Gamma World Events

Based on Oriental Adventures Kingdom events

WORK IN PROGRESS

What is going on in the area? Select the Technology Level (1 = Cavemen, 2 = D&D, 3 = Westerns) and see what you get.

This chart uses input variables
  • Tech_Level
Result

{% YearlyEventNumber = 1 %}
{% YearlyEventNumber = {EQN(d100)} %}
{%YearlyEvent=""%}
{%YearlyEventDescription=""%}
{%YearlyEvent = {CHART(id="11472", cols="4", dice="{$YearlyEventNumber}")}%}
{%YearlyEventDescription={CHART(id="11472", cols="1", dice="{$YearlyEventNumber}")}%}
{%if Tech_Level=="TL1"%}{%YearlyEventDescription={CHART(id="11472", cols="1", dice="{$YearlyEventNumber}")}%}{%end%}
{%if Tech_Level=="TL2"%}{%YearlyEventDescription={CHART(id="11472", cols="2", dice="{$YearlyEventNumber}")}%}{%end%}
{%if Tech_Level=="TL3"%}{%YearlyEventDescription={CHART(id="11472", cols="3", dice="{$YearlyEventNumber}")}%}{%end%}

{$YearlyEvent}: ({$YearlyEventNumber}) A year ago {$YearlyEventDescription}

{%if YearlyEvent=="Comet"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Earthquake"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Famine"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Fire"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Flood"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Plague"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Tsunami"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Volcano"%}
Month 1: Roll on "Monthly: Disaster"
Month 2: Roll on "Monthly: Disaster"
Month 3: Roll on "Monthly: Disaster"
Month 4: Roll on "Monthly: Disaster"
Month 5: Roll on "Monthly: Disaster"
Month 6: Roll on "Monthly: Disaster"
Month 7: Roll on "Monthly: Disaster"
Month 8: Roll on "Monthly: Disaster"
Month 9: Roll on "Monthly: Disaster"
Month 10: Roll on "Monthly: Disaster"
Month 11: Roll on "Monthly: Disaster"
Month 12: Roll on "Monthly: Disaster"
{%end%}
{%if YearlyEvent=="Assassin"%}
Month 1: Roll on "Monthly: Politics"
Month 2: Roll on "Monthly: Politics"
Month 3: Roll on "Monthly: Politics"
Month 4: Roll on "Monthly: Politics"
Month 5: Roll on "Monthly: Politics"
Month 6: Roll on "Monthly: Politics"
Month 7: Roll on "Monthly: Politics"
Month 8: Roll on "Monthly: Politics"
Month 9: Roll on "Monthly: Politics"
Month 10: Roll on "Monthly: Politics"
Month 11: Roll on "Monthly: Politics"
Month 12: Roll on "Monthly: Politics"
{%end%}
{%if YearlyEvent=="Incursion"%}
Month 1: Roll on "Monthly: Politics"
Month 2: Roll on "Monthly: Politics"
Month 3: Roll on "Monthly: Politics"
Month 4: Roll on "Monthly: Politics"
Month 5: Roll on "Monthly: Politics"
Month 6: Roll on "Monthly: Politics"
Month 7: Roll on "Monthly: Politics"
Month 8: Roll on "Monthly: Politics"
Month 9: Roll on "Monthly: Politics"
Month 10: Roll on "Monthly: Politics"
Month 11: Roll on "Monthly: Politics"
Month 12: Roll on "Monthly: Politics"
{%end%}
{%if YearlyEvent=="Political Plot"%}
Month 1: Roll on "Monthly: Politics"
Month 2: Roll on "Monthly: Politics"
Month 3: Roll on "Monthly: Politics"
Month 4: Roll on "Monthly: Politics"
Month 5: Roll on "Monthly: Politics"
Month 6: Roll on "Monthly: Politics"
Month 7: Roll on "Monthly: Politics"
Month 8: Roll on "Monthly: Politics"
Month 9: Roll on "Monthly: Politics"
Month 10: Roll on "Monthly: Politics"
Month 11: Roll on "Monthly: Politics"
Month 12: Roll on "Monthly: Politics"
{%end%}
{%if YearlyEvent=="Rebellion"%}
Month 1: Roll on "Monthly: Politics"
Month 2: Roll on "Monthly: Politics"
Month 3: Roll on "Monthly: Politics"
Month 4: Roll on "Monthly: Politics"
Month 5: Roll on "Monthly: Politics"
Month 6: Roll on "Monthly: Politics"
Month 7: Roll on "Monthly: Politics"
Month 8: Roll on "Monthly: Politics"
Month 9: Roll on "Monthly: Politics"
Month 10: Roll on "Monthly: Politics"
Month 11: Roll on "Monthly: Politics"
Month 12: Roll on "Monthly: Politics"
{%end%}
{%if YearlyEvent=="War"%}
Month 1: Roll on "Monthly: Politics"
Month 2: Roll on "Monthly: Politics"
Month 3: Roll on "Monthly: Politics"
Month 4: Roll on "Monthly: Politics"
Month 5: Roll on "Monthly: Politics"
Month 6: Roll on "Monthly: Politics"
Month 7: Roll on "Monthly: Politics"
Month 8: Roll on "Monthly: Politics"
Month 9: Roll on "Monthly: Politics"
Month 10: Roll on "Monthly: Politics"
Month 11: Roll on "Monthly: Politics"
Month 12: Roll on "Monthly: Politics"
{%end%}
{%if YearlyEvent=="Ambassador"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}
{%if YearlyEvent=="Birth"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}
{%if YearlyEvent=="Death"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}
{%if YearlyEvent=="Marriage"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}
{%if YearlyEvent=="New Religion"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}
{%if YearlyEvent=="Visitation"%}
Month 1: Roll on "Monthly: Other"
Month 2: Roll on "Monthly: Other"
Month 3: Roll on "Monthly: Other"
Month 4: Roll on "Monthly: Other"
Month 5: Roll on "Monthly: Other"
Month 6: Roll on "Monthly: Other"
Month 7: Roll on "Monthly: Other"
Month 8: Roll on "Monthly: Other"
Month 9: Roll on "Monthly: Other"
Month 10: Roll on "Monthly: Other"
Month 11: Roll on "Monthly: Other"
Month 12: Roll on "Monthly: Other"
{%end%}


Subcharts

Monthly: Politics (d100)

d100 Result TL1 TL2 TL3+

1-5

Accident

6-10

Bandit Activity

11-15

Birth

16-20

Death

21-25

Excessive Taxes

26-27

Famous Person

28

Fire, Major

29-30

Haunting

31-33

Horrendous Monster

34-51

Incursion

52-54

Injustice

55-60

Major Battle

61

Notorious Criminal

62-66

Recruiting

67-69

Troop Movements

70-71

Troop Movements

72-78

Uprising

79-80

Vengeful Stranger

81-100

No Events

Yearly (d100)

d100 TL1 TL2 TL3 Type of Event

1-10

An ambassador arrives Resolve: {from|is sent to} Resolve: {another valley|beyond the river}. The ambassador remains for Roll 3d10 months. The ambassador was sent Resolve: {to prevent war|form a military alliance|arrange a marriage|pay tribute|promote trade| {gain|exchange} culture}. Their arrival is always a major event, accompanied by ceremonies and banquets. Resolve: {|||||||||The ambassador is an enemy spy.}

An ambassador arrives Resolve: {from|is sent to} Resolve: {another country|another land|a distant land}. The ambassador remains for Roll 3d10 months. The ambassador was sent Resolve: {to prevent war|form a military alliance|arrange a marriage|pay tribute|promote trade| {gain|exchange} culture}. Their arrival is always a major event for those of the court, accompanied by ceremonies and banquets. Resolve: {|||||||||The ambassador is an enemy spy.}

An Resolve: {envoy|deputy|consul} arrives Resolve: {from|is sent to} Resolve: {another country|another land|a distant land}. The ambassador remains for Roll 3d10 months. The ambassador was sent Resolve: {to prevent war|form a military alliance|arrange a marriage|pay tribute|promote trade| {gain|exchange} culture}. Their arrival is always a major event for those of the governing council, accompanied by ceremonies and banquets. Resolve: {|||||||||The ambassador is an enemy spy.}

Ambassador

11-15

Resolve: {The chieftain, A member of the chieftain's family|The tribe's hunt master|The tribes head gatherer|The tribe's chief tradesman} is assassinated. People who are seen as apprentices of the one slain or have had dealings with the slain, will be suspected as being involved in the assassination. They are automatically suspected if they are known enemies of the one assassinated. Resolve: {||The assassin is taken alive} Resolve: {|||||||||{|||||||||and accuses the players}}. Resolve: {||||The victim has no clear successor and a power struggle ensues, lasting for Roll 1d6 months and may result in a war.}. It takes the leader another Roll 1d6 months to formalize their position leaving their area of responsibility in turmoil.

The Resolve: { Emperor/King| Prince|Chief| Governors|Prime Minister|Head of a State Ministry} is assassinated. People who are seen as working directly for the one slain or have had dealings with the slain, will be suspected as being involved in the assassination. They are automatically suspected if they are known enemies of the one assassinated. Resolve: {||The assassin is taken alive} Resolve: {|||||||||{|||||||||and accuses the players}}. Resolve: {||||The victim has no clear successor and a power struggle ensues, lasting for Roll 1d6 months and may result in a war.}. It takes the leader another Roll 1d6 months to formalize their position leaving their area of responsibility in turmoil.

Resolve: {The local strongman| A major land owner, A City Council member, A guild master of one of the guilds| The Governor|The Prime Minister|The Head of a State Ministry} is assassinated. People who are seen as working directly for the one slain or have had dealings with the slain, will be suspected as being involved in the assassination. They are automatically suspected if they are known enemies of the one assassinated. Resolve: {||The assassin is taken alive} Resolve: {|||||||||{|||||||||and accuses the players}}. Resolve: {||||The victim has no clear successor and a power struggle ensues, lasting for Roll 1d6 months and may result in a war.}. It takes the leader another Roll 1d6 months to formalize their position leaving their area of responsibility in turmoil.

Assassin

16-30

A high-ranking member of the tribe gives birth to a child, thereby ensuring the continuation of the line. This is cause for celebration for the whole tribe and for those of allied tribes. The event is a happy one and feasting and ceremonies last for Roll 2d6 days. Some time will be given for those who need to travel to attend the ceremonies.

A high-ranking nobles family gives birth to a child, thereby ensuring the continuation of the line. This is cause for celebration both by nobles and those under them. The event is a happy one and feasting and ceremonies last for Roll 2d6 days.

A high-ranking official gives birth to a child. This is cause for celebration both by those connected to the family and their employees and servants. The event is a happy one and feasting and ceremonies last for 2d6! days.

Birth

31

A Resolve: {bright comet|long lasting eclipse|shower of falling starts} is seen in the heavens. It is said to be a message from the ancient ones. It lasts for Roll 1d4 weeks which suggests some great event is near. Shortly after the event passes, Error: Chart with id 7868 does not exist.

A Resolve: {bright comet|long lasting eclipse|shower of falling starts} is seen in the heavens. It is said to be a message from the ancient ones. It lasts for Roll 1d4 weeks which suggests some great event is near. Shortly after the event passes, Error: Chart with id 7868 does not exist.

A Resolve: {bright comet|long lasting eclipse|shower of falling starts} is seen in the heavens. The local scientists believe the outcome of this event will impact the society soon. The event lasts for Roll 1d4 weeks which suggests some great event is near. Shortly after the event passes, Error: Chart with id 7868 does not exist.

Comet

32-40

A high-ranking member of the tribe dies Resolve: {in battle| through misadventure| of disease|peacefully in bed|}. Resolve: {||||There is no clear successor and a power struggle ensues, potentially leading to war.}

A high-ranking noble dies Resolve: {in battle| through misadventure| of disease|peacefully in bed|}. Resolve: {||||There is no clear successor and a power struggle ensues, potentially leading to war.}

A high-ranking official dies Resolve: {in battle| through misadventure| of disease|peacefully in bed|}. Resolve: {||||There is no clear successor and a power struggle ensues, potentially leading to war.}

Death

41-43

A powerful earthquake strikes the land, causing destruction in a 36-mile radius. Before and after the earthquake there are a series of lesser tremors causing slight damage. The major quake destroys the land as members of the tribe knows it, reshaping lakes, coast lines, and rivers, causes great fires, and possibly kills members of the tribe.

A powerful earthquake strikes the land, causing destruction in a 36-mile radius. Before and after the earthquake there are a series of lesser tremors causing slight damage. The major quake destroys the cities, reshapes lakes, coast lines, and rivers, causes great fires, and kills hundred of people. Resolve: {|||A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area}.Resolve: {||||||The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague}

A powerful earthquake strikes the land, causing destruction in a 36-mile radius. Before and after the earthquake there are a series of lesser tremors causing slight damage. The major quake destroys the cities, reshapes lakes, coast lines, and rivers, causes great fires, and kills hundred of people. Resolve: {|||A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area|A fire broke out in the largest town in the area}.Resolve: {||||||The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague|The whole region suffers from the effects of a plague}

Earthquake

44-47

Drought and poor harvest result in the region undergoing famine. The signs of impending famine are obvious; crops wither, animals die, the poor begin to hunger, etc. The famine lasts for Roll 2d4 months, during this time the price of food skyrockets Roll 1d100 times (not percent) its normal price. Marauding groups appear, scavenging for food of any type; cattle, sheep, dogs, horses, etc. Farms in the region produce no income for the year and only 25% of their normal income in the next year. There is a 60% chance of an uprising by the common tribe member unless steps are taken to relieve their suffering. The population of the area is reduced by 5% per month of famine. There is a 20% chance of plague occurring.

Drought and poor harvest result in the region undergoing famine. The signs of impending famine are obvious; crops wither, animals die, the poor begin to hunger, etc. The famine lasts for Roll 2d4 months, during this time the price of food skyrockets Roll 1d100 times (not percent) its normal price. Marauding groups appear, scavenging for food of any type; cattle, sheep, dogs, horses, etc. Farms in the region produce no income for the year and only 25% of their normal income in the next year. There is a 60% chance of an uprising by the common tribe member unless steps are taken to relieve their suffering. The population of the area is reduced by 5% per month of famine. There is a 20% chance of plague occurring.

Drought and poor harvest result in the region undergoing famine. The signs of impending famine are obvious; crops wither, animals die, the poor begin to hunger, etc. The famine lasts for Roll 2d4 months, during this time the price of food skyrockets Roll 1d100 times (not percent) its normal price. Marauding groups appear, scavenging for food of any type; cattle, sheep, dogs, horses, etc. Farms in the region produce no income for the year and only 25% of their normal income in the next year. There is a 60% chance of an uprising by the common tribe member unless steps are taken to relieve their suffering. The population of the area is reduced by 5% per month of famine. There is a 20% chance of plague occurring.

Famine

48-52

A huge conflagration sweeps the land. The lands the tribe hunts and gathers on is burned by Roll 1d30+50% to the ground. The population of mobile animals and plants is reduced up to 40% in the areas. There is a 20% chance of plague outbreak, and 10% chance of famine. The price of lumber and building materials is 10 times normal for the next four months. The price of food double for one month.

A huge conflagration sweeps the land. The lands the tribe hunts and gathers on is burned by Roll 1d30+50% to the ground. The population of mobile animals and plants is reduced up to 40% in the areas. There is a 20% chance of plague outbreak, and 10% chance of famine. The price of lumber and building materials is 10 times normal for the next four months. The price of food double for one month.

A huge conflagration sweeps a major city of the land, destroying 50% to 80% of the city. Property of the players is burned to the ground in the same percentage as the fire. The cities population is reduced up to 40%. There is a 20% chance of plague outbreak, and 10% chance of famine. The price of lumber and building materials is 10 times normal for the next four months. The price of food double for one month.

Fire

53-57

A major flood sweeps the region. If on the coast, severe storms case the waters to flood the coastal regions. If along a river, a series of heavy rains cause the river to rage and overflow its banks, flooding the bottom land. The water rise Roll 5d6 feet. Signs of the impending flood are obvious Roll 1d4+1 days in advance and levees and dikes can be built to protect against it. Once the flood begins, the waters rise at the rate of 1/2 foot an hour until the maximum is reached. They remain at their high point for Roll 4d6 hours and then subside at the rate of 1 foot per day. Buildings are extensively damaged, although only those in the path of the raging waters are destroyed. The population of the area is reduced by Roll 1d10% and the price of goods is doubled for Roll 1d4+1 months. Normal movement across the flooded areas is impossible. If the floods strikes during the growing season, gathering by the gatherers will be reduced by 50% for the year. If it strikes during the picking season, 80% of all gatherings will be lost and there is a 40% chance of a famine in Roll 1d3 months unless steps are taken to prevent it. In addition, all floods have a 20% chance of causing a plague. Floods do not occur in desert or arid regions.

A major flood sweeps the region. If on the coast, severe storms case the waters to flood the coastal regions. If along a river, a series of heavy rains cause the river to rage and overflow its banks, flooding the bottom land. The water rise Roll 5d6 feet. Signs of the impending flood are obvious Roll 1d4+1 days in advance and levees and dikes can be built to protect against it. Once the flood begins, the waters rise at the rate of 1/2 foot an hour until the maximum is reached. They remain at their high point for Roll 4d6 hours and then subside at the rate of 1 foot per day. Buildings are extensively damaged, although only those in the path of the raging waters are destroyed. The population of the area is reduced by Roll 1d10% and the price of goods is doubled for Roll 1d4+1 months. Normal movement across the flooded areas is impossible. If the floods strikes during the growing season, gathering by the gatherers will be reduced by 50% for the year. If it strikes during the picking season, 80% of all gatherings will be lost and there is a 40% chance of a famine in Roll 1d3 months unless steps are taken to prevent it. In addition, all floods have a 20% chance of causing a plague. Floods do not occur in desert or arid regions.

A major flood sweeps the region. If on the coast, severe storms case the waters to flood the coastal regions. If along a river, a series of heavy rains cause the river to rage and overflow its banks, flooding the bottom land. The water rise Roll 5d6 feet. Signs of the impending flood are obvious Roll 1d4+1 days in advance and levees and dikes can be built to protect against it. Once the flood begins, the waters rise at the rate of 1/2 foot an hour until the maximum is reached. They remain at their high point for Roll 4d6 hours and then subside at the rate of 1 foot per day. Buildings are extensively damaged, although only those in the path of the raging waters are destroyed. The population of the area is reduced by Roll 1d10% and the price of goods is doubled for Roll 1d4+1 months. Normal movement across the flooded areas is impossible. If the floods strikes during the growing season, gathering by the gatherers will be reduced by 50% for the year. If it strikes during the picking season, 80% of all gatherings will be lost and there is a 40% chance of a famine in Roll 1d3 months unless steps are taken to prevent it. In addition, all floods have a 20% chance of causing a plague. Floods do not occur in desert or arid regions.

Flood

58

A major migration of creatures enters the tribes normal hunting and gathering range. Although the migration is not war, it is not necessarily peaceful. The size of the incursion should be in proportion to the size of the tribe, thus several hundred creatures would be a major incursion for a small area, while several thousand would migrate to a large area. The creatures may be human, androids, robots, manimals, plantients, or mutants. An example would be a tribe of rabbits have been drive out of their homelands by disasters or a group of humans is its territory into what they consider the unclaimed lands the players are in. The newly arrived creatures attempt to live life as they always have, retaining their old habits and way of speaking. If given to violence and raiding, they continue these practices. The creatures remain until driven out. If allowed to stay, they will, within a generation or two, adopt some of the habits and practices of the new land while the original inhabitants will adapt to these new invaders. This continues to happen until they are considered a regular part of life. The migration occurs over Roll 1d10 month. The enculturalization will take place over Roll 5d6 years.

A major migration of creatures enters the kingdom from outside its borders. Although the migration is not war, it is not necessarily peaceful. The size of the incursion should be in proportion to the size of the kingdom, thus several hundred creatures would be a major incursion for a small province, while several thousand would migrate to a large kingdom. The creatures may be human, androids, robots, manimals, plantients, or mutants. An example would be a tribe of rabbits have been drive out of their homelands by disasters or a group of humans is its territory into what they consider the unclaimed lands the players are in. The newly arrived creatures attempt to live life as they always have, retaining their old habits and way of speaking. If given to violence and raiding, they continue these practices. The creatures remain until driven out. If allowed to stay, they will, within a generation or two, adopt some of the habits and practices of the new land while the original inhabitants will adapt to these new invaders. This continues to happen until they are considered a regular part of life. The migration occurs over Roll 1d10 month. The enculturalization will take place over Roll 5d6 years.

A major migration of creatures enters the kingdom from outside its borders. Although the migration is not war, it is not necessarily peaceful. The size of the incursion should be in proportion to the size of the kingdom, thus several hundred creatures would be a major incursion for a small province, while several thousand would migrate to a large kingdom. The creatures may be human, androids, robots, manimals, plantients, or mutants. An example would be a tribe of rabbits have been drive out of their homelands by disasters or a group of humans is its territory into what they consider the unclaimed lands the players are in. The newly arrived creatures attempt to live life as they always have, retaining their old habits and way of speaking. If given to violence and raiding, they continue these practices. The creatures remain until driven out. If allowed to stay, they will, within a generation or two, adopt some of the habits and practices of the new land while the original inhabitants will adapt to these new invaders. This continues to happen until they are considered a regular part of life. The migration occurs over Roll 1d10 month. The enculturalization will take place over Roll 5d6 years.

Incursion

59-68

The ruler of the tribe has arranged an important diplomatic marriage involving themselves or their children. Such marriages are used to secure alliances, gain control over smaller tribes, settle disputes, or appease others. The marriage is a cause for festivals and feasting.

The ruler of the land has arranged an important diplomatic marriage involving themselves or their children. Such marriages are used to secure alliances, gain control over smaller kingdoms, settle disputes, or appease overlords. The marriage is a cause for festivals and feasting.

The leader of this area has arranged an important diplomatic marriage involving themselves or their children. Such marriages are used to secure alliances, gain control over smaller land holdings, settle disputes, or appease cultural norms. The marriage is a cause for festivals and feasting.

Marriage

69

A new archaic alignment or a new take on an existing one appears in the land, quickly gaining converts and followers. There is a 75% chance that this causes hostility and feuding between it and the established archaic alignments, leading to skirmishing, temple burning, and battles between the alignments hierarchy. Both sides attempt to gain the support of the leader of the land. There is a 60% the ruler is in favor of the new religion. If so, there is 40% chance the rules bans other religions, burning their temples, forbidding their practices and killing or banishing their clerics. Tribal leaders often find it convenient to support new archaic alignment as a tool for breaking the political power of established religions. The initial arrival of the new archaic alignment takes Roll 2d4 months, while the feuding between different sects can last for centuries.

A new archaic alignment or a new take on an existing one appears in the land, quickly gaining converts and followers. There is a 75% chance that this causes hostility and feuding between it and the established archaic alignments, leading to skirmishing, temple burning, and battles between the alignments hierarchy. Both sides attempt to gain the support of the leader of the land. There is a 60% the ruler is in favor of the new religion. If so, there is 40% chance the rules bans other religions, burning their temples, forbidding their practices and killing or banishing their clerics. Rulers often find it convenient to support new archaic alignments as a tool for breaking the political power of established religions. The initial arrival of the new archaic alignments takes Roll 2d4 months, while the feuding between different sects can last for centuries.

A new archaic alignment or a new take on an existing one appears in the area, quickly gaining converts and followers. There is a 75% chance that this causes hostility and feuding between it and the established archaic alignments, leading to skirmishing, temple burning, and battles between the alignments hierarchy. Both sides attempt to gain the support of the leader of the land. There is a 60% the ruler is in favor of the new religion. If so, there is 40% chance the rules bans other religions, burning their temples, forbidding their practices and killing or banishing their clerics. Rulers often find it convenient to support new religions as a tool for breaking the political power of established religions. The initial arrival of the new religion takes Roll 2d4 months, while the feuding between different sects can last for centuries.

New Religion

70-74

A terrible mutant disease sweeps the land faster than the tribes healers can manage. The plague lasts for Roll 2d6 months. There is a 40% chance each month spent in plague ridden land of contracting the disease, and a 60% of contracting it while in the company of a plague ridden person. The population is reduced by 5% each month. Those untouched by the disease and those of neighboring lands are suspicious of strangers. Traders do not enter plagued lands, and the cost of imported goods is increases Roll 450 + 1d100%. When a plague strikes the entire settlement does not become diseased at once, rather it moves through the area like a swinging scythe, thus a town may not have been hit yet, or has already gone through it.

A terrible mutant disease sweeps the land faster than the healers can manage. The plague lasts for Roll 2d6 months. There is a 40% chance each month spent in plague ridden land of contracting the disease, and a 60% of contracting it while in the company of a plague ridden person. The population is reduced by 5% each month. Those untouched by the disease and those of neighboring lands are suspicious of strangers. Traders do not enter plagued lands, and the cost of imported goods is increases Roll 450 + 1d100%. When a plague strikes the entire settlement does not become diseased at once, rather it moves through the area like a swinging scythe, thus a town may not have been hit yet, or has already gone through it.

A terrible mutant disease sweeps the land faster than the healers can manage. The plague lasts for Roll 2d6 months. There is a 40% chance each month spent in plague ridden land of contracting the disease, and a 60% of contracting it while in the company of a plague ridden person. The population is reduced by 5% each month. Those untouched by the disease and those of neighboring lands are suspicious of strangers. Traders do not enter plagued lands, and the cost of imported goods is increases Roll 450 + 1d100%. When a plague strikes the entire settlement does not become diseased at once, rather it moves through the area like a swinging scythe, thus a town may not have been hit yet, or has already gone through it.

Plague

75-78

A plot to overthrow the present tribal leadership is discovered or the leadership is convinced such a plot exists. Many leaders within the tribe are stripped of their rank, banished, or executed. If the players hold any of these positions there is a 40% chance they are accused of being involved. If the characters have powerful enemies then it increases to 80%. If they can't prove their innocence then they also suffer the consequences. There is a 20% chance that a another claim to the title of tribal leader rises in rebellion. Spies and snitches are everywhere, ready to lynch people on the slightest evidence. Unrest and turmoil lasts for Roll 1d4 months.

A plot to overthrow the present government is discovered or the ruler of the lands is convinced such a plot exists. Many nobles and government officials are stripped of their rank, banished, or executed. If the players hold any of these positions there is a 40% chance they are accused of being involved. If the characters have powerful enemies then it increases to 80%. If they can't prove their innocence then they also suffer the consequences. There is a 20% chance that a noble or group of nobles rises in rebellion. Spies and secret police are everywhere, ready to arrest people on the slightest evidence. Political turmoil lasts for Roll 1d4 months.

A plot to overthrow the present government is discovered or the ruler of the lands is convinced such a plot exists. Many government officials are stripped of their rank, banished, or executed. If the players hold any of these positions there is a 40% chance they are accused of being involved. If the characters have powerful enemies then it increases to 80%. If they can't prove their innocence then they also suffer the consequences. There is a 20% chance that a noble or group of nobles rises in rebellion. Spies and secret police are everywhere, ready to arrest people on the slightest evidence. Political turmoil lasts for Roll 1d4 months.

Political Plot

79-84

Resolve: {A powerful tribal leader|An archaic alignment|A warlord|An large leaderless horde of commoners} attempts to overthrow the local tribal leaders. The purpose may be to gain independence, avoid taxation, and brutal treatment, gain special privileges, or seize the throne. The exact cause is left to the Judge, same with the size, strength and outcome of the rebellion.

A powerful lord, arcane alignment, sect, army commander or army of peasants attempts to overthrow the government in the area. The purpose may be to gain independence, avoid taxation, and brutal treatment, gain special privileges, or seize the throne. The exact cause is left to the Judge, same with the size, strength and outcome of the rebellion.

A powerful lord, arcane alignment, sect, army commander or army of peasants attempts to overthrow the government in the area. The purpose may be to gain independence, avoid taxation, and brutal treatment, gain special privileges, or seize the throne. The exact cause is left to the Judge, same with the size, strength and outcome of the rebellion.

Rebellion

85-86

A great wave strikes a 36 mile section of coastline. It strikes with little warning, and causes the population to be reduced by 70% (Tribes without coastlines in their territory do not suffer this population loss) In its aftermath, Resolve: {||||||||||a plague occurs and}the price of goods increases Roll 250+1d100% for Roll 1d6 months.

A great wave strikes a 36 mile section of coastline. It strikes with little warning, and causes the population to be reduced by 70% (Kingdoms without coastlines in their territory do not suffer this population loss) In its aftermath, Resolve: {||||||||||a plague occurs and}the price of goods increases Roll 250+1d100% for Roll 1d6 months.

A great wave strikes a 36 mile section of coastline. It strikes with little warning, and causes the population to be reduced by 70% (States without coastlines in their territory do not suffer this population loss) In its aftermath, Resolve: {||||||||||a plague occurs and}the price of goods increases Roll 250+1d100% for Roll 1d6 months.

Tsunami

87

{%newai={newai|oldai}%}{%good={good|evil}%}{%if newai=={newai}%}A major new AI appears. {%if good=={good}%}It's is friendly with the tribe who considers the AI as good. The tribe treats the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a temple.{%else%}It's hostile towards the tribe and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%else%}A known AI manifests somewhere in the land. It's intentions for the tribe are{%if good=={good}%}It's is friendly with the tribe who considers the AI as good. The tribe treats the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a shrine for pilgrims to leave their offerings in hopes the AI will bless them.{%else%}It's hostile towards the tribe and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%end%}

{%newai={newai|oldai}%}{%good={good|evil}%}{%if newai=={newai}%}A major new AI appears. {%if good=={good}%}It's is friendly with the kingdom who considers the AI as good. The kingdom treats the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a temple.{%else%}It's hostile towards the tribe and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%else%}A known AI manifests somewhere in the land. {%if good=={good}%}It is friendly with the kingdom who considers the AI as good. The kingdom treats the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a shrine for pilgrims to leave their offerings in hopes the AI will bless them.{%else%}It's hostile towards the tribe and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%end%}

{%newai={newai|oldai}%}{%good={good|evil}%}{%if newai=={newai}%}A major new AI appears. {%if good=={good}%}It's is friendly with the people who considers the AI as good. The people treat the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a temple.{%else%}It's hostile towards the people and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%else%}A known AI manifests somewhere in the land.{%if good=={good}%}It's is friendly with the people who considers the AI as beneficial. The kingdom treats the area the AI manifests as holy and it becomes the object of pilgrimages by those allied with the new AI and those wishing to destroy it. The AI's most esteemed followers order the construction of a shrine for pilgrims to leave their offerings in hopes the AI will bless them.{%else%}It's hostile towards the people and they declare the land as cursed and the fortunes of those in a 6-mile radius fall. Common folk move away if possible and the area is generally shunned. It becomes the secret meeting place of evil followers and monsters.{%end%}{%end%}

Visitation

88

Resolve: {A new volcano appears|A new volcano appears|A new volcano appears|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|}. The eruption is preceded by tremors and rumblings identical to those before a major earthquake. When the eruption occurs, it is of exceptional violence. All within a 6 mile radius are completely destroyed, and clouds of thick ash rain down up to 36 miles downwind. The volcano spews smoke and ash for Resolve: {1D12} months during which there are Roll 1d2+1 additional eruptions.

Resolve: {A new volcano appears|A new volcano appears|A new volcano appears|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|}. The eruption is preceded by tremors and rumblings identical to those before a major earthquake. When the eruption occurs, it is of exceptional violence. All within a 6 mile radius are completely destroyed, and clouds of thick ash rain down up to 36 miles downwind. The volcano spews smoke and ash for Resolve: {1D12} months during which there are Roll 1d2+1 additional eruptions.

VolcanoResolve: {A new volcano appears|A new volcano appears|A new volcano appears|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|A dormant volcano erupts|}. The eruption is preceded by tremors and rumblings identical to those before a major earthquake. When the eruption occurs, it is of exceptional violence. All within a 6 mile radius are completely destroyed, and clouds of thick ash rain down up to 36 miles downwind. The volcano spews smoke and ash for Resolve: {1D12} months during which there are Roll 1d2+1 additional eruptions.

Volcano

89-100

Resolve: {The ruler of the tribe launches a campaign against a neighboring land|The tribal lands are invaded by a neighbor}. The war lasts Roll 1d4+1 months, and the war lasts Roll 1d3 years. All able bodied inhabitants are accepted in the military. Prices on the campaign trail increase by Roll ((1d3)*100)+(1d100)%, farm incomes in the area fought over are reduced by Roll 1d33+33%, and the civilian population generally moves away. Away from the front, other groups may take advantage of the situation and stage a rebellion or uprising. Press gangs roam the countryside, seeking new "recruits." The younger sons desert their homes, seeking fame and fortune as soldiers.

Resolve: {The ruler of the kingdom launches a campaign against a neighboring land|The kingdom is invaded by a neighbor}. The war lasts Roll 1d4+1 months, and the war lasts Roll 1d3 years. All able bodied inhabitants are accepted in the military. Prices on the campaign trail increase by Roll ((1d3)*100)+(1d100)%, farm incomes in the area fought over are reduced by Roll 1d33+33%, and the civilian population generally moves away. Away from the front, other groups may take advantage of the situation and stage a rebellion or uprising. Press gangs roam the countryside, seeking new "recruits." The younger sons desert their homes, seeking fame and fortune as soldiers.

WarResolve: {The council launches a campaign against a neighboring land|The lands are invaded by a neighbor}. The war lasts Roll 1d4+1 months, and the war lasts Roll 1d3 years. All able bodied inhabitants are accepted in the military. Prices on the campaign trail increase by Roll ((1d3)*100)+(1d100)%, farm incomes in the area fought over are reduced by Roll 1d33+33%, and the civilian population generally moves away. Away from the front, other groups may take advantage of the situation and stage a rebellion or uprising. Press gangs roam the countryside, seeking new "recruits." The younger sons desert their homes, seeking fame and fortune as soldiers.

War

Monthly: Disaster (d100)

d100 Result

1-5

Accident

6-15

Bad Harvest

16-22

Bad Weather

23-32

Bandit Activity

33-37

Birth

38-44

Death

45-49

Minor Earthquake

50-54

Excessive Taxes

55-60

Minor Fire

61-66

Flooding

67-69

Haunting

70-73

Horrendous Monster

74-78

Injustice

79-82

Landslide

83-87

Maneater

88-92

Plague

93

Uprising

94

VIP Visit

95-100

No Events

Monthly: Other (d100)

d100 Result

1-5

Accident

6-7

Bad Harvest

8-10

Bad Weather

11-15

Bandit Activity

16-25

Birth

26-30

Death

31-35

Famous Person

36-40

Minor Fire

41-43

Haunting

44-50

Injustice

51-55

Maiden of Virtue

56-60

Maneater

61-68

Marriage

69-78

Notorious Criminal

79-83

Vengeful Stranger

84-92

VIP Visit

93-100

No Events