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, welcome to Usurper, a Medieval Strategy Game - Round 4

11:49, 19th April 2024 (GMT+0)

World Events.

Posted by The SystemFor group 0
The System
GM, 648 posts
Wed 15 Jul 2015
at 03:24
  • msg #1

World Events

This is the area where everyone will receive Updates to the ever-changing nature of the game World.  Each month represents a portion of the game year.

There are 4 Weeks (turns) in a Month, 10 Months in a Year. (thus 40 turns in a year.)

There are four seasons:

Months 1-3: Spring.
Months 4-6: Summer.
Months 7-8: Autumn.
Months 9-10: Winter.

Each Season is colored and flavored with its own potential events.  As such, you will notice trends depending upon the season, although there is a lot of room for randomness.

At the start of each month, each event is 'reset' and cancelled-out, and new events are listed.  You will not get to see these World Events until the start of each month; so be careful and take advantage of any useful events when they are there.

(Events labeled with: Permanent or Semi-Permanent are not cancelled at the beginning of the Next Month.)

[ Turn Cycle - 1 Turn per Week ]
  • Sunday: Receive new turn indicator
  • Players Post BEFORE Wednesday (I wake-up in the middle of the day Mountain Time.)
  • Thurs-Friday: Narrator posts results
  • Saturday: Players post Responses.
  • Sunday: Receive new turn indicator.


[ Turn Cycle - 2 Turns per Week ]
  • Sunday: Receive new turn indicator
  • Players Post BEFORE Wednesday (I wake-up in the middle of the day Mountain Time.)
  • Wednesday: Narrator posts results
  • Wednesday: Players post Responses.
  • Wednesday-Thursday: Receive new turn indicator
  • Players Post BEFORE Saturday (I wake-up in the middle of the day Mountain Time.)
  • Saturday: Narrator posts results
  • Saturday: Players post Responses.
  • Sunday: Receive new turn indicator.

This message was last edited by the GM at 18:49, Mon 21 Dec 2015.
The System
GM, 649 posts
Wed 15 Jul 2015
at 03:25
  • msg #2

Re: World Events

WORLD EVENT (for Month 1, Year 1)

As newly minted journeymen are set loose upon the world; they seek to ply their trade, exchanging valuable knowledge for the coin necessary to begin their own workshops and join artisans guilds as masters in their own right.

[ Mechanics: If you conduct the Explore action, you have a +5% chance of finding one-time Skill training offers. ]

Due to early conquests by aspirant Knights-Errant, numerous troublesome Trolls and man-eating Ogres have been forced to flee from their oft-guarded Iron and Stone.

[ Scouting in Hills this month will have a +5% chance to succeed in finding Nodes - they will be either Stone or Iron. ]
This message was last edited by the GM at 00:50, Sat 22 Aug 2015.
The System
GM, 650 posts
Wed 15 Jul 2015
at 03:25
  • msg #3

Re: World Events

WORLD EVENT (for Month 2, Year 1)

With the hardest tasks and constructions having already been handled in the autumn season, and the efforts having been seen in the winter; many of the learned in the ways of math are looking for new employers to keep their bellies full until the next time their professional skills are needed.

[ Result: If you Explore, you have a +5% chance of finding one-time Architect offers. ]

A bright and beautiful spring is upon shines down upon everyone.  The morning dew fades, a heavy early rain-shower pours and gives way to bountiful rainbows.  All across the plains, farmers; serfs and slaves alike begin toiling to plant crops as soon as possible.  Wild berries and shrubs are already blooming with new life.

[ Result: +1 to all Harvest Checks for Food in Plains tiles this month. This means that if you have found a Food node on a Plains tile - you will get a +1 to the Xd4 roll. ]
This message was last edited by the GM at 17:41, Sun 13 Sept 2015.
The System
GM, 651 posts
Wed 15 Jul 2015
at 03:25
  • msg #4

Re: World Events

WORLD EVENT (for Month 3, Year 1)

Narrative: The temperatures are beginning to warm across the land again, and trade is in boom once more!  With the improved temperatures, farmers are becoming more and more able to sow and work their lands.

[ Result: If you SCOUT in a Plains - you have a 5% greater chance of being discovered. ]

Opening gates wide to invite all, the larger city-scapes are seeing an influx of laborers and workers who are once again seeking fame and fortune.

[ Mechanics: Finding Units to Recruit in On-Map CPs is 10% easier. ]
This message was last edited by the GM at 19:58, Sun 11 Oct 2015.
The System
GM, 653 posts
Wed 15 Jul 2015
at 03:26
  • msg #5

Re: World Events

Victory Points: (End of Month 3, Year 1)

UsurperTotal PointsPlace
Alhamandriel d'Souzathii1854th
Ronja Lovisdottir2323rd
Talonrel Windrunner3041st
Sylvia Starhelm2712nd

This message was last edited by the GM at 12:18, Mon 26 Oct 2015.
The System
GM, 654 posts
Wed 15 Jul 2015
at 03:26
  • msg #6

Re: World Events

WORLD EVENT (for Month 4, Year 1)

Recent exploits of treasure hunters returning from foul lands have resulted in startling bounties.  It has caused others to want to try their hands at such wonders...

[ Mechanics: Swamps have a +10% chance of yielding Gold Nodes.  Swamps also have a flat 10% chance of encountering small squads of Bandits and other Treasure Seekers. (This may result in a forced combat-encounter.) ]

As word of coin flowing from the coffers of the nobles reaches the ears of everyone in the region, soon warriors and would-be fighters pour out of the woodwork into the big cities, hoping for gold and glory!

[ Mechanics: When conducting Diplomacy in On-Map CPs, +15% chance of finding Units available for recruitment.  They are also likely to have one-two skills points more than normal for their level. (D100 is roll, 1-50 = Normal.  51-75 = +1.  76-100 = +2. ]


Permanent Changes:
As word of bandits, thugs, and other ne'er-do-wells becomes more widespread, merchants and others are taking further precautions to protect themselves and their wares.

[ Merchants are now likely to employ armed and/or armored guards. ]
[ Hostile Forces observed from Scouting now have a chance to have more than one Unit. ]

This message was last edited by the GM at 02:46, Tue 27 Oct 2015.
The System
GM, 655 posts
Wed 15 Jul 2015
at 03:26
  • msg #7

Re: World Events

WORLD EVENT (for Month 5, Year 1)

War has finally torn across the land like a blade through the cloth shirt of a peasant.  Doors are being shuttered, cities are closing their doors to hide from the insanity.  Everywhere people fear for their lives.  As the times move into Summer, the armies of the larger factions spread death everywhere they go...

[ Mechanics: ALL Civilization Points that are labeled on the map are closed for business.  No one may enter, no one may attempt ANY actions in those grids.  Smaller CPs, however; such as the ones you have discovered on your own: are more than open for business.  Any such place, if you conduct Diplomacy there - Any trade will be worth double the normal gold value in counting towards size and trade status increases. ]

Earth Quakes, Seismic activity, and other bizarre incidences are making travel through the mountains more difficult than normal.

[ Mechanics: Scouting and Harvesting in Mountains will result in a 20% increased chance of running afoul of a hostile force. ]


Permanent Changes: [As of Month 4]
As word of bandits, thugs, and other ne'er-do-wells becomes more widespread, merchants and others are taking further precautions to protect themselves and their wares.

[ Merchants are now likely to employ armed and/or armored guards. ]
[ Hostile Forces observed from Scouting now have a chance to have more than one Unit. ]

This message was last edited by the GM at 09:22, Tue 10 Nov 2015.
The System
GM, 656 posts
Wed 15 Jul 2015
at 03:26
  • msg #8

Re: World Events

WORLD EVENT (for Month 6, Year 1)

[ All previous world events (save for permanent changes) are reset. ]

The Tournament of Maneuvers and Melee Mastery, is a Summer Event put-on by the region as a whole.  Mighty mercenaries, veteran warriors, and other men-at-arms pit themselves in a heated, but friendly series of matches to show off their skill in battle for the favor of coin and magic alike.

[ On Week 3, Month 6, you may send ONE (1) Unit of your Choice to the Tournament.  They will be gone until the beginning of the following mont (available on Week 1).  You must still pay upkeep. ]

[ Units will be pitted against one another randomly (included NPC Uniques) in a points-driven tournament. ]

[ Every Unit is worth its (Tier x 4) + (Level * 4) + Base Gold Value (Recruit + Upkeep) in Points. ]

[ Defeating a Unit nets you its points. (Units "retreat" as normal, and if so - you receive a percentage based on the % of PAX defeated or HP damage dealt to a Single Entity.) ]

[ All damage is superficial and no Units will actually die as a result of this Tournament, nor will they suffer any other ill effects such as DMP or Casualties. ]

[ A number of random NPC Unique Units will be generated to create a number divisible by 4. ]

[ Bracket Style Tournament (Swiss + Elimination. ]

[ Standard IER are rolled before each fight. ]

[ No Unit may receive the benefit of Tactics (as there are no leaders/extras present.  This even prevents any global effects you may have. ]


1st Place: 1 x Artifact (or Extra if no Mysterious Room.), 30 Gold.
2nd Place: 1 x Spell, 30 Gold.
3rd Place: 30 Gold, 1 x Melee Weapons.
4th Place: 25 Gold, 1 x Armor (Type 2).

One Unit has made a particular challenge to those would-be warriors out there!  They have announced to the region that they are the greatest in the land, and are so haughtily boastful that they have let their exploits and likeness be rendered into tales and tomes!

Elves & Dwarves - Hunter Trait - Unrelenting Crossbows  - Level 6 (Tier 1)
Offense:4Defense:1Strength:3
Speed:VF/2Race:HybrMax Tools:2
Max Weapons:2Cost:10GPUpkeep5GP
Special/Skills:Harvest (Hills/Mountains) + 10%, Harrier
Unique:Equipped Ranged Weapons gain +10 Def and +10 Dam
Weapons Equipped:Ranged Weapons, Shields
Armor Equipped:Armor (Type 3)

There is a catch to attending this tournament.  If your Unit places in the top-four, its stats will be exposed for all (participants) to see.
Units attending the tournament will gain Level and Skill XP.
This message was last edited by the GM at 16:55, Wed 02 Mar 2016.
The System
GM, 657 posts
Wed 15 Jul 2015
at 03:26
  • msg #9

Re: World Events

Victory Points: (End of Month 6, Year 1)

UsurperTotal PointsPlace
Alhamandriel d'Souzathii3044th
Ronja Lovisdottir3923rd
Talonrel Windrunner5191st
Sylvia Starhelm4422nd

This message was last edited by the GM at 22:27, Fri 27 Nov 2015.
The System
GM, 658 posts
Wed 15 Jul 2015
at 03:27
  • msg #10

Re: World Events

Sir-Not-Implemented-In-This-Iteration

Council Votes: (End of Month 6, Year 1)

UsurperTotal Votes
Name#
Name#
Name#
Name#
Name#
Name#
Name#

This message was last edited by the GM at 23:58, Sun 25 Oct 2015.
The System
GM, 659 posts
Wed 15 Jul 2015
at 03:27
  • msg #11

Re: World Events

WORLD EVENT (for Month 7, Year 1)

Previous, non-permament events return to normal.

The Tournament still fresh in the minds of many throughout the land, you find things have calmed-down quite a bit.

Narrative: As crops start to roll-in, many across the land are loosening their fists on granaries and food-stores, and fewer scouting parties are being sent-out to gather from the wilds.

[ Mechanics: Buying Foodstuffs from CPs is easier.  Prices will be at least Standard, if conducting Diplomacy with an On-Map CP; on at least a success, Foodstuffs will be improved in price for the week, in addition to other items/resources. ]

Narrative: You find recent rising waters and shifting currents to have revealed numerous resource pockets.  This is fortunate as the villagers of the land prepare themselves against the impending winter; they are more inclined to seek such resources.

[ Mechanics: Scouting in Forests and Hills for Nodes, will result in an increase of Node-size by 1.  Also, Off-Map CPs will buy Lumber and Stone for +1 gold for every 5 of the resource sold. ]
This message was last edited by the GM at 16:08, Sun 20 Dec 2015.
The System
GM, 660 posts
Wed 15 Jul 2015
at 03:27
  • msg #12

Re: World Events

WORLD EVENT (for Month 8, Year 1)

With Fall already half-over, the land prepares itself for winter's icy grip.

Fall is clearly a go, and people are preparing to stock-up for winter.  However, this is also when wars are waged most ferociously as Nobles must commit greater reserves of Knights and other trained persons whilst the peasants toil.

[Mechanics: ANY fail of ANY action ANYWHERE will result in a cumulative 10% chance of running afoul of a hostile force, and you will be forced to fight.  All failures and all partial failures (except those occurring in your own lair) will result in that grid becoming a hot-bed of activity. ]

Villagers have begun casting-about rumors of rare and considered to be mythical monsters roaming the land!  They speak of terrifying man-goats with horns of iron and claws that rend flesh and wood into dust with ease.

[Mechanics: All secondary results (from Scouting) have a higher chance of resulting in finding Hostile Encounters.  There will be a bevy of Tier 2, 3, and 4 (Minotaurs only) Monsters that can be found (from the list of nonfaction forces).  Monsters will be found outside of their normal terrain (note: this is not an Ambush, only that you will find a wandering monster.) ]
This message was last edited by the GM at 16:11, Wed 17 Feb 2016.
The System
GM, 661 posts
Wed 15 Jul 2015
at 03:27
  • msg #13

Re: World Events

WORLD EVENT (for Month 9, Year 1)
Another Legendary Success has been achieved!
Winter's haze begins harshly and immediately and soon the land is covered in blinding snow...

The bizarre winter conditions have forced many-a would-be adventurer to abandon their hopes for treasure and glory; leaving only the sternest to track down objects of art and wonder.  Numerous rumors abound of new relics...

[Mechanics: All numerical bonuses provided by the Spymaster's Suite are doubled. ]

The sign of the lordless hero has arisen on the night sky!  It is said that a great-many persons will make themselves known and mark their place on the land.

[Mechanics: All Hostile Forces will have a leader (in addition to any they already had) among their number. ]
This message was last edited by the GM at 16:12, Sun 28 Feb 2016.
The System
GM, 662 posts
Wed 15 Jul 2015
at 03:28
  • msg #14

Re: World Events

WORLD EVENT (for Month 10, Year 1)

It is the dead of winter.  Snow sits heavily on the land like the aftermath of a landslide.  All farming has long-since ceased, and most huddle for warmth wherever they live in an effort to stay alive against the cold.  What few that travel the road must brave monsters and the vultures more commonly known as bandits.


Supplies of Lumber are going to be scarce, and the few areas that would have available lumber are being jealously guarded for any variety of reasons.  The onset of damp and hail has made even locating some of the better forest areas difficult.

[Mechanics: Scouting for Lumber nodes this month will be at a -25%.  Additionally, any attempts to Harvest from Lumber Nodes will be at a -25% chance.  Finally, the chance of running afoul of a hostile force (and being forced to fight) is doubled.]


Winter has already begun, and it has come on quite harshly.  Heavy snowfall has already begun to destroy any remaining crops in the countryside.  Foot traffic of merchants has slowed, and dreary weeks are ahead.

[ Mechanics: No CP will sell you food for the month without extreme convincing. (Fanatic or Loyal status).  Selling of food will be met with extreme suspicion in any area except the mountains.]
[ To really clarify this: On Map CPs will not sell food at all. ]

This message was last edited by the GM at 16:34, Sun 10 Apr 2016.
The System
GM, 663 posts
Wed 15 Jul 2015
at 03:29
  • msg #15

Re: World Events

Victory Points: (End of Month 10, Year 1)

UsurperTotal PointsPlace
Alhamandriel1,0214th
Ronja1,3092nd
Talonrel2,1991st
Sylvia1,2383rd

This message was last edited by the GM at 18:20, Sat 28 May 2016.
The System
GM, 4158 posts
Sun 29 May 2016
at 13:49
  • msg #16

Re: World Events

WORLD EVENT (for Month 1, Year 2)

Springs has returned to the land!  After the overbearing winter and near-famine weeks of seemingly endless snow; the land begins to slowly return to a steady semblance of normal behavior as snow gives way to rain and gaps in the clouds reveal the sun once more.


The Tournament of Magic and Feats Unimagined, is a Spring Event put-on by the region as a whole.  Wizards, Magical Beasts, and Unique Persons alike display amazing magics and powers in a contest to outdo and outshine one another's power!

[ On Week 3, Month #, you may send ONE (1) Entity of your Choice to the Tournament.  They will be gone until the beginning of the following month (available on Week 1).  You must still pay upkeep. ]
[ In addition to sending one entity, you may reserve any number of special abilities, unique abilities, and/or spells (not standard/racial abilities).  For the duration of the tournament these abilities are "suspended" and not usable. ]
[ Finally, you may sacrifice any number of special or unique abilities (not standard/racial abilities).  These are lost forever. ]


The Entity that you send employs their spells/specials/uniques in a contest against the other magic-wielding persons that attend.  It doesn't matter if the magic is offensive in nature or just helps you find food more easily; all of it counts.  Each reserved ability/unique/spell is added as a bonus to the opposed checks made.  The winners earn rewards according to their position in the tournament.

[ A number of random NPC Entities will be generated to create a number divisible by 4. ]
[ Bracket Style Tournament (Swiss + Elimination. ]


1st Place: 1 x Artifact (Rank 2)
2nd Place: 1 x Unique Ability (Tier 3)
3rd Place: 1 x Special Ability (Tier 2)
4th Place: 1 x Extra (Tier 1)

Finally, each sacrificed ability, you receive a roll with a bonus according to its tier and any bonuses the ability provided.

It should be noted: If you sacrifice an ability from an Extra or Unique Unit - yes, it's gone forever even though that ability was supposed to be "part" of that Unit.  If a Unique Unit subsequently "tiers up" - it gains the new tier, but, gets the "tier 1" version of its Unique ability instead.

If a Unit's ability stated that its "replaced" something else - and you sacrifice the Unique Ability, you "Regain" the replaced effect.



Spring is here once more!  Although winter was short, it's frigid sting was felt by everyone, even to those in the huddled shelters of the large cities.  Although the frost has begun to give-way to green grass, the nobles of the land have already begun to mount new expeditions, as they attempt to rally supporters to prepare greater defenses against the rampaging hordes of the wandering beasts and foul denizens that stalked and still tarry in the land.

[ Mechanics: All CPs, enemy encampments, and other fortified areas will gain a +15% Defensive and +10% Damage Reduction bonus when attacked this month.  This does not apply to the legendary monsters. ]

As the rivers begin to flow once more, and signs of life return to the land, explorers have taken to the swamps in hopes of making discoveries before some of the more frightening denizens awaken from slumber.

[ Mechanics: If you SCOUT in Swamps, you have a +5% chance of discovering nodes. ]
This message was last edited by the GM at 15:06, Sun 29 May 2016.