Regional Hegemon
This world has the technological sophistication, natural resources, and determined polity necessary to be a regional hegemon for the sector. Nearby worlds are likely either directly subservient to it or tack carefully to avoid its anger. It may even be the capital of a small stellar empire.
Enemies
dice: [[regional-hegemon^enemies]]
| dice: 1d3 | Enemies |
|---|---|
| 1 | Ambitious general |
| 2 | Colonial official |
| 3 | Contemptuous noble |
Friends
dice: [[regional-hegemon^friends]]
| dice: 1d3 | Friends |
|---|---|
| 1 | Diplomat |
| 2 | Offworld ambassador |
| 3 | Foreign spy |
Complications
dice: [[regional-hegemon^complications]]
| dice: 1d4 | Complications |
|---|---|
| 1 | The hegemon’s influence is all that’s keeping a murderous war from breaking out on nearby worlds |
| 2 | The hegemon is decaying and losing its control |
| 3 | The government is riddled with spies |
| 4 | The hegemon is genuinely benign |
Things
dice: [[regional-hegemon^things]]
| dice: 1d3 | Things |
|---|---|
| 1 | Diplomatic carte blanche |
| 2 | Deed to an offworld estate |
| 3 | Foreign aid grant |
Places
dice: [[regional-hegemon^places]]
| dice: 1d4 | Places |
|---|---|
| 1 | Palace or seat of government |
| 2 | Salon teeming with spies |
| 3 | Protest rally |
| 4 | Military base |