Realm Events

Every domain is subject to periodic events. While some events play out as consequences of the plot or reactions to player activities, some others may be randomly generated events created for the purpose of keeping the players involved in the management of their domains, and to generate new stories or ideas.

Assassination: An attempt is made on the regent’s life (this is most exciting if the actual attack is played as a one-scene adventure). Assassins may be agents of a foreign power, dissatisfied subjects, fanatics, lunatics, or even the regent’s heir. Conspiracies almost always underlie assassination attempts, so the DM must prepare the details of the assassin and his motives before the attempt is made. A successful response to the assassination would be to determine the perpetrator and arrangements of the attempt.

Challenge: The regent receives a personal challenge from an NPC. The challenge may be a ritual invitation to a duel of honor, a provocative military action, or a stinging insult. The DM decides what the NPC seeks and why it wishes to challenge the character. This could range from disagreement over one of the regent’s decisions, to a military attempt to conquer the regent’s domain. A response to such a duel should create an adventure action or perhaps actions leading to war.

Corruption/Crime: The regent’s followers are caught in dishonest dealings. The corruption could be as small as the acceptance of a bribe or perhaps as large as an attempt to sell off holding property for personal gain. Corruption directly affects a regent’s treasury. The gold production of the affected holding is reduced by 2 GB/domain turn until the regent responds successfully.

Diplomatic Matter: An ambassador from another domain wishes to discuss an alliance, trade issue, or other matter of mutual concern. The DM decides who wishes to talk to the regent and the importance of the issue to that character. Diplomacy might involve threats and brow-beating, or it may be a delicate affair of understatement and suggestion. If a regent wishes to conduct the negotiations personally, he must spend his action do so; in either event, a court action is required to receive the diplomatic party appropriately.

Festival: The regent is required to host a celebration or ceremony – it may be a wedding between two important families, a religious ritual, or a the public observance of some important event. Preparations and attendance for such an event requires the regent’s personal attention (and his action). The regent must spend 1 to 6 GBs for gifts and arrangements (depending on the scope of the event). If the regent chooses not to host the festival or refuses to spend the necessary funds then he may offend someone important. If a temple regent neglects a festival, they suffer a major loss of regency.

Feud: Two important powers within the regent’s domain become embroiled in a feud. One of the regent’s holdings is temporarily reduced by one level as a result of the conflict. The level is restored by a successful event response. A regent who ignores the event suffers a minor loss of regency.

Natural Event: Roll percentile dice. A roll of 01-17 indicates a boon, 18-66 a small natural nuisance, 67-98 a major natural disaster, and 99-100 indicates a natural catastrophe. A boon includes such possibilities as fair weather, a decline in natural pests, or a bumper crop (add 1d6 GB to the regent’s treasury). A nuisance such as a blizzard, minor landslide, or minor flooding that restricts travel, reduces the collections of one of the regent’s holdings by 1 GB, delays asset construction, or temporarily interrupts a trade route. Minor problems correct themselves automatically. Major disasters such as reduced crops, a major flood or fire, or a major earthquake require regent action. Major disasters reduce taxes and collections for all holdings in one province by 1 to 6 GB for one month. A regent must spend a standard action and 1 to three GBs to bring relief effort to correct this loss or face a major loss of regency. A natural catastrophe reduces the taxation and collections of all holdings in 1 to 3 provinces for up to 6 months. Each standard action and 2 GB of relief decreases the recovery time in one province by one month. Any regent in affected provinces that does not aid in the relief faces a major loss of regency. A province ruler that ignores a natural catastrophe will quickly find his domain in rebellion.

Great Captain/Heresy: The inhabitants of a domain are swayed into placing their trust in someone other than the regent. This event usually indicates the appearance of a charismatic hero with dangerous views. The rise of a great captain neutralizes one holding of a regent’s domain, which becomes loyal to the captain instead of the regent. Rulers of realms lose one law holding if they have one, or an entire province if they don’t! The ruler of the domain collects taxes normally, but collects no RP from the affected holding/province. Each domain turn, the great captain claims another holding or province from the regent’s domain unless solved. The regent can use a domain action to contest the captain’s influence. The regent can use a character action to attempt to convert the captain into a lieutenant thereby restoring the caption’s followers to the regent’s fold. The regent can also treat the disloyal holdings and provinces as if they were rebelling and try to quell the unrest with military action. Arresting or assassinating the captain automatically sends the affected holding and provinces into rebellion.

Intrigue: The regent’s court or bureaucracy becomes involved in an intrigue. A person who wants to discredit, displace, or blackmail another person initiates intrigues. Intrigues can be ignored, but when a valued lieutenant is suddenly exposed as a criminal or deviant, a regent might have no choice but to terminate his services. Worse yet, intrigues may be aimed at gaining control of the government. A regent who fails to respond to such a plot suffers a loss of regency during the adjustment phase of each domain turn and must reduce the base loyalty of all his provinces by one grade.

Magical Event: Some bizarre event takes place. A conjunction with the Shadow World could create a plague of restless undead; a rival wizard could move into a regent’s domain and contest the resident wizard’s control of the source. This event is a catch-all for any kind of weird occurrence that doesn’t fall into the other categories. A horrible blight that destroys farmland could appear or a series of portents and omens might terrify the populace or lead to an adventure action. Regardless of the event, it should require the regent to investigate it personally.

Matter of Justice: An issue of justice or legality arises with serious implications for the regent. The population may demand justice of the action of a noble, a craftsman may be infringing on the rights of another craft guild, or a priest may be walking the fine line between heresy and brilliance. Important decisions must be made that require the regent’s personal attention. If the regent fails to respond he risks unrest throughout his domain. The loyalty of every province will drop by one level every domain turn until the issue is resolved. Dealing with matters of justice is a significant part of a regent’s duty and the consequences of the regent’s actions are significant. If the regent uses a character action to address the situation and devise a mutually acceptable solution or compromise then the regent receives a minor gain of regency. If the regent responds by acceding to popular demand, he suffers a major loss of regency. If he makes a decision in favor of the throne, the attitude of his domain is reduced by one. This can happen even if the decision is the “right” decision. Being a just and fair ruler does not mean that one is necessarily well loved.

Monsters/Brigands: Raiders, bandits, or hungry beasts move into the regent’s territory and make life u unpleasant. A single monster such as a giant or griffon is generally only a nuisance, but if the regent ignores it, he’ll suffer a minor loss of regency at the end of the domain round. A truly noble regent doesn’t allow a village to be eaten because he can’t be troubled to defend it. Large-scale raiding reduces the income of the affected province/holding by 1d6 GB and causes a major loss of regency. The losses take effect each domain turn until the regent successfully responds.

No event: Fortunately, most months do not bring a major new problem or event. Unfortunately, a regent’s on-going problems; such as pre-existing events or conflicts with other regents, may still cause difficulty.

Trade matter: Roll a die: a roll of 1-8 indicates a problem, but a 9 or 10 grants an unexpected boon or surplus that nets the regent 2 extra Gold Bars during the taxation phase. Trade problems include labor disputes, increases in tariffs or duties, or the closure of trade routes due to war or piracy. A single trade route in the regent’s territory closes down and he loses 3 GB from one province or holding’s production. In addition, the affected guilds’ regents suffer a major loss of regency at the end of every domain turn until they successfully respond to an event.

Unrest or Rebellion: This affects only realm rulers. The populace’s attitude towards the regent drops in one or more geographic areas (or demographic populations). Usually this will be the areas with the current lowest loyalty rating. If the province is already Hostile, then the area falls into rebellion; peasant militias may form and occupy the province, possibly destroying holdings or attacking military units and fortifications belonging the to regent. Decrees have no effect on unrest; the regent must expend a standard action such as diplomacy, war (and then occupy the province), or espionage to address the situation. Alternately, the DM may allow an adventure to address the situation.

Event resolution

Many events present a risk for loss of money, regency, or loyalty/attitude until they are resolved. An event resolution check must be made for all current domain events at the end of each month. An event resolution check is a roll of the regent’s Leadership Skill Pool modified on the basis on the regent’s response to the event.

Event resolution check

Successes Event resolution level of success
5+ Resounding success: The situation is dealt with thoroughly and at negligible cost. Any event-related GB loses for the domain round are halved. The regent receives a gain in regency appropriate to the scale of the problem and their role it its solution.
3-4 Good: The situation is handled completely and at modest cost.
1-2 Fair: The situation is handled in part. The event is not resolved, but the expected costs of the event are halved during subsequent months. A second event resolution check of Fair or better in the future will resolve the problem completely.
0 Poor: The situation continues unabated.
Botch Disaster: The situation worsens; the regency or gold losses caused by the event increase by 50% until resolved.

Regent domain action: The character expends the standard action for the domain and their own personal action to address the situation personally. At the ST’s discretion, this can result
in a role-playing encounter or adventure. Events such as intrigue, monsters, diplomatic matters, and assassination lend them selves particularly well to this approach. This approach has the highest chance for the regent to gain regency or loyalty. The ST must assess the regent’s plan of action and assign a modifier to the Leadership Skill Pool based on the regent’s skills and actions.
Excellent: 5,
Good: +3,
Poor: +-1,
Disastrous: -3.

Standard domain action: The regent decides how the matter should be handled and makes the matter her court’s highest priority for the domain round. Sending the court bard to a diplomatic situation, the Royal huntmaster to handle a rumored monster, the court mage to investigate magical occurrences are excellent management strategies. This approach uses the resources of the court and may require character actions from lieutenants. The court may use its base reputation modifier as a bonus to the event resolution check, or a lieutenant may make take action on the regent’s behalf.

Court domain action: The regent decides how the matter should be handled, and then relies on some else to handle it. For example, she might order a nearby garrison to increase patrols, or hire adventurers to negotiate with or kill the monsters. Solving problems by passing them off to someone else is better than ignoring them, but are unlikely to cause a gain of regency. The event resolution check has no modifier. A lieutenant may be assigned to assist such a court action, in which case their modifier is halved.

No action: There is always a chance that a problem will go away even if ignored. Perhaps wandering adventurers will slay a monster plaguing the province or a problem at home will force the recall of a diplomatic embassy. This is obviously not the preferred way to deal with most issues and does not gain the regent loyalty or regency. The event resolution check is made at a –5 penalty.

In addition, some skills may modify the results of an event resolution. A skill check against a DC 15 by the regent or lieutenant overseeing the matter increases the event resolutions success by one rating (Disaster to Poor, Poor to Fair, and so on). Academics affects a Matter of Justice, subterfuge affects an Intrigue, persuasion affects a Diplomatic Matter, expression affects a Great Captain/Heresy, and occult affects a Magical Event. Other skills might possibly be applied with enough justification.

Gains of regency due to domain actions

Unusually competent and skilled regents can build a powerful reputation for themselves. At the end of each domain round, scions may gain regency based upon their actions. Regency gains due to a regent’s actions do not count against his monthly regency collection limit, but this income does not allow the scion to exceed his normal maximum regency reserve; RP gained above this maximum are lost. Unless otherwise specified, gains in regency come in three categories: Minor, Major, and Great.

Minor gains are caused by resounding successes in dealing with minor events, success in a minor battle, or heroic actions taken in service to the domain. A minor gain results in a gain of RP equal to twice the regent’s Being.

Major gains are caused by heroic actions of significant important, success in a major battle, or a resounding success in dealing with a major event. A major gain results in a gain of RP equal to three times the regent’s Being.

Great gains are caused only by heroic actions for which the regent will be remembered in story and song for hundreds of years. Such gains are exceedingly rare; most regents never realize a Great gain of regency. A great gain grants the character 5 xp to be spent toward the traits that allowed them to resolve the issue.

Losses of regency due to domain actions

A regent’s success in dealing with domain events or other efforts in service to the domain may cause the respect in which they are held by the populace to soar; the scion may realize a gain in regency. Adjusting RP is a way to account for the events that occur in and around domains, to reward just rule, and to penalize poor rule. A regent that leaves the governance of his domain to others will see his bloodline crumble, and will likely eventually be forced to abdicate – or worse. A regent’s regency collection depends upon his ability to govern well; the failures of incompetent individuals can bring down powerful families and dynasties.

At the end of each domain round, scions may lose regency based upon their actions. If the regent does not have sufficient RP in their reserve to cover the regency lost, then their temporary willpower cap is reduced instead for the next month. Each point of willpower loss produces 5 RP. This process continues, if necessary, until the entire RP loss is paid. Unless otherwise specified, losses in regency come in three categories: Minor, Major, and Great.

Minor losses are caused by failure to respond to minor events, the loss of a portion of one’s domain, occupation of one of your provinces by an enemy, being defeated in a minor battle, misuse of the domain treasury, being publicly humiliated by a peer, or acting in a manner inconsistent with your alignment. A minor loss results in the loss of RP equal to two times the regent’s Being.

Major losses are the result of failure to respond to major events, serious alignment infractions, loss of a province (or a significant group of holdings), occupation of one of your provinces by your own forces (martial law), or a major defeat in battle. A major loss results in the loss of RP equal to three times the regent’s Being.

Great losses are caused by the occupation or destruction of a significant portion of your domain or a military catastrophe. Great losses are generally the result of only by negligence, gross incompetence, or significant failure. A great loss of RP results in a loss of RP equal to four times the regent’s Being.

Realm Events

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