Omens

I am inspired by this post.

A 2d6 table, wordpress just won’t let me start at 2. Best used in a game with a world that acts independently of the players. Omens directly affect the world for 1d6 + 1 days.

  1. Sun stands still at noon. A ruler will fall. Advantage on murdering nobles. The King abdicates his throne temporarily.
  2. Falling star. A devil or angel takes action on the world. The church selects a random person after a long church to be their gods representative in the world.
  3. Rook flying north. If you follow the rook, only positive reactions on random encounters. Merchants will only sell to North-travelling folk.
  4. An uneaten dead hare. Undead will rise again if slain. Churches lock all their graveyards down for the week.
  5. Green clouds at sunset. 1-in-6 chance fresh water is poisoned. The population only drink wine, resulting in increased drunkenness.
  6. Double rainbow. Treasure found is doubled. The king raises taxes and sends out roadside inspectors.
  7. The stars align. Grants a free flashback to when a player character prepared for a planned action. The king makes declares war on a neighbour.
  8. Albatross flies over land. Disadvantage on any random rolls. No guests are accepted through the kingdom.
  9. Blood moon. Any slain in the last day rose again. The King declares himself immortal and this a reflection of his splendour.
  10. The moon is doubled at midnight. Advantage on all saving throws. Feasts are thrown for the doubling moon.
  11. Meteor shower. The gods declare war. All churches become hostile to each other.

The omen applies whether or not you detect it. Any chance who is superstitious will notice it if they are on watch during the time it is visible. “King” here is short hand for whatever nobles are in power and have advise from astrologers.

Idle Cartulary


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