasters built the workshop, but while enchanting a talisman, something went wrong. The magical energy exploded, killing everyone in the area, and the intersecting streams of power burned out. Divine -2 Arcane -2 |
Some local spellcasters have discovered an amazing and very valuable location – an intersection of ley lines. In this place, magic powers are especially strong. The mages wish to build a workshop for enchanting talismans here. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as High Priest Failure | |||||||
Stripped of Feeling | 14 d | 32 | High Priest (Any) DC +3 |
The advisor's servants were able to cure the peasants who were afflicted by fey magic. Once again, the people enjoy life's little moments, and rejoice at the day's events! Divine +3 |
The advisor's servants were able to cure the peasants who were afflicted by fey magic. Once again, the people enjoy life's little moments, and rejoice at the day's events! Divine +3 |
The priests were unable to heal those who lost their emotions. Unable to feel compassion, unable to rejoice, they roam the region, leaving a trail of sorrow and trouble behind them. Divine -4 Arcane -2 Culture -2 |
The priests were unable to heal those who lost their emotions. Unable to feel compassion, unable to rejoice, they roam the region, leaving a trail of sorrow and trouble behind them. Divine -4 Arcane -2 Culture -2 |
A most surprising phenomenon has beset a region of the {barony/kingdom}. — In some settlements, the people have completely lost any and all emotion. The mages say that their feelings were stolen by fey blacksmiths, who forge weapons from emotion. Meanwhile, the mortals who lost their souls in this way have turned into merciless psychopaths! |
Minister (Ekundayo) | The Minister ordered that all peasants who lost their feelings be rounded up and imprisoned. The difficult decision was met with sullen understanding by the subjects. Espionage +3 |
The Minister ordered that all peasants who lost their feelings be rounded up and imprisoned. The difficult decision was met with sullen understanding by the subjects. Espionage +3 |
The Minister's agents tried to round up everyone who lost their emotions, but they managed to flee and scatter all throughout the region. They also started spreading rumors of the {baron/baroness/King/Queen}'s hounds are out for blood, and doing their best to hunt down and imprison innocent peasants! Loyalty -2 Stability -2 Espionage -4 |
The Minister's agents tried to round up everyone who lost their emotions, but they managed to flee and scatter all throughout the region. They also started spreading rumors of the {baron/baroness/King/Queen}'s hounds are out for blood, and doing their best to hunt down and imprison innocent peasants! Loyalty -2 Stability -2 Espionage -4 | ||||
Minister (Jaethal, Jubilost, Any Merc) | The Minister was able to enlist the afflicted as spies, promising these unscrupulous subjects gold and status. Emotionless, merciless agents — just what a secret service needs. Espionage +6 |
The Minister was able to enlist the afflicted as spies, promising these unscrupulous subjects gold and status. Emotionless, merciless agents — just what a secret service needs. Espionage +6 |
The Minister decided to employ the emotionless subjects as spies, but suffered a crushing defeat. Serving the state takes loyalty and patriotism — things which, alas, these mortal souls have lost… Loyalty -2 Stability -3 Espionage -5 |
The Minister decided to employ the emotionless subjects as spies, but suffered a crushing defeat. Serving the state takes loyalty and patriotism — things which, alas, these mortal souls have lost… Loyalty -2 Stability -3 Espionage -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Minister Failure |
T[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
A Technical Issue | 10 d | 29 | Treasurer (Kanerah) DC +3 |
The Treasurer hired investigators, who uncovered the location of the cultist's secret camp, and delivered this information to the leader of a prominent dwarven clan. The grateful leader's generosity knows no bounds! Economy +3 Relations +2 +150 BP |
The Treasurer hired investigators, who uncovered the location of the cultist's secret camp, and delivered this information to the leader of a prominent dwarven clan. The grateful leader's generosity knows no bounds! Economy +3 Relations +2 +150 BP |
The cultists must have caught wind that the Treasurer sent {his/her} investigators to track them. In any case they've disappeared and haven't been heard from. - |
The cultists must have caught wind that the Treasurer sent {his/her} investigators to track them. In any case they've disappeared and haven't been heard from. - |
A small cult of Droskar in the Five Kings Mountains is offering to sell dwarven mining equipment to the {barony/kingdom}. The deal is quite lucrative, for the dwarves never sell such machinery to outsiders. However, there's a hitch — the equipment they're selling is stolen. |
Treasurer (Maegar Varn) DC +3 |
The Treasurer threatened to turn in the cultists to their dwarven brethren, and they surrendered the equipment for a mere pittance. Community +5 Economy +8 Relations +4 -50 BP |
The Treasurer was able to buy the mining equipment for a reasonable price. Community +5 Economy +8 -100 BP |
The deal was called off! The price which the cultists demanded was far too high. - |
The deal was called off! The price which the cultists demanded was far too high. - | ||||
Grand Diplomat (Valerie, Bartholomew Delgado) | The Grand Diplomat informed a visiting representative of an influential dwarven clan about the cultists. The thieves were caught, and the dwarven ambassador promised that his people will not soon forget the Grand Diplomat's help. Relations +5 +150 BP |
The Grand Diplomat informed a visiting representative of an influential dwarven clan about the cultists. The thieves were caught, and the dwarven ambassador promised that his people will not soon forget the Grand Diplomat's help. Relations +5 +150 BP |
By the time the Grand Diplomat's letter reached the dwarves, the thieves had already vanished... - |
By the time the Grand Diplomat's letter reached the dwarves, the thieves had already vanished... - | ||||
Grand Diplomat (Linzi, Any Merc) | The Grand Diplomat helped the cultists forge a huge trade deal with Brevoy — in exchange for a few of the mining machines, of course. Community +5 Economy +5 Relations +7 -50 BP |
The Grand Diplomat introduced the cultists to potential customers from Brevoy. In thanks, they allowed {him/her} buy a few of the machines at a discount. Community +5 Economy +5 Relations +3 -100 BP |
The deal was called off! The price which the cultists demanded was far too high. - |
The deal was called off! The price which the cultists demanded was far too high. - | ||||
Minister (Ekundayo) | The Minister's spies easily captured the cultist leader and handed him over to the dwarven authorities. They were rewarded with a dozen lockpicking sets, masterfully crafted from a secret dwarven alloy. ? |
The Minister's spies easily captured the cultist leader and handed him over to the dwarven authorities. They were rewarded with a dozen lockpicking sets, masterfully crafted from a secret dwarven alloy. Relations +2 Espionage +3 +150 BP |
The Minister's spies made too much noise as they were tracking down the leader of the cultists. Both the thieves and the mining equipment vanished without a trace… - |
The Minister's spies made too much noise as they were tracking down the leader of the cultists. Both the thieves and the mining equipment vanished without a trace… - | ||||
Minister (Jaethal, Jubilost Narthropple) | The cultists presented the equipment as a gift to the {barony/kingdom}. In return, the Minister's best specialist led a "seminar" for them, where he shared a few skills with them which might prove useful in their next endeavor. Community +5 Economy +5 Relations +4 Espionage +3 -50 BP |
The Minister bought the equipment at a discount — after {he/she} provided the cultists with a couple of design blueprints, stolen from the very same dwarves who they themselves had robbed. Community +5 Economy +5 Espionage +3 -100 BP |
The deal was called off! The price which the cultists demanded was far too high. - |
The deal was called off! The price which the cultists demanded was far too high. - | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Minister Failure | |||||||
They're All in This Together! | 45 d | 25 | Regent (Any) | The Regent's eloquence took control. {He/She} urged them not to believe everything they hear on the streets, and the citizens were shamed for their naivety and gullibility. Community +3 |
The Regent convinced most of the citizens of the rumor's absurdity. Community +3 |
The Regent failed to convince the citizens of the absurdity of the rumor. Community -1 |
The Regent's clumsy attempts to quash the rumors only convinced the public that the story might be true! Community -1 Loyalty -2 Military -1 Economy -1 Relations -1 Divine -1 Arcane -1 Stability -2 Culture -1 Espionage -1 |
A strange theory is spreading through the capital – that the {baron/baroness/King/Queen} is secretly a lycanthrope! During the day {he/she} pretends to be a gracious ruler, and at night {he/she} roams the city in the shape of a wolf – devouring children! |
Councilor (Any) | The Councilor held a public evaluation, where doctors, priests and wizards were present. They assured the citizens that the {baron/baroness/King/Queen} was all right. Loyalty +3 |
The Councilor convinced the court healer to testify before the citizens and explain the symptoms of lycanthropy, and reassure the people that the {baron/baroness/King/Queen} suffers nothing of the sort. Loyalty +3 |
The Councilor convinced the court healer to speak before the citizens, but his speech had no effect. Loyalty -1 |
Pamphlets from the court healer, distributed by the Councilor, only added fuel to the fire! Community -1 Loyalty -2 Military -1 Economy -1 Relations -1 Divine -1 Arcane -1 Stability -2 Culture -1 Espionage -1 | ||||
Curator (Any) | On the night of the full moon, the Curator put tables with food and drink in the city square. The {baron/baroness/King/Queen} feasted with {his/her} subjects all night – and their fears were set aside for good! Culture +3 |
The Curator staged a play about a lycanthrope king who cared deeply about his subjects and died protecting the realm. Most of the citizens took the play close to their hearts. They now think that having a lycanthrope {baron/baroness/King/Queen} might have its benefits. Culture +3 |
On the streets they're saying that the {baron/baroness/King/Queen} is spending more and more money on charity to put the citizens off guard! The Curator is at a loss. Culture -1 |
The citizens are closely examining songs and odes created by bards to praise the {baron/baroness/King/Queen} – and finding in them hidden hints about {his/her} secret condition! Community -1 Loyalty -2 Military -1 Economy -1 Relations -1 Divine -1 Arcane -1 Stability -2 Culture -1 Espionage -1? | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
Tracking the Path of the Wild Hunt | 21 d | 27 | Regent Treasurer |
The advisor's servants arranged funeral services to commemorate the victims. The government pledged to rebuild the buildings that were destroyed, and promised the peasants significant funds for the future development of their settlement. The children of the victims will receive free education at the capital. The people are grateful that they weren't left to fend for themselves. Community +4 Loyalty +4 Advisor Stat +3 -100 BP |
The advisor's servants arranged funeral services to commemorate the victims. The government pledged to rebuild the buildings that were destroyed, and promised the peasants significant funds for the future development of their settlement. The children of the victims will receive free education at the capital. The people are grateful that they weren't left to fend for themselves. Community +4 Loyalty +4 Advisor Stat +3 -100 BP |
The advisor's servants were sent to aid the affected people. Financial help was provided to the families of the victims. The houses destroyed in the battle are already being built. This hit the treasury hard, but the authorities showed that the peoples' lives are more important than gold. Community +2 Loyalty +2 -250 BP |
The advisor's servants were dispatched to conceal the damage that had been done. The peasants were forbidden to speak of what had happened. The last thing that the {barony/kingdom} needed was people worrying about the return of the Wild Hunt! Unfortunately, the peasants were too terrified to control themselves. They abandoned their homes and fled, spreading news of the massacre. Community -4 Loyalty -4 Economy -4 Stability -4 |
Wild horsemen, howling and riding huge stallions, emerged from the fog in the night. The Wild Hunt has arrived in the local lands, pursuing a mysterious traveler. Their blades, magic, and deadly arrows have killed most witnesses, but the few who lived say that the Wild Hunt's prey fought back fiercely and he battle raged hot. The fog had lifted by morning, along with the fey. But they left behind a trail of destruction and heaps of dead bodies. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
Trade Taxes | 14 d | 13 | Councilor (Any) | Reasonable changes in legislation made it possible not only to cover the loophole, but also to replenish the losses of the treasury. Loyalty +3 |
Reasonable changes in legislation made it possible not only to close the loophole, but also to replenish all the losses to the treasury. Loyalty +3 |
Increasing legislative pressure helped stem the loss of taxes, but some merchants complained, while others simply left the {barony/kingdom}. Loyalty -1 |
The merchants revolted against increased legislative pressure. The {baron/baroness/King/Queen} was declared a tyrant, and many traders left the local lands. Loyalty -2 |
Some half-elf, trading fabric in the capital, discovered a loophole in the law, which made it possible to avoid paying most taxes. The news spread quickly through the merchants' guild. Measures should be taken immediately, or the treasury will take a loss. |
Treasurer (Any) | The Treasurer not only left the loophole open, but deliberately lowered other taxes, which made sales volumes across the {barony/kingdom} soar! This fully covered the losses to the treasury. Economy +3 |
The Treasurer not only left the loophole open, but deliberately lowered other taxes, which made sales volumes across the {barony/kingdom} soar! This fully covered the losses to the treasury. Economy +3 |
The Treasurer allowed merchants to pay lower taxes, hoping to attract more traders to the {barony/kingdom}. {His/Her} actions helped mitigate losses to the treasury. Economy -1 |
The Treasurer tried to cheat by changing the laws to favor the treasury. Unfortunately, the plan didn't work – the treasury chests only grew empty! Economy -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
Tragedy at the Mine | 21 d | 17 | Regent (Any) | Inhabitants of the nearby villages answered the call for aid, and flocked to the mine in support. The collapse has been cleared, and the stone trade has resumed! Community +4 Economy +2 |
Inhabitants of the nearby villages answered the call for aid, and flocked to the mine in support. The collapse has been cleared, and the stone trade has resumed! Community +4 Economy +1 |
Inhabitants of the nearby villages were sent to clear the collapsed mine. Craftsmen have left their workshops and farmers their fields, causing commercial life in the region to stagnate. - |
Inhabitants of the nearby villages were sent to clear the collapsed mine. Craftsmen have left their workshops and farmers their fields. Commercial life in the region has grown stagnant. - |
The local stone mine had a rockslide! The stone merchants have jacked up the prices, and construction materials are running short. Economy -5 when event appears, you get it back when event is resolved with any result. |
Treasurer (Any) | Some of the merchants agreed to the Treasurer's pleas, but others still refused to lower their prices. Economy +6 |
Some of the merchants agreed to the Treasurer's pleas, but others still refused to lower their prices. Economy +5 |
The Treasurer's attempts to appeal to the traders' conscience have failed. Economy +1 |
The traders looked on coldly as the Treasurer attempted to appeal to their consciences. - | ||||
Grand Diplomat (Any) DC -2 |
Negotiations continue about stone supplies from Brevoy. A breakthrough is in the works. Economy +2 Relations +4 |
Negotiations continue about stone supplies from Brevoy. A breakthrough is in the works. Economy +1 Relations +4 |
The negotiations about stone supplies from Brevoy have failed. - |
The negotiations about stone supplies from Brevoy have failed. - | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
The Treasures of the Ancients | 14 d | 30 | Warden (Any) | The Warden asked a friend to masquerade as a collector from Galt. She lured the tomb robbers into a trap, where they were arrested by the guards. Afterwards, they managed to find a hidden stash of antiquities in the home of the gang's leader! Stability +3 Culture +3 |
The Warden asked an aristocratic friend to masquerade as a collector from Galt, and lure the tomb robbers into a trap. They were arrested by the guards. Stability +3 |
The Warden started questioning all of the big antique sellers — and immediately scared off the criminals. The last time anyone saw of the robbers, they were boarding a ship for Tian Xia… Stability -3 Culture -4 |
The Warden started questioning all of the big antique sellers — and immediately scared off the criminals. The last time anyone saw of the robbers, they were boarding a ship for Tian Xia… Stability -3 Culture -4 |
A gang of tomb robbers is digging up old burial sites and selling the loot abroad. Every day, mighty artifacts, ancient relics and priceless scrolls are being taken from the lands of the {baron/baroness/King/Queen}. This cannot continue! |
Curator (Any) | Rather than chasing after the robbers, the Curator placed limitations on the export of antiquities. Left without buyers, the bandits tried to smuggle the stolen goods out of the country on their own — and were captured by the guards! Culture +3 |
Rather than chasing after the robbers, the Curator placed limitations on the export of antiquities. Left without buyers, the bandits tried to smuggle the stolen goods out of the country on their own — and were captured by the guards! Culture +3 |
The Curator's hapless attempts at catching the criminals have amounted to nothing. The gang easily left the country, taking with them a few wagons full of antiquities which they didn't have time to sell... Stability -2 Culture -4 |
The Curator's hapless attempts at catching the criminals have amounted to nothing. The gang easily left the country, taking with them a few wagons full of antiquities which they didn't have time to sell... Stability -2 Culture -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Curator Failure | |||||||
Troubled Minds | 14 d | 22 | Councilor (Any) | The Councilor and the people were able to find common ground. The people realized that even the pettiest vandalism does harm to all of them. The vandals were taught not to ridicule the authorities. Even the criminals are acting more carefully now. Loyalty +4 Stability +1 Culture +1 |
The Councilor silenced the troublemakers with numerous penalties. With every insulting tune costing them gold, they soon turned to safer topics. Loyalty +3 |
The Councilor failed to persuade the troublemakers to end their mischief. They continue showing disrespect and inciting others. Loyalty -1 Stability -1 Culture -3 |
The vandals mocked one of the Councilor's speeches, which was meant to pacify the troublemakers. The people saw only weakness in the {baron/baroness/King/Queen}'s toothless response. Loyalty -2 Stability -2 Culture -3 Unrest worsens |
Some troublemaking bards found an easy way to win fame among the ordinary people. They've taken to singing insulting songs about the {baron/baroness/King/Queen}, painting things over {his/her} portraits, and vandalizing {his/her} statues. The rabble love it, and foreigners snort at the sight. But it's more than just a joke. The one who gets laughed at doesn't get any respect. They're one step away from a riot. |
Warden (Any) | The guards arrested and severely punished all the mischief makers. This taught people a firm lesson, and they have become much more obedient. The number of petty crimes has reduced. Loyalty +2 Stability +6 Culture +1 |
The guards arrested and punished all the mischief makers. The acts of vandalism have stopped. Stability +3 |
The guards who tried to arrest the troublemakers were showered with rotten vegetables. The citizens ridiculed them for their failure. Respect for authority is dwindling. Loyalty -2 Stability -2 Culture -2 |
An attempt to arrest the troublemakers led to broad social unrest. Ordinary people sympathetic to the "street artists" decided to stand up for them. The mob and the guards had a massive brawl. The situation in the region has become volatile. Loyalty -2 Stability -4 Culture -2 Unrest worsens | ||||
Curator (Any) | The bards humiliated the mischief makers with a ballad. The lesson was learned, and the number of petty crimes has reduced. No one wants to become a subject of ridicule. Loyalty +1 Stability +1 Culture +5 |
The Curator's bards ridiculed the vandals in a witty ballad. Publicly shamed, they halted their mischief. Culture +3 |
The bards hired by the Curator mocked the vandals, but this didn't impress the people. Perhaps it would have been better to bribe the troublemakers. Loyalty -2 Culture -3 |
The bards hired by the Curator attempted to mock the troublemakers, but the vandals were smarter and wittier, and the people took their side. They're continuing to make fun of the authorities. Loyalty -3 Culture -4 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Councilor Failure | |||||||
Troublemakers | 12 d | 15 | Regent (Any) | The people didn't want to fight – only to know that their voices were heard in the capital. The instigators disappeared as quickly as they emerged, once the citizens' faith in their ruler was restored. Community +3 |
The people didn't want to fight – only to know that their voices were heard in the capital. The instigators disappeared as quickly as they emerged, once the locals' faith in their ruler was restored. Community +3 |
The Regent managed to stamp out the smoldering fire, but many disappointed citizens left the country. Community -1 |
The Regent has failed to resolve the situation peacefully. Angry people are leaving the country or retreating into the woods to fight the usurper. Community -3 Unrest worsens |
Unknown troublemakers are spurring the people to rebel against their ruler. Grumblings of popular discontent can be heard in the capital. Advisors should either answer to the rabble-rousers or nip the rebellion in the bud. |
General | Our guards and soldiers managed to capture the instigators before the region descended into full rebellion. Military +3 |
Guards and soldiers managed to capture the instigators before the region fell to full rebellion. Military +3? |
The General failed to stop the rebellion in time. Victory was won, but at the loss of countless innocent lives. Community -2 |
Violence has bred more violence. The flames of civilian riot have spread throughout the region. Community -2 Unrest worsens | ||||
Curator | A few celebrations and a fair, and the happy people soon forget their troubles, and instigators' words. Culture +3 |
A few celebrations and a fair, and the happy people soon forget their troubles, and instigators' words. Culture +3 |
The Curator managed to prevent a riot, but the instigators had praised anarchism, and these ideas survived among the people. Culture -1 |
The Curator has failed to resolve the situation peacefully. Angry people are leaving the country or retreating into the woods to fight the usurper. Community -1 Culture -1? | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure | |||||||
The Truth of the Blade | 14 d | 21 | Grand Diplomat (Any) | The Grand Diplomat sternly informed the priest of Cayden and his followers that nothing would challenge the rule of law in the {baron/baroness/King/Queen}'s domain. The priest left for more hospitable lands, taking his most faithful followers with him. Relations +3 Stability +1 |
The Grand Diplomat sternly informed the priest of Cayden and his followers that nothing would challenge the rule of law in the {baron/baroness/King/Queen}'s domain. The priest left for more hospitable lands, taking his most faithful followers with him. Relations +3 Stability +1 |
The Grand Diplomat's clumsy attempts to impose the rule of law only led to bloody confrontations with the priest's followers! Community -2 Loyalty -2 Divine -1 |
The Grand Diplomat's clumsy attempts to impose the rule of law only led to bloody confrontations with the priest's followers! Community -2 Loyalty -2 Divine -1 |
A famous local priest of Cayden is urging our subjects to settle their disputes through duels rather than court. Our youth are zealously following the dwarf's teachings. Justice and order in the region are under threat, and it is time to intervene. |
High Priest (Jhod Kavken) DC +3 |
The High {Priest/Priestess} convinced the dwarf Caydenite that his teachings contradicted the will of the Drunken God, for they lead to the triumph of strength over truth and kindness. The priest admitted his error, and talked some sense into his followers. Community +2 Divine +4 |
The High {Priest/Priestess} convinced the dwarf Caydenite that his teachings contradicted the will of the Drunken God, for they lead to the triumph of strength over truth and kindness. The priest admitted his error, and talked some sense into his followers. Community +2 Divine +4 |
The High {Priest's/Priestess'} admonitions had no effect on the Caydenite, who laughed into {his/her} face and said that the truth shall always stand higher than the law. The region is descending into chaos! Community -3 Divine -3 |
The High {Priest's/Priestess'} admonitions had no effect on the Caydenite, who laughed into {his/her} face and said that the truth shall always stand higher than the law. The region is descending into chaos! ? | ||||
High Priest (Harrim) DC +3 |
The priest has been appointed the official judge of duel, and plaintiffs are allowed to choose between taking their matter to him or to a regular court. The people are quite pleased with the innovation. Loyalty +1 Divine +3 |
The priest has been appointed the official judge of duel, and plaintiffs are allowed to choose between taking their matter to him or to a regular court. The people are quite pleased with the innovation. Loyalty +1 Divine +3 |
There was some faltering attempt to change the local laws and make duels equal to court hearings — but the legislators only introduced more confusion! ? |
There was some faltering attempt to change the local laws and make duels equal to court hearings — but the legislators only introduced more confusion! ? | ||||
Minister (Ekundayo) | Dressed in the disguise of a wandering monk, the Minister suggested the priest should establish a free community in Galt. The Caydenite was thrilled by the idea and left the realm, taking his most faithful with him. Espionage +4 |
Dressed in the disguise of a wandering monk, the Minister suggested the priest should establish a free community in Galt. The Caydenite was thrilled by the idea and left the realm, taking his most faithful with him. Espionage +4 |
People in dark cloaks kidnapped the priest of Cayden and exiled him from the region. Outraged, his followers have proclaimed the {baron/baroness/King/Queen} a tyrant. ? |
People in dark cloaks kidnapped the priest of Cayden and exiled him from the region. Outraged, his followers have proclaimed the {baron/baroness/King/Queen} a tyrant. ? | ||||
Minister (Jubilost, Jaethal, Any Merc) | The priest has been appointed the official judge of duel, and plaintiffs are allowed to choose between taking their matter to him or to a regular court. The people are quite pleased with the innovation. Loyalty +1 Espionage +3 |
The priest has been appointed the official judge of duel, and plaintiffs are allowed to choose between taking their matter to him or to a regular court. The people are quite pleased with the innovation. Loyalty +1 Espionage +3 |
There was some faltering attempt to change the local laws and make duels equal to court hearings — but the legislators only introduced more confusion! Community -3 Loyalty +1 Divine -2 |
There was some faltering attempt to change the local laws and make duels equal to court hearings — but the legislators only introduced more confusion! Community -3 Loyalty +1 Divine -2 | ||||
Ignored | Same as ? Failure |
U - W[]
Event | Time | DC | Advisor | Result | Issue | |||
---|---|---|---|---|---|---|---|---|
Triumph | Success | Failure | Disaster | |||||
Undead Rising | 14 d | 20 | General (Any) | The General's scouts lured the undead out into the open, where they were flanked by our main troops and surrounded. The General is being celebrated for a brilliant victory! Military +3 |
The General's scouts lured the undead into the open, where they were joined by the main troops and surrounded. The General is being celebrated for a brilliant victory! Military +3 |
The troops assembled by the General defeated the undead horde, but it was a bloody victory. Military -3 |
The troops assembled by the General were completely unprepared to face the dead! They suffered great losses, and the undead continue to wander the region! Military -7 |
An old priestess of Pharasma has died in the region... and the dead have risen from the graves! The nearby cemeteries grow emptier by the day, and the forest wind is no longer fresh, but carries upon it the smell of wet soil and rot. |
High Priest (Any) | A sacred crusade against the undead struck out from the capital, achieving a swift and decisive victory over the undead. The faith of the congregation grew only stronger. Divine +5 |
A united force of priests from several neighboring regions set off on a sacred crusade against the undead. The victories of the priests brought hope to peasants. Divine +4 |
The priests came forth from the walls of the temples and entered the fight against the undead. The undead tide was repelled, but many congregations lost their holy leaders. Divine -3 |
The priests came forth from the walls of the temples and entered the fight against the undead. The {barony/kingdom} lost dozens of preachers and priests, but the march of the undead has ended. Divine -10 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Veterans | 14 d | 23 | Regent (Any) | The Regent gave an order to allocate patches of land to the veterans. They settled down, began to cultivate the wild land, and formed a reliable line of defense against foreign invaders. Community +5 Economy +2 Stability +3 |
The Regent gave an order to allocate areas of fertile land to the veterans. They built new homes, started families, and became respectable farmers and subjects. Community +3 |
Patches of land in a barren wasteland were distributed among the veterans. The former soldiers took this as an act of disrespect, and continue to refuse to farm. Instead, they've formed into gangs, and plunder remote farms and villages. Community -2 Economy -2 Stability -3 |
Patches of land in a barren wasteland were distributed among the veterans. The former soldiers took this as an act of disrespect, and continue to refuse to farm. Instead, they've formed into gangs, and plunder remote farms and villages. Community -2 Economy -2 Stability -3 |
Crippled and wounded soldiers discharged from the army aren't willing to return to their farms, and instead form gangs and resort to highway robbery. There's no use arresting them, as new gangs will just take their place. |
General (Any) | The General's idea to return the veterans back to the army has paid off. They became sergeants and instructors and passed their knowledge on to the younger recruits. Their valuable experience has made the army stronger. Officers were present to ensure that the veterans didn't overstep their bounds with their younger comrades. Military +5 |
The General's idea to return the veterans back to the army has paid off. They became sergeants and instructors and passed their knowledge on to the younger recruits. Their valuable experience has made the army stronger. Officers were present to ensure that the veterans didn't overstep their bounds with their younger comrades. Military +5 |
The General shouldn't have returned the veterans to the army – especially not to the vanguard infantry. They capitalized on their experience and began to bully their younger comrades, ordering them around and creating a new despotic hierarchy in the army. This decreased the regular soldiers' respect for the officers. The veterans were soon dismissed from the ranks to avoid even greater damage, but word had already spread. Recruiting will be more difficult as a result. Loyalty -1 Military -3 Stability -2 |
The veterans were taken back into the army, permitted to serve as quartermasters, grooms, and other technical staff. This proved a bad idea, as the enterprising veterans began instead to steal ammunition and supplies. Military -4 Economy -2 Stability -3 | ||||
Treasurer (Any) | The unemployed veterans have been hired to work in military workshops that supply the army with weapons and gear. Thus their combat experience has been put to good use by their superiors. These veterans know perfectly well how best to improve the army's military gear. Military +2 Economy +5 |
The people responded to the Treasurer's call to take care of the veterans. All have been offered work, and the problem is solved. Economy +3 |
The Treasurer failed to resettle the veterans as civilians. They resent honest work, and are once more forming gangs to get money the easy way. Community -2 Economy -2 Stability -2 |
The Treasurer failed to resettle the veterans as civilians. They resent honest work, and are once more forming gangs to get money the easy way. Community -2 Economy -2 Stability -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Visitors from Another World | 25 d | 17 | Magister (Any) | The Magister personally visited the region, and helped the mage install several defensive magical barriers. The people breathed a sigh of relief. Arcane +3 |
The Magister personally visited the region, and helped the mage install several defensive magical barriers. The people breathed a sigh of relief. Arcane +3 |
The Magister observed the magic experiments, and reassured the peasants that the mage was taking sufficient precautions. Despite his confident assurance, many thought it best to leave the region. Community -1 Arcane -1 |
The Magister's exhortations only made the people angrier. They're grabbing their axes and pitchforks! Loyalty -2 Arcane -1 Stability -2 |
Peasants are terrified. A local mage is conducting dangerous experiments, during which he has summoning beasts and monsters from other planes. The growing discontent threatens to turn into a riot. |
Warden (Any) | The Warden arrived in the region with a squad of guards, and persuaded the mage to cease his experiments. Stability +3 |
The Warden arrived in the region with a squad of guards, and persuaded the mage to cease his experiments. Stability +3 |
The Warden ordered the mage arrested, but she managed to escape while the guards fought off the monsters she summoned. Stability -2 |
The Warden ordered the mage arrested, but she set her monsters on the guards, and disappeared. The Warden's troops suffered significant losses. Stability -4 | ||||
Curator (Any) | The Curator staged a show, where the mage summoned monsters in special cages, and then sent them back to their home planes in a snap. The peasants were so impressed that they asked the mage for more shows! Culture +4 |
The Curator staged a show, where the mage summoned monsters in special cages, and then sent them back to their home planes in a snap. The peasants were so impressed that they asked the mage for more shows! Culture +4 |
The Curator gave a speech and tried to persuade people that there's nothing to be afraid of. But {his/her} silver tongue failed to reassure the people. Many of them decided to leave the region. Community -2 Loyalty -1 |
The Curator gave a speech, and explained that summoned monsters "rarely go out of control" – and even if they do, they "hardly ever pose a deadly threat". Because "thanks to today's modern magic, we can even reattach a severed arm or leg." The peasants abandoned their homes and fled the region in panic. Community -2 Loyalty -2 Culture -2 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Magister Failure | |||||||
The Walls Have Ears | 14 d | 25 | Treasurer Grand Diplomat Minister |
The advisor's agents set a careful watch around the palace and managed to trace the spy. This was done so cleverly that he never even noticed. He continues to broker information, and neither he nor his customers suspect that it is now entirely fabricated. Relations +1 Espionage +3 Advisor Stat +3 |
The advisor's agents purchased the palace's secrets through a third party. This allowed the spy to be traced and arrested, and the security crisis was averted. Advisor Stat +3 |
The advisor's agents were dispatched to Daggermark, but couldn't root out the spy. Palace secrets continue to leak across our borders and into neighboring countries. Many of our intelligence agents had to be hastily withdrawn from assignment, their work wasted. Unfortunately, several of our spies have not reported in, and may have been captured or killed. Relations -2 Espionage -5 |
The advisor's agents were dispatched to Daggermark, but couldn't root out the spy. Palace secrets continue to leak across our borders and into neighboring countries. Many of our intelligence agents had to be hastily withdrawn from assignment, their work wasted. Unfortunately, several of our spies have not reported in, and may have been captured or killed. Relations -2 Espionage -5 |
Daggermark spies have infiltrated the palace and are trading in its secrets. Fortunately, all information about camps and troop formations has so far been kept safe. However, rumor has it that information about the palace's secret passages and court politics will soon be available to the highest bidder. The whole country will be at risk unless this leaking is stopped. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Treasurer Failure | |||||||
Wandering Monsters | 14 d | 21 | General (Any) | Our warriors mounted a large-scale raid and slaughtered all the monsters. Their bodies were stuffed and mounted in the chambers of the town hall, symbols of a strong and glorious {barony/kingdom}, and an inspiration to the people. Military +6 |
Our hunters drove the monsters from the region, and order has been restored. Military +3 |
Our warriors failed to kill all the monsters, but they did at least get rid of some of them. For now the monsters are quiet, and there's only an occasional raid of a settlement or a missing caravan. Community -1 Military -3 Economy -1 |
Our warriors failed to deal with the monsters. They swept across the countryside, killing many people. Community -3 Military -5 |
A mob of monsters invaded the region, then dispersed into the woods and wilds. The lands must be cleared of them before they cause great harm. |
Warden (Any) DC -2 |
Our warriors mounted a large-scale raid and slaughtered all the monsters. Their bodies were stuffed and mounted in the chambers of the town hall, symbols of a strong and glorious {barony/kingdom}, and an inspiration to the people. Stability +6 |
Our hunters drove the monsters from the region, and order has been restored. Stability +3 |
Our warriors failed to kill all the monsters, but they did at least get rid of some of them. For now the monsters are quiet, and there's only an occasional raid of a settlement or a missing caravan. Community -1 Economy -1 Stability -3 |
Our warriors failed to deal with the monsters. They swept across the countryside, killing many people. Community -3 Stability -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as General Failure | |||||||
Winged Menace | 14 d | 23 | Magister (Any) | The Magister assembled the strongest arcanists of the region, and under {his/her} command they summoned a mighty lightning storm right when the beasts were attacking. Most of the harpies perished, and the survivors fled the {barony/kingdom} in terror. Arcane +3 |
The Magister assembled the strongest arcanists of the region, and under {his/her} command they summoned a mighty lightning storm right when the beasts were attacking. Most of the harpies perished, and the survivors fled the {barony/kingdom} in terror. Arcane +3 |
The Magister tried to locate the harpies' lair using magic, but discovered they have nests strewn all over the region. It would be impossible to destroy them all at once. Arcane -1 Stability -1 |
The Magister tried to get rid of the harpies by summoning a vicious hurricane. Many villages suffered considerable damage, while the cunning beasts simply hid in their lairs. Community -1 Loyalty -1 Economy -2 Arcane -3 Stability -2 |
A flock of rapacious harpies are terrorizing the region. They're robbing the helpless peasants, attacking the open markets and stripping jewelry off nobles right in front of their bodyguards! |
Warden (Any) | The Warden set up an ambush. He ordered a trade caravan to take a road that winds along the edge of the forest, and hid two squads of archers among the trees. The harpies didn't stand a chance. — As soon as they attacked, the archers took them all down. Stability +3 |
The Warden set up an ambush. He ordered a trade caravan to take a road that winds along the edge of the forest, and hid two squads of archers among the trees. The harpies didn't stand a chance. — As soon as they attacked, the archers took them all down. Stability +3 |
A squad of elite capital guards was unable to chase down the horrid creatures. — As soon they drew close, the harpies soared into the skies, only to strike a short time later at the opposite end of the region. Community -1 Stability -2 |
The Warden made a grave mistake when he posted watchmen along the region's roads. — The harpies carried the isolated guards into the night, one by one, as their terrifying screams tore through the darkness. Community -2 Loyalty -1 Stability -5 | ||||
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Warden Failure | |||||||
The Wrath of the Forest | 10 d | 31 | Regent (Any) | The treants have agreed to allow the woodsmen do their jobs, so long as they plant as many trees as they chop. Community +3 |
The treants have agreed to allow the woodsmen do their jobs, so long as they plant as many trees as they chop. Community +3 |
Negotiations with the treants achieved nothing. All the woodcutters had to leave the region. Community -2 Relations -3 |
One of the negotiators sent by the Regent foolishly brought an axe to the meeting. Many of the delegation's members were unable to escape the forest with their lives… Community -5 Relations -6 |
Woodcutters have encroached on a sacred grove, stoking the wrath of some treants who reside there! The enraged giants are now attacking anyone who enters the forest. Someone must make peace with the keepers of the grove – or find another way to deal with them. |
Ignored | You didn't assign an advisor, and left this problem unresolved. Same as Regent Failure |