Post by VemuKhaham on Apr 20, 2005 10:58:10 GMT -5
Plagues: With medicine being in short supply, and minds not attuned to dealing with large scale epidemics, plagues are not in short supply. With the climates changing, terrain of various animals, and the nutrition of these times, plagues seem to be around when you least expect them. If you should happen to contract a plague in your kingdom, do not despair. There is still hope. With a high enough Cultivation, you may come out with minimal losses. If you have reached a high enough level of technology, you may reduce your losses to your population. When a plague hits, you lose ten people per square you own. This shows the rapid spread through a greater population. For every technological advance you have acquired, you may reduce that loss by 10. This shows that you have the knowledge to seek out a cure at a quicker pace than normal.
Fires: Fires are a common and deadly threat to any farmer or herder. Forests have been levelled by them as well. When this event is found, you have unfortunately fallen victim to either a misplaced campfire, lightning caused fires, or any other fire causing culprits such as dragons, elementals, or the Gods themselves. Should this happen in grasslands or plains, your goods are reduced by 1 Economy point per 5 squares of grassland, plains or forest in your kingdom due to the loss of cattle, sheep, trees, or farms. There is no warning, and the fires die out as quickly as they started.
Floods: Floods are exactly what they seem to be. Banks that have risen far too much and have dumped their contents on the surrounding area can harm your kingdom. When this event occurs, it may be because of rains flooding the marshlands and jungles, or rivers swelling up from the tundra’s thawing out. Whichever the cause, travel in these areas is hindered. You can only move quarter your normal speed in any squares you own containing Rivers, Oceans, Marshlands or Jungles for 1d4turns.
Besides this, any infrastructure that borders a river or a coast has a 10% chance of being destroyed completely. Roll a d100 for every such square.
Droughts: Droughts are a nasty thing to witness. Cattle and other livestock grown lean, not being able to have their daily allotment of water. Crops wither and die away, from not having enough water to sustain them. Deserts become increasingly hotter, and almost unbearable. When this event takes place, movement in deserts decreases morale by another 50% faster, lasting 1d4rounds. Other terrain suffering from droughts suffers a loss in 1 Economy income per 5 squares of grassland, plains, rivers or marshlands.
Landslides: When these occur, the land changes yet again. Only happening in hills and mountains, they still have their toll. When Landslides occur, there is a chance for something good to happen as well. Roll a D100. On 01-90, you have suffered a loss of some population, as they were caught in the debris. You lose 10 people per square you own with the terrain mountains. On a roll of 91-100, you have managed to lose the same amount of people, but not all is a loss. While digging for their bodies to bury their remains, you stumble upon what looks to be a mine. The result is a new mineral (Gold, gems, coal) appearing as a bonus good on the map, somewhere in your kingdom.
Locusts: A danger to all farms, these critters eat everything in their path. When this event occurs, there is no warning. They come, they eat, and they leave. You lose 1 Economy Income per 5 squares of grasslands or plains in your kingdom.
Unique: Unique events can be anything, but they have 1 thing in common: they are negative. It sums up most extreme natural disasters like volcano’s, earthquakes, hurricanes etc, and also lesser things like storms, monster attacks. This category is basically limited to the GM’s imagination.
Special Events: These are the special events that may happen on rare occasions. These are the events that would give you a little boost towards your kingdom. They are broken down into their respective terrain.
Grasslands: You have stumbled upon some thieves, and apprehended them. While doing so, you have found that they have been gathering a herd of cattle, and it is now yours. You may now add 15 to that turn’s Economy income.
Plains: While out on a daily ride, you stumble upon an unusual structure. Upon closer examination, you find that it is a long forgotten well, and will aid in your irrigation process for your farms. You may add 15 economy Income to this turn.
Hills: While surveying the hillside, your scouts have informed you that there seems to be a ruined fort in the hills nearby. Sending some labourers, you manage to fix it up enough to use crudely. On the square where the event took place a fortress appears.
Mountains: While looking around your kingdom, you have managed to find a mine. A new mineral resource (gold, gems, coal) appears on the mountain square where the event took place.
Forests: Delving deep into the far forests, you have managed to find a nice scene. The waterfall can be heard pouring into a serene pond. Then you see the village. A group of villagers have lived here, quietly for many years. Now, with your guidance, they have taken to you and your ruling. You may now add another 100 people to your population.
Jungle: Searching for treasure, you have managed to find a lost temple. Inside, you find a multitude of gems and fancy sculptures. You can use these to buy resources for building your kingdom. You may add 15 Economy Income to this month.
Marshlands: Cartographers and explorers have cooperated to find a route through the dangerous swamps. You may add a free normal road to the square where the event took place, if it’s not already there.
Deserts: Never did you know that this oasis was there! Now anyway, you’ve learned of its existence from some nomads, and an oasis bonus good appears in the event’s square.
Tundra: It’s been a soft month compared to the normally ice cold climate. This month’s Economy Income increases by 1 for every Tundra square you have.
River/Lake/Shore: You found an old harbour that you could fix up in the event’s square.
Ocean: You come upon a flotsam with a man on it. He is exhausted and near death, but you save him and he rewards you with tales of ventures far away. He even reveals 4 random squares on your map.
Triumphs:
Sometimes it will happen that an occurrence takes place so glorious for your kingdom that will become the food for bards and scribes alike. It may be the victory in a key battle, or it may be the completion of a cultural project that will stand as one of the wonders of the world, or a lengthy time of great prosperity and happiness within your kingdom, or it may be any other type of significant achievement.
The GM decides whenever he gives a player a Triumph, and the player may then add 1triumph to his triumph total. Whenever a kingdom is given a triumph, it may increase it’s king character with one level. Also, the player may divide an extra 200 resources into any of the resources once. Furthermore, only with a number of triumphs can one take the cultural traits from the Nationalism category.
Fires: Fires are a common and deadly threat to any farmer or herder. Forests have been levelled by them as well. When this event is found, you have unfortunately fallen victim to either a misplaced campfire, lightning caused fires, or any other fire causing culprits such as dragons, elementals, or the Gods themselves. Should this happen in grasslands or plains, your goods are reduced by 1 Economy point per 5 squares of grassland, plains or forest in your kingdom due to the loss of cattle, sheep, trees, or farms. There is no warning, and the fires die out as quickly as they started.
Floods: Floods are exactly what they seem to be. Banks that have risen far too much and have dumped their contents on the surrounding area can harm your kingdom. When this event occurs, it may be because of rains flooding the marshlands and jungles, or rivers swelling up from the tundra’s thawing out. Whichever the cause, travel in these areas is hindered. You can only move quarter your normal speed in any squares you own containing Rivers, Oceans, Marshlands or Jungles for 1d4turns.
Besides this, any infrastructure that borders a river or a coast has a 10% chance of being destroyed completely. Roll a d100 for every such square.
Droughts: Droughts are a nasty thing to witness. Cattle and other livestock grown lean, not being able to have their daily allotment of water. Crops wither and die away, from not having enough water to sustain them. Deserts become increasingly hotter, and almost unbearable. When this event takes place, movement in deserts decreases morale by another 50% faster, lasting 1d4rounds. Other terrain suffering from droughts suffers a loss in 1 Economy income per 5 squares of grassland, plains, rivers or marshlands.
Landslides: When these occur, the land changes yet again. Only happening in hills and mountains, they still have their toll. When Landslides occur, there is a chance for something good to happen as well. Roll a D100. On 01-90, you have suffered a loss of some population, as they were caught in the debris. You lose 10 people per square you own with the terrain mountains. On a roll of 91-100, you have managed to lose the same amount of people, but not all is a loss. While digging for their bodies to bury their remains, you stumble upon what looks to be a mine. The result is a new mineral (Gold, gems, coal) appearing as a bonus good on the map, somewhere in your kingdom.
Locusts: A danger to all farms, these critters eat everything in their path. When this event occurs, there is no warning. They come, they eat, and they leave. You lose 1 Economy Income per 5 squares of grasslands or plains in your kingdom.
Unique: Unique events can be anything, but they have 1 thing in common: they are negative. It sums up most extreme natural disasters like volcano’s, earthquakes, hurricanes etc, and also lesser things like storms, monster attacks. This category is basically limited to the GM’s imagination.
Special Events: These are the special events that may happen on rare occasions. These are the events that would give you a little boost towards your kingdom. They are broken down into their respective terrain.
Grasslands: You have stumbled upon some thieves, and apprehended them. While doing so, you have found that they have been gathering a herd of cattle, and it is now yours. You may now add 15 to that turn’s Economy income.
Plains: While out on a daily ride, you stumble upon an unusual structure. Upon closer examination, you find that it is a long forgotten well, and will aid in your irrigation process for your farms. You may add 15 economy Income to this turn.
Hills: While surveying the hillside, your scouts have informed you that there seems to be a ruined fort in the hills nearby. Sending some labourers, you manage to fix it up enough to use crudely. On the square where the event took place a fortress appears.
Mountains: While looking around your kingdom, you have managed to find a mine. A new mineral resource (gold, gems, coal) appears on the mountain square where the event took place.
Forests: Delving deep into the far forests, you have managed to find a nice scene. The waterfall can be heard pouring into a serene pond. Then you see the village. A group of villagers have lived here, quietly for many years. Now, with your guidance, they have taken to you and your ruling. You may now add another 100 people to your population.
Jungle: Searching for treasure, you have managed to find a lost temple. Inside, you find a multitude of gems and fancy sculptures. You can use these to buy resources for building your kingdom. You may add 15 Economy Income to this month.
Marshlands: Cartographers and explorers have cooperated to find a route through the dangerous swamps. You may add a free normal road to the square where the event took place, if it’s not already there.
Deserts: Never did you know that this oasis was there! Now anyway, you’ve learned of its existence from some nomads, and an oasis bonus good appears in the event’s square.
Tundra: It’s been a soft month compared to the normally ice cold climate. This month’s Economy Income increases by 1 for every Tundra square you have.
River/Lake/Shore: You found an old harbour that you could fix up in the event’s square.
Ocean: You come upon a flotsam with a man on it. He is exhausted and near death, but you save him and he rewards you with tales of ventures far away. He even reveals 4 random squares on your map.
Triumphs:
Sometimes it will happen that an occurrence takes place so glorious for your kingdom that will become the food for bards and scribes alike. It may be the victory in a key battle, or it may be the completion of a cultural project that will stand as one of the wonders of the world, or a lengthy time of great prosperity and happiness within your kingdom, or it may be any other type of significant achievement.
The GM decides whenever he gives a player a Triumph, and the player may then add 1triumph to his triumph total. Whenever a kingdom is given a triumph, it may increase it’s king character with one level. Also, the player may divide an extra 200 resources into any of the resources once. Furthermore, only with a number of triumphs can one take the cultural traits from the Nationalism category.