This article continues from "Make the World a Happening Place" about creating a believable and independant world for your campaign.
Annual events are rolled up using a d100, and will affect which table is consulted in Monthly Events. This table is almost an exact copy of that which appears in the Oriental Adventures book (which is now out of print), and the descriptions are edited to align to a western fantasy world rather than an oriental one (plus a few original contributions).
The annual events are normally figured only for the campaign area. Thus if the player characters are in the Forgotten Realms on the Cormyr/Dalelands map, a yearly event is determined for that area only. However, if the party is expected to travel a great deal, or if there are several groups of player characters at different points in the campaign, the DM should determine the yearly event for every smaller scale map in which the parties are likely to be travelling to or across.
Once the DM knows what the annual event is, a d12 is rolled to find which month the event happens, or begins. Some events, such as an earthquake occur in a short period of time. Others, such as war, can last several months for a single campaign season, while the entire war can last years.
| 01-10 | Ambassador | 61-68 | Marriage |
| 11-15 | Assassination of a Lord | 69 | New religion |
| 16-30 | Birth | 70-74 | Plague |
| 31 | Comet | 75-78 | Political plot |
| 32-40 | Death of a Lord | 79-85 | Rebellion |
| 41-43 | Earthquake, major | 86 | Tsunami |
| 44-47 | Famine | 87 | Visitation |
| 48-52 | Fire, major | 88 | Volcano |
| 53-57 | Flood | 89-00 | War |
| 58-60 | Incursion, major |
Explanation of Yearly Events:
Ambassador: An ambassador arrives from (50%) or is sent to (50%) another land. The ambassador remains for 3d10 months. Ambassadors are sent for a variety of reasons, to prevent war, form an alliance, arrange a marriage, pay tribute, promote trade, or gain cultural experience. Their arrival is always a major event for those of the court, accompanied by ceremonies and banquets. There is a 10% chance that any arriving ambassador comes from a distant land or a previously unknown land (or plane/dimension/alternate world). [top]
Assassination of a Lord: A high ranking lord is assassinated. High ranking lords include emperors, kings, princes, chieftains, governors, leaders and ministers of state. If the player characters are vassals of the one slain or have had dealings with that NPC, they may fall under suspicion. They are automatically suspected if they are known enemies of the one assassinated. There is a 30% chance the assassin is taken alive, and may have been paid to accuse the party, if this fits in with the DM's plans. If the one assassinated has no clear successor (DM's choice if not already established, or a 20% chance), a power struggle will ensue, lasting for 1d6 months (this may result in a war or civil war if the DM desires). [top]
Birth: A high ranking noble's family member has given birth to a child, thereby ensuring continuation of the line. This is a cause for celebrations both by the noble and those under him/her. The event is a happy one, and feasting and ceremonies will last for several days. The naming ceremony the following month (usually) is another large celebration, although this lasts for only one day. Other nobles from other areas and friends (perhaps including the PC's) may be invited. [top]
Comet: A bright comet is seen in the sky for 1d4 weeks. This is considered a portent of some great event. A second yearly event is chosen by the DM and occurs shortly after the comet passes. [top]
Death of a Lord: A high ranking noble dies, either in battle, through misadventure, disease, or peacefully in bed. The effects of succession are the same as those given for Assassination above. [top]
Earthquake, Major: A powerful earthquake strikes the land, causing extensive destruction in a 50 mile radius. The DM chooses the centre point of the earthquake. Before and after the earthquake there are a series of lesser tremors, causing slight damage (as decided by the DM). The major earthquake destroys cities, reshapes lakes, coastlines and rivers, causes great fires, and possibly kills hundreds of people. The effect on the player characters and their property if in the radius is equal to an earthquake spell (severity chosen by the DM). There is a 70% chance that a major fire occurs in any town or city within the area of effect, as well as a 40% chance that a plague will occur in a populated area. The price of building material is 10 times normal for the next 4-6 months. [top]
Famine: Drought and poor harvests 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 2-7 months. During this time the price of food skyrockets, 10, 50 or even 100 times normal price. Marauder groups appear, scavenging for food of any type - cattle, sheep, dogs, horses etc (and of course any money). Farms in the region produce no income for the year and only 25% of their normal income in the following year. There is a 60% chance of an uprising by the peasants/lower classes unless steps are taken to relieve the suffering. The population of the area is reduced by 5% per month of famine. There is a 20% chance of a plague occurring. [top]
Fire, Major: A huge conflagration sweeps a major city of the land, destroying 50-80% of the city. Property of the player characters may be burnt to the ground, the percentage chance of this occurring is equal to the amount of the city destroyed. The city's population is reduced by 10-40%. There is a 20% chance of a plague outbreak and a 10% chance of famine. The price of lumber and building materials is 10 times normal for the next four months. The price of food doubles for one month. [top]
Flood: A major flood sweeps the region. If on the coast, severe storms cause the waters to flood the coastal regions. If along a river, series of heavy rains cause the river to rage and overflow its banks, flooding the bottom land. The waters rise 5-30 feet (5d6). Signs of the impending flood are obvious 2-5 days in advance and levees and dykes can be built to protect against it. Once the flood begins, the waters rise at the rate of half a foot per hour until the maximum is reached. They remain at their high point for 4d6 hours and then subside at the rate of one 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 1-10% and the price of all goods are doubled for 2- 5 months. Normal movement across the flooded areas is impossible. If the flood strikes during the planting season (autumn), income from the farms is reduced by 50% for the year. If it strikes during the harvest season (late summer) 80% of all farm income is lost and there is a 40% chance of a famine in 1-3 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. [top]
Incursion, Major: A major migration of creatures enters the area from outside its borders. Although this migration is not war, it is not necessarily peaceful. The size of the incursion should be in proportion to the size of the area. Thus several hundred creatures would be a major incursion for a small province, while several thousand migrating creatures would be a major incursion for a large kingdom. The creatures may be humans, humanoids, demi-humans or monsters. The migration might be a barbarian horde driven from its homeland, or a race of hobgoblins expanding their territory. The newly arrived creatures attempt to live life as they always have, retaining their old habits and speaking their own language. If given to violence and raiding, they continue these practices. The creatures remain until driven out. If allowed to stay, they will, over the years, adopt some of the habits and practices of the new land until they are considered a regular part of life. This migration occurs over a period of 1d12 months. [top]
Marriage: The ruler of the land has arranged an important diplomatic marriage involving either himself or his children. Such marriages are used to secure alliances, gain control over smaller kingdoms or cities, settle disputes, or appease overlords. The marriage is a cause for festivals and feasting. [top]
New Religion: A new religion or sect of an established religion appears in the land, quickly gaining followers and coverts. There is a 75% chance this causes hostility and feuding between it and the established religions, leading to skirmishing, temple burning, and battles between temple soldiery. Both sides attempt to gain the support of the ruler of the land. There is a chance the ruler may rule in favour of the new religion as this can break the political power of the established religion(s). The initial arrival of the new religion takes 2-7 months, while the feuding between different sects and religions may last for centuries. [top]
Plague: A terrible disease sweeps the land faster than the priests can check it with their spells. The plague lasts for 2d6 months. There is a 40% chance per month spent in the plague-ridden lands of contracting the disease and a 60% chance of contracting it if in the company of a diseased person. The population of the area is reduced by 5% per month. Those untouched by the disease and those of neighbouring lands are suspicious of strangers. Traders do not enter plagued lands and the cost of imported goods increases five times normal, and the cost of normal goods doubles. When a plague strikes, the entire country (unless small) does not become diseased all at once. Rather the plague moves about, seeping from town to town like a moving scythe. Thus a town may not yet have been hit by the plague, may currently be in the throes of the disaster, or may have suffered and survived through it already. [top]
Political Plot: A plot to overthrow the present government is discovered or the ruler of the land is convinced that such a plot exists. Many nobles and government officials are stripped of their rank, banished, or executed. If the player characters hold positions within the government or are involved in political affairs, there is a 40% chance they are accused of complicity. If the characters have powerful enemies, this chance is increased to 80%. They must either prove their innocence or 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. The political turmoil lasts for 1- 3 months. [top]
Rebellion: A powerful lord, secret society, religious sect, army commander, or army of lower classes attempts to overthrow the government in the area. The purposes of the rebellion may be to gain independence from the government, avoid taxation and brutal treatment, gain special privileges, or seize the throne. The exact cause of the rebellion is left to the DM. Likewise the strength of the rebellion and the final outcome are left for the DM to decide. If the rebellion involves the player characters in military battles the "BATTLESYSTEM" fantasy combat supplement may be used to create and play several battles with the players. If these rules are used, the DM can give the players responsibility for management and strategy of either the rebels or the government troops. The rebellion lasts for 1d6 months before succeeding (unlikely) or failing. Captured and defeated rebels can expect no mercy. If the rebels win, government troops are likely to be released if they swear allegiance to the new regime. The ruler, if the rebels are defeated, may introduce measures to ensure the rebellion will not happen again. This may include heavy handed crackdowns or tight new laws, or the ruler may take steps to bring about the changes the rebels were fighting for anyway. [top]
Tsunami: A great wave strikes a 50 mile section of the coastline. The wave is 100-200 feet high when it hits, striking with little warning. The population of the area is reduced by 70%. Countries or areas without coastline treat this as no event for the year. In its aftermath there is a 10% chance of a plague occurring. The price of building materials triples, and the price of all other goods doubles in the area. While the tsunami strikes quickly, the effect on prices last for 1-2 months. [top]
Visitation: A deity appears somewhere in the land, either for good or ill. News of the appearance travels fast and the site is revered or despised according to the nature of the visitation. If the site is revered it becomes the object of pilgrimages by the faithful. The religion or sect orders the construction of a temple or shrine on the site. If the site is despised (with the appearance of an evil or worship- forbidden god for example), the fortunes of those in a five 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. [top]
Volcano: Either a dormant volcano (70%) or a new volcano (30%) appears. In either case the eruption is preceded by tremors and rumblings identical to those that precede a major earthquake. When the eruption occurs, it is of exceptional violence. Everything within a five mile radius is destroyed and clouds of thick ash rain down up to 30 miles downwind. The volcano spews smoke, poisonous gases and ash for the remainder of the month. Thereafter the volcano remains active for 1d12 months, with a 10% chance per month of another major eruption. [top]
War: Either the ruler of the kingdom launches a campaign against a neighbouring land (50%) or the kingdom is invaded from a neighbouring land (50%). The size of the armies range into the thousands or tens of thousands, depending on the size of the area. As with rebellion, the exact causes, forces, and outcome of the war are left for the DM to determine. If the DM has the "BATTLESYSTEM" fantasy supplement, he/she may wish to involve the player characters in the war by giving them command of an army unit. One major campaign is fought per year, and lasts for 2-5 months (generally in spring/summer). The war lasts for 1-3 years. Player characters are readily accepted into the ranks of the army and, depending on their actions, may be able to quickly rise to high rank. The effects of the war are many and varied. Prices on the campaign trail double or triple, farm incomes in the area fought over are reduced by 50%, 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 of peasants/lower class desert their homes, seeking fame and fortune as soldiers. [top]
See Also:
Monthly events. Not as grand as the yearly events, but still important for your local area.