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: 1d3Enemies
1Ambitious general
2Colonial official
3Contemptuous noble

Friends

dice: [[regional-hegemon^friends]]

dice: 1d3Friends
1Diplomat
2Offworld ambassador
3Foreign spy

Complications

dice: [[regional-hegemon^complications]]

dice: 1d4Complications
1The hegemon’s influence is all that’s keeping a murderous war from breaking out on nearby worlds
2The hegemon is decaying and losing its control
3The government is riddled with spies
4The hegemon is genuinely benign

Things

dice: [[regional-hegemon^things]]

dice: 1d3Things
1Diplomatic carte blanche
2Deed to an offworld estate
3Foreign aid grant

Places

dice: [[regional-hegemon^places]]

dice: 1d4Places
1Palace or seat of government
2Salon teeming with spies
3Protest rally
4Military base