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sunderedcycle

Kingdom Events Writeup 1

Jul 27th, 2016
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  1. Kingdom Name/Gen Number
  2.  
  3. Any/Any
  4. Bandits are a continuing issue in the kingdom. They stymie trade, harm loyal citizens, and make the Ruler look bad. As such they need to be dealt with. The Player can send the army to deal with them. Go in Person, Hire Adventurers/Mercenaries, or Recruit the Bandits. Sending the Army in is fairly straight forward, as is hiring mercs or adventurers. You get a prompt to judge the captured bandits afterwards. Going in person can lead to a story event that can be expanded on later. Recruiting the bandits probably displeases some people, pleases others, and should be tied into later events revolving around them being thieves, rapists, and murderers.
  5.  
  6. Any Non-Goblin/Any
  7. Goblin traders have set up a trade route into your territories. The good news is you're seeing an increase in profits and complex goods. The bad news is the market is flooded with addictive substances, skilled labor is being poached at a breathtaking rate, the country's natural resources are being flat out pillages by poachers, and it looks like overpopulation is on the rise. Something needs to be done about the Goblin Traders. Prohibitive Taxes can be levied to force them out, their assets can be siezed by military arms, or the problem can be ignored. The first one will see a drop in income over a set period, the second will put the country at war with goblin terretories (assuming you aren't already) and the third will lead to a variety of buffs, debuffs, and other events.
  8.  
  9. Any Non-Dwarf/Any
  10. The kingdom's mining companies have discovered a series of valuable resources underground in a massive cavern system. However the ores and animals are claimed by a group of dwarven clans. Should you want to exploit them you'll have to find a way to deal with the Dwarves. A legal claim can be filed to force them out of your lands, they can be forced out via military action, political marriages can be arranged to make them local nobility (or otherwise grant them citizenship and a stake in the country's wellbeing) A legal claim will take several turns to resolve and may fail depending on disposition of the Dwarven Kingdoms. (Alternatively this may not be an option if the dwarven territories no longer exist) Obviously military action will lead to war with the dwarves. Finally there should be follow up events based on integrating the dwarven clans.
  11.  
  12. Any Non-Kobold/Any
  13. Kobold Tourists are flocking to your nation. They're becoming something of a nuisance frankly, their interest in every aspect of your culture and desire to lift pieces of it whole is leading to everything from incidents of theft to xenophobic violence. The tourists are being preyed upon by thieves and brigands and are having issues adjusting to your culture. That said they are a good source of additional income and could serve as a useful minority with the proper incentives.
  14.  
  15. Any/Any
  16. One of the courtiers has accused you of being homosexual. (Mark Antony started a war like this.)
  17.  
  18. Any/Any
  19. A folk healer travels the lands healing the sick and preaching a religion of peace and acceptance. She's critical of your leadership and the recruitment of young men into armies for the sake of conquering territory and other militiristic aims. Her influence isn't wide reaching but it has the potential of becoming a problem if left unadressed for too long.
  20.  
  21. Any Non-Harpy/Any
  22. Harpy raiders have begun stealing food and valuable crafts. So far most of the victims have been less than reputable traders. Known scavengers of the dead and fences for thieves but the occasional honest merchant has been hit by these raiders. It's only a matter of time before someone innocent is harmed by these strange vigilantes.
  23.  
  24. Any/Any
  25. Strange magical resources have been uncovered, the site of a massive battle has been uncovered. Unlike most battles however it hasn't been picked clean of metallic objects by peasantry looking for useful salvage. Indeed ever since the mass graves were uncovered Boneheads have started to roam the limits of the ancient battlefield. Strangely their weapons and armor are mostly intact and are of surprisingly high quality. The weapons and armor could be recovered from the boneheads, and if properly handled the boneheads themselves could become a military force.
  26.  
  27. Any Non-Insect/Any
  28. Insect enclaves are becoming an issue. They strip whatever plants they can find of useful materials to build hives made from a sort of tough paper like substance. They turn earth into a hard concrete like substance and build little fortress towns. They're more than a little isolationist and are claiming useful agricultural land without taking advantage of it to the kingdom's benefit. Put simply they're wasting resources and it needs to be dealt with.
  29.  
  30. Any Non-Human/Any
  31. An old fort has been occupied by knights of the High Forest kingdom. They have rebuffed any attempts to get them to leave with insults and loaded livestock onto catapults and launched them at your forces. Some soldiers report hearing their 'Hon Hon Hon!' laughter in their dreams. Something needs to be done. They could be forced out via military action, an appeal could be made to their homeland, or they could be recruited/turned into frogs/<insert other circumstance specific solution here>
  32.  
  33. Any Non-Undead/Any
  34. The living dead are migrating to your territories and it's creating something of an issue with labor relations. They're clumsy, kind of dim, a little bite happy but they work cheap and are good at hauling goods or crafting simple items. They're easy to entertain and house provided you keep them dry. More than a few employers are using the services of embalmers to keep their zombie wage-slaves well maintained and ready for work. However the labor guilds are starting to mutter about an invasion of cheap labor and the common folk don't exactly take kindly to the walking dead. Something needs to be done.
  35.  
  36. Any/Any
  37. Illegal racing is becoming an issue, people in the streets are being harmed by run away chariots, coaches, and horses while crops are being ruined by similar instances. Something must be done to curb these illicit thrill seeking activities. Just the same the peasantry seem to have taken a liking to the entire sub culture of illegal racing and coming down too hard on it could cause morale issues.
  38.  
  39. Any Human/Any
  40. 'Monster'-Taming has become a popular sport. Gladiatorial matches between beasts for the entertainment of the masses has reached an unheard of level of popularity. However there's a variety of issues here. Not the least being that many of these 'monsters' are human level in intelligence. Beastfolk, Orcs, Golems, Kobolds, Slimes, even Elves have been seen patticipating in these games. It's no great issue when a 'Trainer' has a willing partner but this practice is funding a brisk slave trade. Something needs to be done, if nothing else the kingdom is missing out on a lot of tax revenue.
  41.  
  42. Any/Any
  43. A group of faith healers are going around banishing demons, evil spirits, undead, and diseases such as 'leapordzy,' 'chartruese nausea,' and 'discontent in the vital humors.' This is proving to be a surprise to any law abiding undead, incorporeal, and vaguely demonic looking townsfolk in the audience. The faith healers are good at causing nocebo based diseases and curing them but poor at actual medicine. Something has to be done.
  44.  
  45. Any Non-Dwarven/Any
  46. It is common for dwarves to carry casks of raw whiskey on deployment, the susbstance has some medicinal benefits but it's intended purpose is to store the corpses of the fallen. Recently a group of bandits raided a dwarven camp and have begun selling off whiskey from casks that contain dwarven cadavers. 'Corpse Whiskey' is quickly becoming a fad for those macabre tastes. Unsurprisingly the dwarves are less than amused at learning of this practice and demand censure if not active supression of the sale of corpse whiskey.
  47.  
  48. Any Coastal/Any
  49. The merfolk are getting increasingly unruly, this is owed primarily to the practice of using explosives to fish. The underwater shockwave stuns and often kills fish and causes damage to the underwater ecosystem. However it makes harvesting food easy so there've been no complaints from the commoners. Well until the merfolk started sinking fishing boats and letting sailors drown. Alchemists are unhappy about their dropping sails, fishermen are afraid (except for the ones who worship the Deep Gods, they had the good sense not to engage in that foolishness) and the merfolk are demanding reperations for damages rendered by the blackpowder fishing.
  50.  
  51. Any Non-Golem/Any
  52. Golem workers have recently been shipped in. A great many trade guilds are complaining since the golems can work longer hours, don't need sleep or nourishment, and tend to be dumber than the average person. However their overseers are ferociously intelligent and drive their labor unions with fearful efficiency. Complaints are especially aimed at the giant golems used for mining ore and quarrying stone. They're mostly harmless but clumsy and more than a few accidents have been reported. People are calling for bans on golem labor and deportation while the golem unions want better infrastructure to feed their mystical physiology.
  53.  
  54. Any (we'll need to pick through the kingdoms and elminate some from having this one)/Any
  55. The palace guards are holding an annual contest of skill. In the past this contest was open to people of all walks of life. Those who proved their skill in combat and swore loyalty to king and country would be elevated from their current position and made a royal guard. This practice fell by the wayside as the guard became more elitist. Certain factions in the palace and guard are considering opening the contest up again or aboloshing it all together.
  56.  
  57. Any/Any
  58. An ancient labyrinth has been discovered, it appears to be a chaotic mess of temple structures with haphazard linking corridors. It's tunnel complexes extend for miles and it;s crumbling structures hav an odd majestic malice about them. It is entirely out of the way and mostly harmless save for serving as a nest for all manner of dangerous creatures. If it were cleared out (a prospect years in the making even with the use of the best arms, armor, tactics, and men available) it could serve as the foundation of a new settlement allowing for research of recovered artifacts, exploitation of rare resources, and as a tourist attraction and display of cultural superiority.
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