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Whirlpool

Rules Lite Alpha 0.2

By James Coquillat

Orientation
Welcome to Whirlpool! A collaborative World Building game designed to let groups of
players band together to create unique and exciting universes. The game is inspired by the
detailed mythos of lore masters like J. R. R. Tolkien, George R. R. Martin and H. P.
Lovecraft, along with the beloved established worlds of IPs like Dungeons and Dragons,
Mass Effect, and Andrzej Sapkowskis The Witcher.
Whirlpool is a tabletop game about creating your own unique worlds and filling them with
detailed mythos and lore. It includes simple and easily customisable rules to help develop an
exciting game experience and also provides a bunch of narrative and mechanical systems to
optimise the world building process.
This is a Rules Lite version of the game. It doesnt have the detail of a full ruleset, but is still
fully playable and mechanically complete. It gives a great demo experience of the game. The
Rules Lite, for simplicity's sake, is limited to a fantasy setting for its worldbuilding. It doesnt
incorporate other tropes and settings like sci-fi or steampunk universes. If you do want to
play within those settings using the Rules Lite, it should still be possible with some minor
adaption, but the genre is not fully explored, and setting specific generation charts are not
provided. The burden is on players to create them.
In the full version of the game, custom generation charts and settings details would be
included for a wide range of settings.
I hope players enjoy their experience with it.

A mantra:
The most important thing to remember when playing Whirlpool is that youre playing a game
about creating a living and breathing world. Don't feel that you have to strive to fit within any
objectives or meta structures. If you find Empires suffering, your world falling apart or decide
that you want to destroy one civilisation and start another, then let it happen! A thriving
empire is exciting but so are the ruins of a beautiful civilisation that explorers can trudge
through, inspiring generations of artists within your world.
Carry on with and edit the world as you see fit. Some players may want to adapt their world
for use in other tabletop games or stories. This adaption is encouraged. You can also make
a world just for the fun of it!
Theres no right or wrong way to play. Do what works for you and your group. Work together
and collaborate. Let all players have input on the world along with all its Empires and you
can't go wrong.

Expectations of Play:
Game Masters
There is no Game Master in Whirlpool. All players have equal input in the game. Even the
Whirlpool system is designed to be controlled primarily by the players. While a number of
generation tools and event systems exist, they are designed as stimulus for good
storytelling, and should be subverted or enforced as players see fit.
Players familiar with role playing games may have experience with generation tables for
building locations, NPCs and character traits and flaws. These generation tables function in
the same basic way within Whirlpool.
Gameplay is designed for up to six players and can be adapted to solo play.

Gameplay
Within the game, players evoke Empires. Each Empire may have a differing degree of
influence and scope upon the games World. Empires could be city states, roving tribes,
small villages, or global superpowers. All these types of Empires can and should exist
simultaneously within one World..
The game progresses in a Round based system. Each Round represents an abstract
number of years, approximately a half decade. At the beginning of each Round, a number of
random events and changes to the World occur. These events are each referred to as
Happenings. Empires react to them turn by turn, and resolve any lingering Happenings
from previous Rounds.
Play then continues, and each Empire in play generates its own Happenings, reacting to
them locally. Once all Empires have resolved their Happenings, a new Round begins.
Throughout the gameplay process, lore for each Empire will begin to emerge as each
Happenings affect the narrative of the world. The building of this lore is the core focus of
Whirlpool. Systems and aids for recording lore are included in the Archiving chapter.
Theres no set number of rounds that should occur in a session of play. As a loose rule of
thumb, expect a round to take a half hour. In a five hour session, that would provide fifty
years of world history, easily enough to make the world incredibly detailed.

The Game Space


Whirlpool has an open design and can be played in person or remotely between players.
To begin playing you'll only need a few sets of materials. The first is a standard RPG dice
set. A d20, d12, a basic and percentile d10, a d8 a d6 and a d4. All these dice will come into
play. Apart from that, standard RPG accoutrements are required, like pens, pencils and your
favorite music playing in the background.

The only thing that Whirlpool requires that isnt standardly associated with all RPGs is a
large piece of paper or some sort of collaborative software that everybody can easily interact
with. This is because Whirlpool is played around a world map. It plays a similar to a battle
grid within other games. It is a crucial component for ideal play.
The map is used to track locations and can also function mechanically as part of the lore
archiving systems within the game. Its also a useful tool for generating lore in its own right
by providing a visual display of your world.
Don't feel like you need to be talented artists or cartographers. The map is a visual aid. It
exists mostly so that people can get their heads around where things are. If you'd like, you
can put the time in to make the map detailed and special, but a quick sketch on a napkin will
do fine.

Playing as Empires
Whirlpool encourages players to work collaboratively and not get overly involved with any
one Empire. Keep the world fluid. Be willing to have any Empire destroyed if it serves the
overall story. Dont get bogged down in the minutia of competition or conflict.
Whirlpool isnt a military simulation or war game. Its a world building game.

Customising and Working Within the Rules Lite


Whirlpool values player customisation, and suggestions would ultimately be laid out for
creating your own world generation tools and tables within the Whirlpool framework. As a
rules lite version, this edition of the game does not have all of the customisation available
that the full version would have.
That said, if you feel that the customisation options arent enough for you, or if the Rules Lite
doesnt support some aspect of the game that you desperately want to incorporate, then by
all means, cannibalize and convert until you create a version of the game that suits you.

All Said and Done


Whirlpool isnt complicated. Its an open system, like Fate, Fiasco or any of the other lose
Role Playing systems that are designed to encourage good storytelling. As a proof of
concept, its looking at how the gameplay of a fantasy world building game would work, and
proving that its just as fun and rewarding as other strategy or military sims. Its taking the
Dwarf Fortress genre, and developing within it.
For detailed information on the lore structures behind the game, the associated piece I
fought the Lore and the Lore won contains information and discussion about lore building on
multiple formats within a computer age.
Enjoy yourself!

Creating a World
The first step in playing Whirlpool is to create a framework that the lore and history which
make up the bulk of the game will take place within. This is your games World. You can
liken this stage of play to character creation in other RPGs.
Remember, when playing Whirlpool its good to have a large piece of paper or some kind of
digital painting software. The process of originally generating your world begins visually. If
you dont want to draw, then use flash cards or notes to make sure that all information is
presented easily to each player. Whirlpool isnt a game about keeping secrets from each
other. Provide all players with as much detail about the world as possible, so that everyone
can contribute to creating the story.
The map you use while playing Whirlpool can come from anywhere. It doesnt need to be a
cartographical wonder. Its just there to serve as a way to spawn ideas. If you already have a
map you want to use, then thats great. If you want to steal one, thats great. If you want to
make one, but dont want to put a huge amount of effort into doing so, thats also great.
This chapter contains the steps to be able to generate a functional Whirlpool World from
scratch. It does so by guiding players through the process of developing a map. As well as
these generation steps, this chapter includes random tables that you can use to stimulate
ideas or incorporate aspects of procedural generation.
Players are encouraged to decide themselves how much of the World generation process
they want to use. Remember, Whirlpool encourages lose rules. If you already have a general
shape for your World, want to discover it during play, or decide after only a few of the
generation steps that your map is developed enough, then feel free to skip this section. You
can move right on to Setting up an Empire, or right into Playing the Game if you already
know the cultures you want to build lore for.
For players interested in extremely detailed world generation, there are a number of online
sources that use pseudo-scientific processes like tectonic plate placement to develop
landscapes. This generation detail is beyond the scope of a Rules Lite document, but could
supplement a final version of Whirlpool gameplay. Any map can be applied to the game, so if
you want to use a detailed map generated using logical methods, then it should still function
fine within Whirlpool.
Remember, regardless of the system you use, nothing will ever be exact, and this whole
process should serve primarily as something to spawn ideas about the world. So, take things
with a grain of salt, if you have an idea that doesnt make sense according to the guidelines
set out, put it in there anyway! Or dont! Your choice.
The steps below are the guidelines for generating a world from scratch. If you want extra
ideas, or cant decide on something, generation tables are included at the end of each sub
section.
Quick start rules for building a map are included at the end of the chapter.

Building Tone
The first step in the World Building process is to discuss expectations with other players
about what type of World you will be creating. Its at this point that a setting should be
decided on, like science fiction or fantasy. This Rules Lite version only contains the rules for
a fantasy setting.
Begin by deciding on a few key features of the World. The first, and most obvious, should be
concepts like the core geography and inhabitants. These aspects are referred to within
Whirlpool as the Worlds Tone.
Work out the details of your Worlds Tone. Will your game take place on floating islands in
the sky? Will it take place on an endless ocean? Will it take place on normal continents?
A key part of developing Tone when playing in a Fantasy setting will be to decide on
your Fantasy Level. Its important to manage fantasy expectations. Decide how prevalent
magic and other fantasy elements are. A Waterworld style planet might lose some of its
appeal if everybody makes Empires of fish people. Do you all expect to be creating human
Empires? Do you expect to be creating interesting and new races? How will spells work in
your world? Will magic change how people are expected to travel?
Once youve decided on the key tone of your world, move on to generating landmasses.
Note: It is suggested that first time players use either a High or Low fantasy setting that
maintains at least the basic integrity of the worlds geography. While the Rules Lite
document supports other Tones for play, it is best suited to these settings, and players are
encouraged to gain experience with the base game before adapting to more complex
features that will require them to homebrew their own systems.

Fantasy Tone Generation Table (1d8):


You can use the table below to procedurally generate a tone for your world.
1: Floating Landmases - When the cataclysm shattered the land we had to learn to travel
smart. We strung up bridges. Built gliders. Oh, and learnt to teleport.
2: Endless Road - The Great Path splits through the middle of this land. You can travel
along it forever without reaching the end. On and on, over another distant horizon.
3: Just one climate, stretching forever - The Woods stretch far beyond these walls child.
Careful lest you venture out. The trees dont take kind to wanderers.
4: Shifting cities- The Balloons are strapped to the houses, the horses have our supplies
and the children are loaded into the cannons. Right! Southward bound!
5: High Fantasy - My grandfathers an elf, my wifes a dwarf and I think Ive got an Orc
cousin. The only thing I can keep track of now is that everyone hates ogres.
6: Low Fantasy - The 11th century is grim enough time without the odd blood mage
emptying the veins of a village.
7: Dreamlands - The pumpkin folk are now in bitter battle with the dream cats. It sounds
funny, but you try walking through a sea of pumpkin soup and not feeling a surge of
existential dread.

8: Blank: Generate your own concept - Hell, you can even generate the flavour text!

Generating Landmasses
Unless your world is built in a high fantasy setting where geography has been significantly
affected, then most of the action will probably take place on islands and continents.
To generate landmasses, start with a blank map.
Take a handful of small objects, like coins, tokens or rice. Seize a few, or have each player
do so, then toss them onto the map. Where they land will form the basis of continents and
islands.
Take a moment to reorganise the tokens to fit your idea of a world a little better. A good rule
of thumb is around two major continents. Any more and the world starts to feel too fractured.
Any less and youll find things too close together. Its often a good technique to have your
landmasses extend off the edge of your map. These can represent uncharted lands and
give you some blank space to work with later.

Landmass Generation Chart (1d10):


You can use this chart to procedurally generate landmasses for your world.
1: A continent in the shape of a waxing moon - The Sickle States hold Half Moon Bay
with an iron fist. If they let you through, theres riches aplenty to be made by a crafty trader.
2: A continent in the shape of a ring with a broken entry - Most of the cities are
stationed around the maw. Further inland is where the beasts have control.
3: A long, thin continent in the shape of a letter of the alphabet - Hell, its nice being
able to wander from one side of the continent to the other in a day.
4: An approximate circle - Ringworld, thats what they call it. Most people know a ring has
to have a hole in the middle, but you know geographers, am I right?
5: An enormous supercontinent in a vague rectangular shape - I heard of a fella who
said hes seen the worlds edge at every compass point. Mad as a hatter he was. Is! Its me!
Surprise!
6: The vague shape of an animal - Hogs head Palace is aptly named, the jewel in the
swines eye.
7: A number of tiny fractured islands that make up a greater shape - To the North they
get Dragon Tooth isles, and to the south they get the Giants Claw. What do we get? The
Archipelago. I hate geographers!
8: Flick water at a notepad. The shapes it takes are landmasses - The broken isles ain't
much for traveling through. But youre always certain to find some strange island tucked
away if youre willing to brave the danger.
9: A few large continents. No islands. A thin land bridge connects landmasses
- Whoever controls the bridge, controls the world.

10 - Generate your own landmass - The first thing we do? Lets kill all the geographers.

Above is an example of using coins as tokens to help with random world generation!

Mountains, Forests, Lakes and Rivers


The next step in the creation process is to create the mountains, rivers and lakes that will
make up your world.
Begin by tossing down another set of tokens. Cluster them in groups or totally isolated.
Favor long lines. These are mountain ranges.
Remember - Mountains tend to cluster around the edges of continents. They often sit in long
ranges, or completely by themselves.
Once your mountains are in place, begin to draw rivers. Rivers flow down from mountains
towards the sea. They will always take the quickest route possible.
Remember - Rivers never split, they merge. Rivers do not cross entire continents. That
would split the landmass in half.
Next, toss down tokens once again. These areas will represent forests or jungles.
Finally - Place a number of indents in the landscape. Consider using the token method to do
so. Where the indents lie, create rivers, valleys, or great rolling hills.

Once youve completed the rivers and mountains within your world, you can start to consider
the biomes that exist within it.

Mountain and River Generation (1d10):


Use this chart to procedurally generate mountains, rivers and other geographical features of
your world.
1: A lonely mountain, alone and isolated.- Its not really the mountain itself thats misty.
The whole region has bad weather.
2: A great lake in the centre of a landmass - I used to fish in the Krakens Eye until I saw a
whole ship go under. Now I stay away.
3: A wall of mountains cutting off a region, like a peninsula -Who needs castle walls
when youve got mountains! Hey, whats that in the distance?
4: A river that blocks off the only pass between a mountain range - If you want to move
an army though, theyd better be able to hike, or swim. Maybe both.
5: A river that wanders along or down the length of a mountain range - You can follow it
to the sea, or up to the peaks. Just dont try rafting along, or youll follow it right to the
bottom!
6: Two twin mountains staring across at each other -The dwellers of each peak spread
lies about how their mountain is better. In reality, theyre both technically part of the same
range.
7: A mountain standing tall -You want me to climb what?!
8: A river flowing strong -You want me to cross what?!
9: A lake sitting still - You want me to watch what?!
10: Add your own feature -Youre always certain to find something new just across the next
horizon.

Creating Landscapes
The final step to readying your world is to decide on climate and biomes.
Decide on how much of your world is visible on the map. Is the entire landmass visible, or
just a segment?
If the entire world is laid out before you, then you might need to include regions like deserts
and frozen wastes. If just a segment of your World is revealed, then you can assign biomes
however youd like.
If you want your world to function as a planet in a cosmos, then you will need an equatorial
belt and two poles. Place the equator anywhere, vertically, horizontally or diagonally, but
remember, the orientation of north and as a result the poles, may change based on where
you place the equator!

Its fine to be relaxed about how your biomes work. Magic can change weather, and
geographical anomalies exist everywhere. If youre a stickler for realism, just be careful not
to place anything too hot next to anything too cold.

Biome Generation (1d6):


If wish to procedurally generate biomes, then toss a d6 down onto your map. Where it lands
will be the same climate as the number it indicates on the table below.
1: Desert - The Lizardfolk rule the sands. The first youll know of their approach is a faint
hiss over the sound of a sandstorm.
2: Tropical Jungle - Peek through the canopy of trees and you might see the airships that
the jungle folk use to get around. Course itll probably be the last thing you see...
3: Temperate Climate (European / Asian / American) - Ive only walked five miles today
and Ive already offended two barons and a duke. My sword arms tired.
4: Arctic region - The snow? Bah! Its the company that youve really got to worry about.
Have you ever met someone cold whos in a good mood?
5: Rocky badlands - Freezing at night, baking in the day. If rocks werent the most amazing
things in the world Id leave right away. Wait
6: Swamp - The only thing worse than stepping in something soft in a swamp, is when it
starts to move underfoot.

Fantasy Feature Generation


Often, fantasy worlds have extra features that set them apart from our world, like the decade
long seasons in the Game of Thrones universe. The steps below provide inspiration for
these sort of changes. Take some time to consider how these elements relate to your World.
Step 1: Consider the length of days. How long is a day in your world? Could nights draw on
for a long time, or could days go on for weeks? Perhaps this trait could be region specific?
Step 2: Consider seasonal patterns and weather. What seasons occur in your world? Are
there different seasonal shifts? Does your world experience monsoon like bursts of rain or
drought? How deadly are storms?
Step 3: Consider Flora and Fauna. Does your world still contain apex predators? Are plants
vicious and plentiful or easily cultivable? How hostile is the environment? Is the air safe for
everybody? What lurks in the water?

Fantasy Element Generation (1d8):


If you want to procedurally generate fantasy elements, then roll on the table below.
1: Long Seasons - Winter isnt coming. Its going to be very very hot for the next hundred
years. Dammit.
2: Long Night / Day - Lock the doors. Hide in the cellar, bring whatever food you could
scavenge in the feeble daylight. Sunset comes, and with it, the night.

3: English Weather - My bones creak when it rains. So as you might expect, my bones
always creak.
4: Devastating Storms - Down south, they dont get nice rain on a tin roof. Whenever the
weather hits, it hits hard.
5: Nowhere is Safe - Id dearly love to travel, but you need armed guards to leave the cities.
Hell, you need them to walk about the streets at night!
6: Apex Predators - Sure, its a pain when theyre tearing down your castle, but hey, fell one
and theres enough food for the winter!
7: Old Gods walk among us - You go swimming in the harbour every day for a year, then
one fine day theres a dirty great eye staring back up at you. Put me right off swimming it did.
8: Add your own - If you hadn't said it I would never believe it was true!

Finishing your World


Once youve put together the basic structure, landmass and details of your world, youre
ready to begin developing Empires and lore within it. Take a final moment to change any
features you dont like, add any more that youd like to.
When youre ready, continue to the next section of Whirlpool.

Quick Start Rules For Building a World


If you dont want to take the time to create a whole map and world, then you may wish to use
the quickstart rules.
To quick start within a universe, you can use the pregenerated map provided at the end of
this chapter or follow the steps below to quickly create one.
Step 1: Draw a number of simple landmasses, continents or islands.
Step 2: Add mountains and rivers haphazardly.
Step 3: Decide on a vague heat scale. EG: North cold, south hot.
Once youve drawn up your map, continue right away into the Creating an Empire section.

Sample Map
Included on the next page is a sample map, that can be used to quick start gameplay.
Sample Empires are also included in the Building an Empire section.
In the full version of the game, a number of more detailed maps could be provided. Assets
such as the map presented below and the Empire / Lore tracking sheets contained later in
the rules lite edition are prototypes only. After the map, the Creating an Empire section
begins.

Creating an Empire
In Whirlpool, lore and history is generated by having significant events occur to Empires.
Empires can range in size, from a sprawling civilisation, to a tiny town or tribe. Build as large
or as small Empire as youd like.
For the simplest version of Whirlpool, its advised that players invoke only City States,
Civilisations, Fortresses or Tribes.
Players may choose to each have an Empire that they control uniquely, but the true spirit of
Whirlpool as a World Building game calls for all players to have input on all civilisations in
the game.
This section is a streamlined guide to creating Empires from scratch. If you want to discover
your Empires through play, or already have a general idea of the Empires you want to
create, then skip this section and continue right to Playing the Game.
Quick start sample Empires are included at the end of the chapter.

Building Empires
Begin by creating a number of Empires equal at least to the number of players + 1. If playing
alone, then three or four Empires is suitable. Just like when creating the World itself, create
Empires that you like and enjoy rather than following guidelines.
Additional procedural generation systems are included at the end of each Empire
development section.
Included in the Archiving section of the game is an Empire Sheet that streamlines the
Empire building process.
In the final version of the game features may be included on the Empire Sheet that include
stats more indicative of an Empires capability. For now, Empire stats are omitted and
should be decided on and reflected through the game narrative.
You can fill out the Empire sheet in parallel with, before or after having gone through the
Empire Building Stage.
Since Whirlpool, relies so heavily on creating lore, its best to take your time when
developing Empires. Its just another part of the world building process.

Empire Tone
First, as when building world tone, take the time to consider the tone of your Empire as a
whole. What kind of Empire are you playing? A city? A group of cities? The table below
contains a number of suggestions.

Take the time to examine your world and work out where you think Empires would be
placed. It can help you develop lore if you know what kind of geographical features are near
an Empire.
If players are all invoking their own personal empire and if gameplay will have a competitive
edge to it, then it may be important to create Empires that have similar Tones. Otherwise it
can begin to feel like youre playing two separate games of Whirlpool at once, one on a local
scale, one on a huge global scale. If all players are collaborating, then differences in Empire
nature can actually serve to make the gameplay more dynamic.

Note on Tone in Rules Lite:


It is suggested that first time players use the Civilisation, Tribe, Fortress or City State
suggested tones to develop more familiarity with the Whirlpool system.

Note on Nested Empires:


Collaborative players may wish to develop in depth on specific areas of a world or city. For
example, players might examine the relationships of certain cities within a larger Empire. To
build this kind of story, it helps to nest your Empires within each other. For example, have
one Empire be a Civilisation, then have two or three others be cities within it. You can also
nest Fortresses, Corporations, Families or any other Empire type.

Empire Nature Generation Table (1d10):


Use this chart to procedurally generate an Empires Nature (Tone).
1: City State - The Falcon is the symbol of the free city of Hecuo. Our walls keep us safe,
our army keeps us proud!
2: Guild - Theres the goldsmiths guild, the tailors guild, the sailors guild and well
the geographers guild.
3: Civilisation - Puransque is a land of contradictions. Barons rule from peak to valley. But
throughout our kingdom, all respect the authority of the gods.
4: Tribe - The Northern Realms belong to the Frostlanders. We are the dragon tamers. The
hunters at the worlds crown!
5: Political Group - We want the people of Seaheven to rule, not a landed gentry!
6: Army - Camps been set, the horses are watered and weve planned out the next days
march. Now, we just have to hope that everybody doesnt kill each other before morning.
7: Fortress - The Monastery of the Naked Eye stands tall, immune to the forces of nature
and man alike. Only god has power here.
8: Corporation - The Hecuan Banks are always ready to take a loan, or a life. Its all just
coin in the end.
9: Family - I am the voice of the Argendile house. Before I die, Ill see my daughter on
Seahevens throne.

10: Add your own - A what? Well, as long as you file tax you can be any damn thing you
want.

(Optional Extra) Citizen Generation


If youre playing in a high fantasy setting then its possible that your Empire might not be full
of humans. If so, you should consider what type of species inhabit it instead.
Alternatively, you can use this tactic to create new species that inhabit the world. They could
function as invaders from another realm, natural denizens from a certain region, or just
another type of being bustling along the streets.
Consider a few key things about the creatures that you are creating. If you have decided on
a region within your landscape that they hail from, perhaps the climate or geographical
features of that landscape can serve to influence their physiology.
The two generation tables below will help develop potential creature styles and traits.

Generation Table for Creatures Style (1d8):


Use this chart to inspire ideas about what kind of creature youre creating.
1: Lizardfolk - Slink low my brethren. The Sandcrone are the true owners of this land. We
draw the invaders in. Then we strike!
2: Fishfolk - Why would we venture onto land? The wonders of the deep are more
incredible and infinitely more vast.
3: Birdfolk - The greatest among us can fly high enough to brush the stars with outstretched
wing. Course then they light on fire.
4: Fungifolk - Why are the Darkdwellers great at parties? Because theyre all Fun-Guys! No
wait come back!
5: Mannish - None of the elders could figure out why pointy ears were superior
evolutionarily, but it doesnt matter. Weve got them, may as well be proud.
6: Beastfolk - If youve ever seen a bear, youll know that even when youre armed, fighting
one is a challenge. Now imagine if the bear got to be armed as well.
7: Treefolk -You get this impression of trees as ancient and wise beings. When you see one
fall over and get their head stuck in wire fence then the illusion kind of fades.
8: Folk beyond knowing - Written about only in ancient times, the accounts of these
beasts are strange and somewhat sickening.

Generation Table for Creature Stats (1d10):


Use this table to procedurally generate the traits and physicality of new creatures.
1: Strong / Weak - Steel is good for axes, blades and all sorts of important tools. But when
the folk youre selling to can rip trees apart with their bare hands, then it becomes far less
useful as a trade resource.

2: Old / Young - My great-grandmother told stories about the handsome creature that
fathered our line. I didnt expect to find the same exact creature when I travelled south. I
guess immortality wasnt hereditary.
3: Cruel / Kind - Monsters all seem to kill for sport. I dont understand it! Why cant we find
just one species that decides to be nice for sport instead?
4: Magical / Pure - I envy those that can fly or conjure flame from their hands. My peoples
lot is to work by hand. There are no miracles for us.
5: Smart / Simple - Sure. Theyre not smart. But have you ever seen a dog with as
existential a problem as depression? Yes? Oh, well there goes my theory.
6: Peaceful / Warlike - Only in fury, only in fire, can the true worth of a bloodline be proved.
7: Cultured / Simple - We dont care nothing about singing or art or nothing like that. Can
you hunt? Thats all that matters.
8: Populous / Few - Thousands of years ago, we filled whole cities with the sound or our
laughter. When I was born, only hundreds remained. Now? We are six.
9: Solitary / Collectivist - The concept of coupling is strange. You should either work for the
good of your people as a whole, or have the courage to say youre just in it for yourself.
10: Other - You can never truly know someone, let alone an entire species. No matter how
much you know, there will always be a thousand more mysteries to uncover.

Leader Generation
A great way to flesh out details for you empire is to create a significant leader for them. A
leader or leaders can let you create a great deal of history, especially if you want to include
anything like dynasties or royal lineages in your lore generation. It can also give you a figure
to Role Play during the game if you are invoking a civilisation for yourself.
This process will be influenced by your Empires tone. If youre creating a family or a
guild then you might create a elder or significant ruling figure, whereas if youre building a
civilisation, then you might spend some time sorting out members of a high council.
If you want to create a world full of political intrigue and subterfuge, then this will one of the
most interesting steps.

Generation Table for Ruling Structure (1d8):


Use this table to procedurally generate your Empires ruling structure.
1: Monarchy - All are in service to the Queen of Puransque. She is the guardian of our
people, and the future of the realm. Now please take the knife away from my neck.
2: Theocracy - There are those that detract us. Those that call us money hungry, or power
hungry. Those that question our faith. But their people starve and ours are fed with bread
and wine. Question that!

3: Oligarchy - Democracy! All deserve a voice, so long as they own land, wealth, and of
course, are not part of any minority.
4: Democracy - Frankly, the guillotine has done enough for democracy by now, that it
should be allowed a vote!
5: Charter or ancient lore - Only the elders have the right to read the ancient tomes. Come
to think of it, Ive never actually seen the ancient tomes
6: Magic or demigod - You dont need churches or scripture when the gods you pray to
literally appear before you every day.
7: No ruler - Queen? King? Hah! Listen, the only thing Id kneel to is whoevers making me a
hot meal.
8: Alternative - Ever since I finished my studies at the Conservatorium, Ive figured out the
perfect political system! Let me tell you all about it. At length.

Generation Table for Leader characteristics (1d8):


Use this table to procedurally generate the characteristics of your leader / leaders.
1: Cruel - Bring the peasants to me! I wish to have them thrashed for my amusement!
2: Kind - Send the surgeon out to the peasants. Treat any wounds they have suffered and
perform last rites for those that have no hope.
3: Miserly - Raises taxes! I have given the peasants much, and they give me nothing!
4: Extravagant - Dig into the coffers. Well spend this year's taxes on a ball for all the
kingdom!
5: Bloodthirsty - Call all the peasants to the place. Once theyre inside, call out the guard.
Well butcher them where they stand!
6: Hedonistic - Send for ten pheasants, four whores, a jester, and a tub of candied flowers.
Id like a quiet evening.
7: Reserved - Send for the holy books, a straw blanket and some boiled vegetables. Ive
decided Ill have a party.
8: Mad - Im not going to send for anyone! Climb down from the table and stop yelling or
youll get us kicked out of the tavern.

History Generation
Deciding where you Empire emerged from and what tales and stories they carry with them
can generate a personality for your game and also give you prompts that the gameplay
generation tables will work alongside.

The following chart provides information on how Empire's came to dwell in and how they feel
about the lands they now occupy.

Generation Table for History (1D8):


Use this chart to procedurally generate your Empires founding history.
1: We were always here - We are the first folk. Others have come and gone. Kings,
Queens, beasts and dragons alike. We endure.
2: We came from far away - An exodus. From across the distant sea. Our leader told us
that wed find a new land soon. Had I known even my grandchildren would be born on the
road Id never have left.
3: We found ourselves here - You never plan to start a Kingdom. You find a nice place to
settle, farm the land. A few years pass and suddenly your home has guards around it and
people kneel before you.
4: We were born from the land - We are as old as the trees. We stepped from them eons
ago and now live amongst them, protected and beloved by the forest.
5: We conquered these lands - You forge Empires with steel. We conquered the east and
took up residence in the castles they once lived in. Well, the castles that we didnt burn that
is.
6: We are only visitors here - Every few years the wandering tribes used to come down
from the north and spend a season or two in the warmth. Well they came to visit three years
ago and still havent left.
7: We know not from where we came - Theres no records of a noble house called Newark
before the great war. Afterwards, it emerges with a huge castle and plenty of wealth. Its best
not to ask too many questions.
8: Well let me tell you - Actually, Id rather you didnt. There are enough strange histories
rattling around in my head that I dont need more to consider.

Asset Generation
The foundation of any Empire is its power. That may come from military means, resources,
or just a good way with words. Begin to think about how your Empire has secured its power
and what form that power takes. If its an economic powerhouse, think about what it trades. If
its a military force, consider the structure of its army. If its an old family bloodline, keen to
gain power in a medieval court, then consider alliances or old grudges that are already in
place.
Select a few assets to reflect an Empires diverse interests. The sample Empires use
between three and four.
Generation Table for Assets (1d10): Use this chart to procedurally generate your Empires
sources of power.
1: Stone and gems - Bah! Sure the gems are pretty, and the rock is good for houses, but
the real joy comes from being down in the peace and quiet of a mine.

2: Lumber - The Northern Realms have plenty of timber, but not enough steel. Youd think it
would mean their soldiers would be swordless and less deadly, but when they whack you
with a wooden club, you sure as hell feel it.
3: Farms and land - Ten thousand miles of fertile farmland and all we grow is cabbage!
4: Fish and the sea - Cross a thousand miles inside the belly of a tree? Id rather die a
hundred thousand deaths than set foot upon the sea.
5: Labour - If you go to a tavern in Puransque, then at least five men will try to serve you at
once. Its like watching a well oiled machine.
6: Natural Wonders - The Whirlpool outside the Orion Islands sucks in creatures for miles
around and breaks the bones of even the largest beasts. Sail over there in the morning,
while the seas are calm and you can scoop months of food right off the surface.
7: Magic - The dwellers from the undersea have magic come naturally to them. Be careful
before you insult one of their many gods.
8: Skilled workers - The University at Seaheven is the source of their power. Its also the
source of their perpetual sense of superiority.
9: Money - The Hecuan Banks take no sides. They dont need to. The winners of any war
always seem to find that they owe ungodly amounts to the Sandy Vaults.
10: Other powers - The Argendile family keep their secrets close. Thats why theyre so
powerful.

Structural Generation (1d8)


Begin to consider how your Empire looks aesthetically. If youre creating a city state, then
you may want to map out a city. If youre creating a civilisation, then perhaps youll take the
time to lay out architectural styles or city locations. Take the time to give players a clear
image of the city inside their head.

Generation Table for Structure / Style (1D8):


Use this chart to generate an architectural style for your Empire.
1: Reaching High - Our churches tower into the sky. Mighty effigies of stone and glass.
2: Jigsaw Rock - I mean, Ive gotten lost in cities before, but at least those cities weren't
designed to get you lose! I hate Puransque!
3: Wood and Paper - Wood rots back to the earth. You can cross the Northern Realms and
stand where only a few generations ago, an entire city stood proud. There will be nothing
there now but saplings and dirt.
4: Mighty Stone - We didnt build this castle. Your grandmother followed a storybook and
found it, still standing after a thousand years of abandonment.

5: Hidden Away - They say that if you go far enough down into the Sewers below
Seaheven, you can find bridges and tunnels. Theres a whole city down there they say,
underneath the streets.
6: Built with Nature - I hate elves. They always have to build fancy houses, up in the trees
or inside waterfalls. Whats wrong with the ground huh? I like it!
7: Ramshackle - What do you mean Smith street? There arent any clear streets in this dam
city!
8: Indescribable - I woke up from a dream about upside down houses. My view out the
window of my tavern room was far weirder that anything I saw while asleep.

Trait Generation
Your Empire may be unique in ways that arent easily conveyed. Take the time to write up
some important traits of your Empire to add to their flavour. Use traits to convey everything
that you feel makes your Empire special.

Generation Table for Traits (1d20):


Use the table below to procedurally generate traits for your Empire. Select as many as you
wish and add your own.
1: Bloodthirsty - The Great Arena in Sudest is the only reason anybody would be stupid
enough to brave the desert heat. Under their baking sun the sprays of blood are cool and
refreshing.
2: Biased / Unbiased - I was healthy in Seaheven, but everybody in that city seemed so full
of hate. In the Northern Realms Im cold and sick, but at least everybody is nice to me.
3: Wandering / Still - Thousands of years ago an old Empire built great underground
structures below the sands of Sudest. Now, the nomads move from one to the other,
sheltering whenever the need to.
4: Respect for Elders - Once you retire, you get a feast, a plaque, a great cheer, then taken
out back and bashed with a shovel.
5: Religious - Of course were religious. Our armies have brought down four of those
meddling gods so far. Were ready to take down more!
6: Peaceful - No weapons are allowed in Puransque. Its a shame. Theres high murder rate
and if they had swords, the city guards might stand a chance.
7: Collectivist - Giving your life for the good of the tribe is the best thing you can do. For the
tribe elders anyway.
8: Proud - Perhaps invasion was an overreaction. But them sneezing at a diplomatic
conference wasnt exactly polite either!
9: Good Hosts - If your enemy comes to the door with a sword youre honour bound to offer
them a drink before you gut em.

10: Miserly - When the people rose up and took the palace, they found enough stored coin
to buy food for all the Kingdom just sitting there. Unused.
11: Cold - If you want to see hell, you look at the prisons in Seaheven. The wrecks that
come out of there have well earned their freedom.
12: Kind - The Invaders only got a few miles in before they stopped. Theres something
disheartening when you find out youre not attacking demons but instead, some of the nicest
people around.
13: Hard Working - You cant do anything if you just believe. You need to back it up with
sweat, tears, and late nights of practice.
14: Studious -To learn is to become powerful. The queen has more books than anyone, and
shes the most powerful person in Seaheven.
15: Artistic -There are plenty of ruins scattered throughout the north. Inside, you can find
beautiful works of art. Then sell them for a fortune!
16: Solitary - Big cities bread sickness and lies. The Northern realms are scattered, and
were stronger for it.
17: Young - Theres no social patterns when a city is just formed. No traditions to blame
your bad behaviour on.
18: Ancient - This book, my child, has been passed through our family for thousands of
years. When your ancestors found it, it was already millennia old.
19: Eccentric - Tongue tattoos? Of course! Theyre tradition around here. Mine is of another
tongue, with its own tattoo!
20: Different - Theres such difference in folk throughout the world it would be impossible to
write down the unique feelings and thoughts of each person.

Finishing Your Empire


Once youve gone through the sections above, take quick moment to review your Empire. If
youve found it difficult to add detail dont worry. Remember, your Empire will develop as you
play.
When youve completed creating your Empires youre ready to jump in. Move on to Playing
the Game.

Quick Start Alternatives


If youd like to jump straight into a game of Whirlpool without creating Empires, then you can
use the The four Empires below as sample characters. Accompanying Each Empire Is a
filled out Empire Sheet.
You can select any of the Empires below to use and change any number of features that you
want.

The City State of Hecuo


The City State of Hecuo is a bastion against the forces of the outside world. Its cut off from
other lurking Empires that share its island home by towering stone walls that reach a
thousand feet into the air around it. These are the citys greatest defence, impenetrable to all
but the most serious attacks. It also allows the citys residents to carefully control taxable
entry into the city. A useful scheme for keeping the coffers full.
The Hecuan State is ruled by a High Council of ten members. Members include the most
wealthy and influential citizens of the city. The High Council control the huge Hecuan military
and also the Hecuan banks which funds different Empires across the world. A Great
Council also exists, with meetings held each day. This council is open to all citizens and
holds little real power.
Hecuans are deceitful by nature and are well used to to having to lie and cheat to survive.
They arrived in their current land after a long journey away from persecution. Now, behind
the safety of their walls, they plot and build power. All the while indulging in the sick
hedonism that their obscene wealth provides.
Hecuo is a city of cheats and assassins. Of wealth and extreme poverty in its underbelly. If
you travel there. Carry a blade, and hide your purse.

Puransque Empire
Puransque is a great sprawling kingdom that crosses vast acres of fertile farmland and
forests. From any part of the Empire you can see the three natural wonders that make up
key parts of Hecuan worship and culture. The towering mountain of Cloudclear Peak, The
vast waterfalls of Mistcloak and the autumn colored trees of the Amber Woods.
The Empire is ruled by its people, at least in name. In truth, they are all guided by the force
of their gods, who speak only to monks and elders. These mysterious prophets travel in
caravans on a circular pilgrimage around Paranaque. They stop village by village to lay out
new laws, collect supplies and find volunteers for special roles in direct service to the
prophets. These volunteers form the Pyrenees police, but also fill their universities, run
administration, or become prophets themselves.
The people of Puransque are quiet and reserved. They pride themselves on their dedication
to their peaceful lives, and to the concept of self improvement. Strangely, for such an
reserved people, they are incredibly quick to anger, and often leap to quarrel and skirmish
with neighbouring Empires.
Puransque is a land of peace and beauty, that masks a fierceness and a lust for blood that
would shock even the gods that rule the land. Still, keep your head down and you can easily
lose yourself in a rare peace and quiet, impossible to find anywhere else.

The Kingdom of Seaheven


The Kingdom of Seaheven is a fixed monarchy under the guidance of a radiant queen,
whose wisdom protects all the people under her command. At least thats what the common
folk know. In reality, groups of barons, dukes and viscounts maintain a strict feudal structure,
that keep the people down, and them in power. The Queen, while powerful, spends all her
time trying to keep the right people happy, lest the rise up and overthrow her familys
thousand year old lineage.
Seaheven is heavily populated, and they put their workforce to good use, training soldiers,
mages and scholars alike. What they need, theyll take, ripping it from the land with machine,
the world with magic, or from other Empires with the might of their armies.
The people of Seaheven are proud, and carry a deep respect for those they see as
important, like elders or the rich. A result of the feudal caste system that governs their lives.
The strictness of their laws means that crime is almost non-existent. Although, there are
guilds and shadowy organisations that often murder or steal on behalf of the squabbling
nobles.
Seaheven is a land where your skill keeps you safe and your belly full. As long as you bow
when a noble passes, and have enough money or soldiers to fight your way out of any
trouble you get yourself into, then youve nothing to fear.

The Northern Realms


The Northern Realms are a collection of tribes and small villages, without any form of central
organisation. The realms unite only in times of great danger. In times of peace they happily
squabble and raid each other, causing plenty of chaos, but rarely any serious damage.
The Northern Realms are harsh land. Cold and filled with wicked winds and serious
blizzards. Whats worse, is that amongst the snows hide strange creatures, straight out of
children's tales. Wander too far from the safety of your home, and youll find yourself staring
down some pre deluvian horror thats very interested in eating you for lunch.
Those that grow up amongst the cold and danger learn to respect the land, and through their
wits and dedication, pull wonders from its harshness. They train the best beasts, make the
best steel, and fight tooth and nail against any that come to take what they create.
The people of the North value strength, but also honesty and honour. For all the ways they
resemble barbarians, theyre actually quite peaceful, and try to avoid real bloodshed beyond
the odd scuffle and thieving party.
Theres nothing quite like the atmosphere of a boisterous mead hall in the middle of a
snowstorm.

The Argendile Family


The Argendile family are the last gasp of benevolent leaders. The courts and baronies of
Seaheven are filled with people who will do anything to make their lives just a little bit more
comfortable. The Argendiles, on the other hand, are honestly dedicated to making things a
little bit better for everybody. Which is why theyve never managed to make much of
themselves at all.
The family has no leader, after its long-time ruler died of a strange sickness, that has now
been noticed in other members of the family. This is just another burden on the Argendiles
contributing to their slow decline. Those that still believe in the family are now dedicated to
finding new ways to grab power. Training warriors, studying magic, and trying to buy up
cheap land in hope that they might get lucky and strike gold.
Despite all their bad luck, the Argendiles still believe that their place is at the Queens side, if
not on the throne itself. Theyll do anything to raise their rank. It just remains to be seen if
they will finally turn ruthless enough to truly gather power.

Playing the Game


Whirlpool gameplay takes place in Turns and Rounds. During a Round, all Empires
take Turns rolling a Empire Happening and resolving it. At the start of a round, the World
also rolls and resolves a Happening on the World Happening Chart.
Players have the option of rolling a severity die, to determine the severity of any
Happening.
Each seven rounds, (or whenever feels appropriate) players are encouraged to Review their
World. When doing so, players can decide if they want to add or remove Empires from the
game.
Throughout the game, players are encouraged to Archive their Worlds history. There are
systems set out to assist with this in Archiving section at the end of the Rules Lite.
A detailed breakdown of each term, as well as an example of play is included below.

Round - A Round represents an abstract measurement of time that may shift depending on
how dense the lore of the world needs to be. As a rule of thumb, assume that each turn
represents 5 -10 years within the game world. A round in Whirlpool, is like a combat round in
other Tabletop RPGs.

Turn - Each Round is made up of Tuns. There are a number of Turns equal to the number of
Empires in the game, plus one. The extra Turn focuses on the World itself, and plays out
before each Empires respective Turn.
Each Turn, apart from the World Turn focuses on a single Empire. That Empire will roll a
happening and resolve any lingering events. Once all Empires have taken a Turn, then the
Round will end and a new one will begin.
Each round happens simultaneously. All Happenings are considered to be occurring at
once within the a Round.

Happenings: Happenings are occurrences that serve as obstacles or introduced story


beats. Theyre prompt or topics that change the lore of Empires and Worlds. As with
everything within Whirlpool, you can chose to not roll on the generation charts to determine
Happenings and create your own instead.
When you roll a Happening during a Turn, the subject of that Turn has the Happening occur
to it. Decide what the affects of that happening will be. If the event doesnt suit, or if youve
encountered the event before and dont want to play it again, then reroll. You can also,
switch around the 10s and 0s values on the d100 Happenings chart. So a 48 would become
an 84.

Severity Die: Sometimes, you might not be sure how serious an event is. A severity dice
helps randomly generate outcomes for players. For example, if an attempt is made on a
factions leaders life, a severity dice might determine if the hit is successful. Roll a D4 to
determine the severity, with one being the least, and four being the most severe. You can
assign scaling values. In the case of an assassination, the results might be;

D1: The assassination is a complete failure.


D2: The hit fails, but the target will carry a scar for the rest of their life
D3: The hit is only partially successful. The assassin is caught afterwards, or the target
survives the assault but is crippled.
D4: The hit is a resounding success.

Reviewing:
After seven rounds, you can find that your world is changing enough to warrant selecting
new Empires. Perhaps some have become stagnant, or fractured into multiple parts, or
perhaps you want to introduce new features and interactions. When reviewing, simply decide
which Empires you want to continue playing as, then proceed with the game as usual.

Archiving:
Archiving the story of your world and your Empire is an important part of play. The archiving
section at the end of the Rules Lite provides a lore tracking sheet to assist in that archiving
process, but its suggested that you take your own notes as well.

Game Flow Cheatsheet:

Create your World


Create your Empires
Begin Play

In Game

A round Begins
Roll a Worldwide Happening
One by one, have each Empire roll and resolve a Local Happening
Archive each Happening as it resolves
Archive the round
Start the next round

Every 7 rounds Review your world.

An Example of Play
Sean, Viggo, Elijah and Cate are playing Whirlpool. They are playing in a Low Fantasy
setting using the sample map and Empires.
The first round of their second session of play begins. Their world is called Terrovan.
Cate: Okay, so its year 50 in Terrovan. Thats where we left off last session, so this is the
beginning of the Second Age. Does anyone want to give a quick recap of the world?
Viggo: So we have five civilisations, Hecuo, a city state on this northern island here,
Seaheven, an Empire in the Midlands, The Northern Realms, a loose affiliation of Barons
and Tribes, Pursanque, a huge kingdom on this southern continent, and the Argendile
family, who are nobles of Seaheven.
Sean: Seaheven and The Northern Realms are at war, and have been for almost thirty
years. Puransque is doing its own thing. Hecuo is sort of allied with all parties involved. Also
the Argendile family have just lost their leader.
Cate: Great, lets get started. Elijah, will you roll for the world?
Elijah rolls a d20 for Happenings within Terrovan. He gets a 16 - Wild Weather
Elijah: Wild Weather. Any Ideas?
Sean: Well Seaheven is sort of relying on Hecuo to keep them safe. If they cant sail across
the sea to get to there if war breaks out, then that would be a significant problem.
Viggo: It could also be a problem for The Northern Realm if they get smashed by blizzards.
Cate: Cool. Good ideas. Okay, lets roll happenings. Well start with Hecuo.
Elijah rolls for Hecuo and gets 51. A financial crisis.
Elijah: I like that. I think Hecuo withdraws its support from Seaheven. It has to deal with its
own crisis. Maybe it starts to actively need to find a source of money?
Sean: How bad is the crisis? Are they in panic mode?
Cate: Lets roll a severity dice.
Cate rolls a one on the severity die.
Viggo: I dont think so. I think theyre just withdrawing support and turning inwards
momentarily.
Cate: Great, mark that down. Now lets roll for Seaheven.
Elijah archives the events in Hecuo. He then rolls for Seaheven. He gets 52. A strange
group of beings arrive.

Viggo: New arrivals? I dont really like that.


Elijah: Lets swap it.
They swap 52 to 25. A schism occurs within the society of the Empire.
Sean: That fits well with the financial crisis in Hecuo. Maybe that financial crisis had some
more widespread effect on the rest of the world? The only reason that Seaheven doesnt
succumb to the crisis is because they had a strict caste system, with landed gentry? Maybe
that system gets stronger? Proper feudalism?
Viggo: Lets say they give greater power to the Queen? She controls the treasury so she
can avoid a sort of financial crisis?
Cate: Have we done much detail for Seahevens Queen? Did we leave some of it blank?
Sean: We did. Lets call her Isabella? Queen Isabella?
Viggo: Great. So she tightens her rule, and nobles become a more powerful class.
Cate: Mark it down. Roll for the Northern Realms.
Elijah archives the events in Seaheven then rolls. 38. An experiment goes wrong or tech
malfunctions.
Viggo: That can work. I feel like it plays into the Wild Weather. Maybe a boat goes astray?
Something like that? A navigation tool?
Elijah: Well the Northern Realms get hassled by the cold a lot. Maybe they try a grand spell
or use a device thats meant to reduce the cold, but it totally messes up and freezes them
over.
Cate: Shall we roll a severity dice?
They do. 4.
Cate: Okay, well it looks like theyre starting a new ice age. We all happy with that?
Sean: Sure. Archive it, then roll for Puransque.
Elijah archives then rolls. 9.
Viggo: A volcano erupts? Well thats got to be Cloudclear Peak!
Cate: Is it a volcano?
Sean: It is now.
Elijah: Thats a huge deal. Its on their great temple. That might wreck a lot of stuff.
Sean: Do we want severity? Shall we roll for damage?

They do. 4.
Cate: So, is the temple destroyed?
Elijah: I actually really like the temple. Im not such a fan of this one. Can we re roll?
Viggo: Of course. Lets go for another.
Sean rolls. 41. A new type of tech or magic.
Sean: I really like that. Weve already given them gliders. Lets up that even more. Can they
have full flying technology.
Cate: 100% on board. Elijah?
Elijah: Yeah, much cooler. Although I was thinking. That Volcano thing. Perhaps they do
find out that Cloudclear Peak is a Volcano, and they use the power of the volcano to fuel the
new magic? Can they fly using like rocket jets?
Cate: Thats very cool. Also it kind of makes sense that the mountain is called Cloudclear
Peak if its actually a volcano. Doesnt it? Do volcanoes have clouds around them? Does
anybody know?
Viggo: I dont know the science behind that but it sounds neat. Shall we write that down as
part of the lore for Puransque?
Cate: Do it, then roll for the Argendile family.
They do. 6. A lingering plague.
Cate: Wow, these guys cant get a break.
Elijah: Well Herod Argendile died of a sickness. Perhaps its hereditary? They start to all be
kind of weak?
Viggo: I wanted Amelia to take over. I think the whole rise of the Matriarch thing was very
cool.
Cate: Maybe it affects the male line only? Does the family start to have weaker men for a
few years or something?
Sean: Im not sure I like that long term because the Argendile have warior children as a
major part of their lore.
Elijah: Theres still heaps of warior girls though.
Sean: Yeah, youre right. Should we resolution die for it? See how severe the sickness is?
Maybe it only lasts for a few years?
Cate rolls, she gets a 3.
Viggo: Yeah, so maybe there are weak men for another 3 turns? Thats like, 20 years or so,
which kind of makes sense. The next generation doesnt have the same illness.

Elijah: I like that.


The round ends.
Cate: So to recap, in years 50 - 57 Terrovan is wracked by Wild Weather, A financial crisis in
Hecuo combined with the dangerous seas, causes them to withdraw their support from
Seaheven. Seaheaven itself, avoids the crisis by giving all its power to the Queen. The
Northern Realms try to beat back the storm, but only make it worse. The Puransese build
flying machines, which we can work out the details for later, and the Argendile family notice
a hereditary illness. Do we have a name for it? Something like, The Ache maybe?
Eljah: Yeah lets call it The Ache. Hearing it all together. Do we want to say that the failed
experiment from the Northern Realms is what causes the Wild Weather?
Cate: Very cool. Allright, archive it. So, thats it. Lets begin with years 57 - 64.
Play continues. A new round begins.

Gameplay Charts
Below are the random generation charts, referred to throughout the game. Roll the World
Happenings Chart at the beginning of each Round to represent events happening within the
world, and roll the Empire Happenings chart at the beginning of each Turn representing
events that happen to specific Empires.

World Happenings Chart - Roll 1d20


Roll on this chart at the beginning of each round to determine an overall tone for the World.
1: A time of New Beginnings - With spring comes the chance for renewal. The whole city
knows it and you cant help but feel a kind of spring in your step.
2: A time of Peace - The night sky should be reserved for lovers moonlight walks, not
creatures of the dark prowling about for prey.
3: A time of War - Life is uncertain. Theres only one constant. Somewhere out there, two
people are trying to kill each other.
4: A time of Plenty - The people of Greywater have a festival each year, where they eat all
the winters supplies. It happens at the first snow. Lucky they have plants that flourish in the
cold, or else theyd surely starve.
5: A time of Less - I walked through Greywater and the city was empty. They didnt starve.
Other villagers that had run out of food came and took what they had. I didnt see any
bodies, but there were dozens of fresh graves dug.
6: A time of Innovation - Its difficult for elves in these times. Humans fall behind
technology after just a few decades. Imagine how hard it is to keep up for a being that lives
for thousands of years.
7: A time of Regression - Doctors? Pffft, You dont need surgery or any fancy herbs. Ill be
just fine with my leeches and prayer thank you very much!
8: A time of Culture - Goblin literature is a beautiful thing. Filled with subtlety and nuance. If
it wasnt for the 0.01% literacy rate, theyd be a cultural force!
9: A time of Fear - Travelers are warned to not wear dark hoods when journeying through
the Northern Realms. Vampires are common and its best not to be mistaken for one.
10: A new Empire - Hecuo was founded sixty years ago on the ruins of another city. Dont
worry. Im sure what happened to them wont happen to us.
11: A time of Construction - Its amazing how quickly you can build an imperial palace! The
key is to invest as much in whips as you do in workers.
12: A time of Destruction - When the temple libraries burnt the people of Paranaque wept.
Not for the dead monks, but for the thousand years of history they so carelessly lost.

13: A time of Love - Sudest is the city of love. Its also got the highest rate of duel related
deaths in the world. It seems one night of passion is worth dying over.
14: A time of Science - Even the smallest invention can be significant. A new way to teach.
A new way to write. Education is key, and Seahaven university is the keeper of that power.
15: A time of Travel - Without magic gates to move us around thered never be the chance
to move around. Taking a trip up north would take a decade. A high price to pay to see
snow!
16: Wild Weather - I came out and found all my sheep in me neighbours paddock. Id
later find out it was the damn wind, but by then the legal proceedings were in my favour, so I
chose to ignore the new evidence.
17: Shifting Land - See that Forest? Its called the endless desert. I guess naming
conventions dont hold up a century later.
18: New Lands - Sometimes discovery just means a rich person with a notepad had the
good fortune to walk by somewhere people had been living in for years.
19: A time of Madness - All stories start in fact. Somewhere, sometime, it rained blood
while strange beasts walked the earth.
20: A time of endings - Look on the bright side. If youre around to mourn, it means youre
not dead.

Empire Happenings Chart (1d100):


Roll on this chart at the start of each Empires turn.
1: A plague ravages the people of the land - The Dark Blood strikes! The sickness
spreads through physical contact. It turns the blood of the sufferer a dark, colagulating and
slowing the heart. Then eventually stopping it.
2: All crops are affected by a plague - White Mold. Each morning, those who grow crops
leave to find small dots of it spreading across their fields. Once a field is contaminated,
theres no hope left.
3: The various animals and creatures of the land begin to die off - Theres two options
son. Either we put that cow down now, or we put the whole herd down tomorrow, then watch
while the rest of the family starve to death.
4: A strange illness weakens the wood and erodes the metal and stone of this empire Youd never think that a palace could get sick, but sure enough when I saw that building fall
inwards, it looked exactly like a death rattle.
5: A mysterious sickness drives the population downright mad - Im not sick Im telling
you! Now get your halberds away from my goat, shes got a very important meeting with the
Baron and I need to buy her a pretty dress.
6: A lingering condition emerges and becomes part of the empires culture - When you
travel through some parts of Terrovan youll come across the crumbling knights. The

sickness makes them waste away, but for a few short years, it makes them much stronger
than any other man.
7: A great storm ravages this Empire, destroying land and life alike - For years after the
Savage Summer folk would still look skywards. They were half expecting it to split open
again and tear us all apart.
8: An earthquake splits the land and swallows sections of the Empire - We were tasked
with protecting the Prince. I was riding a few feet behind. Before I could do anything, him and
his horse were sucked down. Then the earth closed up over.. The prince, the battalion, all
gone.
9: A Volcano erupts, or a great fire spreads throughout the Empire - The lava? No, that
wasn't a problem. Even I could outrun it. The ash was the problem. Thick. Choaking. I can
still taste it.
10: Wild winds rip through the Empire - Id usually hide behind my mothers skirts when in
danger. But they got blown away! Then so did she...
11: Waves rush up from the sea, or an influx of rain causes a flood - Oh it wasnt so
bad. It was a hell of adventure swimming through the hallways of the palace and stealing all
the plates!
12: A shooting star crashes down on the Empire - You feel sorry for the fella whos
house it crushed? Dont! The thing was made of star metal! His family made a killing! Well,
those of them who weren't crushed.
13: A person of significance is born! - A new heir? The throne is MINE! Call a poisoner,
well see to this impudent whelp.
14: A scientist makes a name for themselves with a ground shaking discovery - Oh
sure, at the time Liorans black powder was a perfect innovation! But If Id known what would
be born of it Id have shoved the powder down his throat and tossed in a lit match.
15: A brilliant warrior, or powerful mage proves their worth - Ten assassins they say.
They ran right into the council chambers. Just one guard fought them all back, with nothing
but a letter opener and two chairs! She must be amazing!
16: A great criminal, or figure with a dark soul is born - When she was born, they say a
blood moon shone through the clouds above. A dark day, one of many that shed herald in.
17: A new instance of a species long thought extinct is born or revealed - A dragon.
The first in a thousand years, flies past and lands like nothings wrong, right in the middle of
the market. Did good business that day.
18: A new person of influence in the leadership of the Empire makes a display of
power - Just when the war starts going bad, Hector shuts down trade deals. He wants
double to keep providing weapons. Theres no other options. The other barons accept. They
must!
19: A social uprising occurs! - What we had they took. What we didnt have they tried to
take, then killed us when they couldnt take it.

20: A military coup is attempted - We will take no more orders from a leader to weak to
defend this land themselves. The only option is change. We will provoke it with blood!
21: The leader of this Empire is overthrown and a new one emerges - As the King was
marched down the street, his crimes were shouted out. First people threw fruit, then stones.
22: A demographic within the population of this Empire begins being discriminated
against - They dragged every family with a foreign name out of their homes and questioned
them. Those that knew nothing were pestered till they made something up.
23: The Empire becomes tolerant of something they previously were not, and adopt it
into their culture - The first commoner to command the town guard kept the greatest peace
known in an age. After that, there were no boundaries, and any willing body was snapped
up, so long as they were brave, smart and loyal.

24: A new law is enacted, banning a tradition within the Empire - Looking back on it, I
can understand why cannibalism was banned. All the same, I wish we could have been
consulted first!
25: A schism occurs within the society of this Empire - The Queen sold of our land,
gave away the soil we bled for as war reparations to the bastards we beat! Ill have none of
it!
26: The Empire goes to war! (Not with another Empire) - The smiths were overflowing
swords and the mages were itching to show off their new powers. We didnt have a target,
so we had to find one.
27: A rebellion occurs within the empire - They say that this elvish girl is the rightful
Queen. I dont know about that, but shes got the bigger army and Im keen to keep my head.
28: A religion or major artistic movement is born within the Empire - All of a sudden
there was an explosion of art and culture. Drab walls were splashed with paint by masked
figures in the night. I think the guards quite liked the pictures, but they still had to chase off
the painters when they caught them in the act.

29: A new guild or political party forms - We are the loyal guardians of Seaheven. We
take no prisoners. Criminals will and must be put to death.
30: A new underground or secret society forms - Every weapon built in Seaheven has a
hollow core, and within that core the blood of a member of Sanguine. We shed blood, and
we bleed for this city. We do right by it.
31: The Empire is in a time of plenty for one, or a number of types of resources - Food,
wine and water, the essentials of life, flow freely through the Northern Realms now. They
flow even more freely down the gullets of its citizens.
32: A famine or shortage of a resource type - No wood for ships. No wood for fire. No
wood for nothin. The very backbone of Puransque came crumbling down, and with it, the
spirits of the Empire.

33: A population boom occurs within the Empire - That many children all at once and
youd best believe some will be overseen. Luckily, Seahevens military drafting policy meant
that the kids would all have at least one place that would take em in. For a price...
34: A new land is discovered that the Empire will take control of - A brave new world
across the sea. Completely uninhabited! Well I mean one of the men said he saw a
Dragon, but thats hardly likely now is it?
35: A new type of resource is discovered - Deep Sea Iron. It floats up towards the surface
and gets found trapped in coral reefs. Who knows how far its traveled? The stuffs light as a
feather but strong enough to cut through any other blade.
36: Something goes extinct, a resource type or a creature - That winter, we waited
behind the hills for the seals to come up and rest upon the ice shelf. They never did. That
winter, there was no food. Some of the villagers turned to drastic measures.
37: A great discovery rocks the Empire to its core - A wooden frame and cloth wings.
She looked like a bird as she soared high above the city streets. People stopped and stared,
equally terrified and amazed. A new age. An age of flight.
38: An experiment goes wrong or a piece of technology disastrously malfunctions We used crystals infused with power to keep the cells of the ancient prison shut. When they
malfunctioned, the released energy tore apart the land and awakened the sleeping convicts.
39: A powerful spell is cast across the land, changing its nature in some way - The
Wordwatch was cast across the people of Seaheven in the Year of Terrovan, 359. Any who
spoke out against the Queen would find themselves struck mute. An effective deterrent.
40: A secret scandal is uncovered within the Empire - The common folk would never
understand. They hadn't grown up with the taste of flesh between their teeth. We were
raised within its embrace. Indoctrinated! We had no choice!
41: A new field of science or a new kind of magic is uncovered - You wouldnt imagine
so, but the Philosopher's stone brought on a new age of poverty. Without gold as a wealth
standard, the bottom fell out of the market.
42: The Empires culture reaches a level of enlightenment - We burnt all the spears
and put the blades of swords to the grindstone. No more blood would be shed and if we had
to sacrifice useful tools for that to happen then so be it.
43: The Empire goes to war with another Empire - Sharpen the blades and notch the
arrows. Its time to show those Seaheven bastards what The Northern Realms are made of!
44: An invasion of creatures from a distant land, place or time threaten the Empire The Endless Swarm. Millions of the creatures, pouring out of holes in the ground, tusks
sticking out of their blind faces. Our catapults would smash their lines, but where one fell, a
million more would rise up.
45: Bandits and Criminals rise up! - We called the captain for help, but he was too busy
looting. People hid in their homes while below them, all the carnage of a battlefield heaved
and heaped about.

46: A shift occurs in how your Empire views war. Is it hell? Or Honor? - The orclings
threw down their axes and broke their bows upon the rocks. The first peace for a thousand
years. A few months later, the elves rode through their lands and slaughtered every last one.
47: Any wars or conflicts that the Empire is in are called to end peacefully - I had two
children. When I realised that all their hopes and dreams involved more battle and chaos, I
realised that the violence had to end. I wont raise a child in war.
48: Bad luck! All Happenings from last round happen again - We crowned the new King
and cheered as he walked through the city streets. Then he tripped. We were back next
week to crown his successor.
49: The Empire expands, a new city, location or region is founded and built upon Why build out when you can build up? The Great grey towers of our home will soon be
known as an Icon across the world!
50: The Empire is blessed. All desired events are resolved to the satisfaction of the
Empire and it has a burst of arts, supplies trade and technological advancement - It
was the best of times. Thats all it was. You never think utopia can exists until you live inside
one.
51: A financial crisis within the Empire causes widespread chaos - She seemed like
such a nice, kind lady. By the time we realised that her plan was a scam, she was long gone,
the village was broke and winter was closing in fast.
52: A strange group of creatures or beings arrive at the outskirts of the Empire -The
folk with yellow eyes just kept on coming. They would isolate themselves, lurking about in
the bars at the south side of Dragonmaw bay.
53: The Ruler of the Empire dies - She stood up to speak to us. The whole crowd reached
out from below, cheering. She wavered for a second. Then Woosh! Over the balcony, down
into the arms of the now screaming people.
54: A high profile murder takes place within the Empire - The house was swarming with
guards, it was broad daylight and the place was full of witnesses. They found him hung from
a chandelier, and they say nobody saw nothing!
55: The largest building or structure within the Empire collapses - It was magic, it had
to be. We all saw a bright blue flash, then a second later, the whole world was shaking as
the Ivory tower came crashing down.
56: A drought sweeps across the Empire - My mother stood in line with my by her side for
hours. When we finally reached the well, they drew out a bucket full of filthy black mud. We
were glad to have it.
57: A baby boom fills the Empire with new smiling children - Years of peace meant
years of children. For five summers straight the streets of Seaheven were filled with the
sound of laughter. All was well.
58: A shift occurs in the art style of the Empire - Architecture became all the rage.
People would compete to build the fanciest, but totally impractical houses. I once saw one
without doors! Brilliant!

59: A season drags on particularly long, making the weather stagnant - Charge a few
coppers to clear the roads of snow and youll be able to live it up all winter. Well winter lasted
years. Pretty quick, I made it big.
60: A new language begins to be spoken within the Empire - The rich started swapping
syllables, using them in clever ways, trying to bamboozle the common man. Well, we
weren't having any of that. Pretty soon, when the rich folk would visit the slums, theyd get
mocked within an inch of their lives in what sounded to them like a foreign language.
61: Something amazing is spotted passing by the Empire - A great beast, the size of a
palace, its wings sent gusts of wind about that set flutters flying down the street. It soared
over the city as the passers by gasped below. Then with a great cry, it crashed down onto
the fields outside.
62: A new form of cuisine develops within the Empire - Fishing wasnt enough, so the
folk from the Northern Realms started to get creative. Mix the juice from the fish with snow,
then leave it to freeze. Next put it in hot, spiced tea. The result is a pungent soup, that
warms and wakes you up at the same time.
63: A new form of art begins to proliferate within the Empire - Seaheven was overrun
with swordsmen. Each man, woman and child owned a blade and knew how to use it. It was
deemed uncouth to deal injury, so skilled duelsists would defeat an opponent without hurting
them at all.
64: A natural geological wonder is unearthed within the Empire - As the granite dust
settled we all stopped. Speechless. The cavern extended for miles below the city and a great
undersea river of gleaming crystal water drifted along it. Pure and undisturbed.
65: There is a great migration of the Empires people - Theres something beautiful about
travel that comes out all the more when you see enough people move. The whole city
packed up. Laden figures strode past empty houses all moving together as one.
66: A new way to travel emerges within the Empire - Pilots were quick to set up. Families
leaving the city would pile their affairs onto caravans, and themselves onto gliders, trusting
their lives to badly trained maniacs on hair brained machines. I walked instead and, well, Im
the one telling the story.
67: A new weapon, or way to do battle emerges in the Empire - The Crossbow put an
end to knights, and the musket put an end to the crossbow. I hope Ill never live to see the
day when something comes about that can put a musket out to pasture.
68: A diplomatic incident occurs between this Empire and another - Getting drunk at
an emissary dinner is expected. Getting drunk and punching the Queens nephew during the
national anthem, well thats a little more surprising.
69: A new important structure is built within the Empire - Everybody loved Skykiss
Temple! Of course, the inquisitors would have hunted down anyone who didnt.
70: An important figure dies within the Empire - I served Lady Termindane in life. The
least I can do is be buried alongside her in death.
71: A festival is held within the Empire - Grand Harvest Day is my second favorite
holiday. Its right behind The long weekend of Bloodletting and The two hour lunch of
tortured souls.

72: A new symbol, flag, song or other aspect is incorporated into the Empires lore - I
would have thought that a national anthem should have less swear words, but then again,
Im not the revolutionary with the big nasty guillotine.
73: A new sport, game or activity is developed - We finally outlawed blood sports, but we
still had the arenas built. Other events started being held in them, and soon, competitive
debating flourished within the Empire.
74: The Empire develops a new trait - Leave a city to its own devices and youll be
surprised what twisted secrets crawl out of the woodwork.
75: An influx of money brings wealth to the Empire - Seaheven didnt get rich through a
pyramid scheme. It got rich through a patented upside down triangle trade system.
76: The city enters open revolution - Its all fun and games until someone loses a dynasty.
77: A new funeral tradition Emerges within the Empire - With the city under hostile
occupation, body burning rituals were banned. Folk took to burying bodies under their
houses, and once the invaders were chased off, the tradition stuck.
78: A new way to celebrate births of marriages occurs within the Empire - Marriage
used to be about the bonding of two. After a time, the two getting married would use their
wedding to reaffirm the bond between others instead.
79: A significant piece of art is created within the Empire - No matter where you stand,
the sculpture seems to be looking away from you. You can never meet its eye.
80: A nearby Geographical feature becomes part of the Empire's culture, gaining a
name and reputation - After centuries in the shadow of great mountains, the Northern
Realms had them sewn in onto the banners they carried with them into battle.
81: A great sporting event is held within the Empire. Perhaps across multiple Empires
- Why waste a generation fighting a war when all that needs to be said can be shown in a
day by a countrys finest.
82: A new alphabet or dialect becomes common within the Empire - Its complicated but
necessary. So what if the elders fall behind? You cant hold back progress.
83: A demand for a new resource develops within the Empire - Hecuans can make a
fortune if theyre in the right place at the right time. Or if theyre willing to sell ivory.
84: The citizens of the Empire change in some way - Once the war ended and rationing
stopped, we found that food didnt hold the same appeal. Three generations of war will do
that to you.
85: A new capital or central area is named within the Empire - Look I agree that we need
a new capital city. I just dont see why we have to totally knock down the old one.
86: The leader of the Empire dies - Dead you say? I cant believe that somebody would cut
our Kings throat! Hmm? Oh! Well that was just a guess. I certainly didnt know it happened
beforehand.

87: The Empire changes its leadership type - The books on Democracy were so stylishly
written that the queen thought shed implement it throughout Seaheven. I dont think she
realised quite what it would mean for her...
88: A new state, region, district or area is named within the Empire - No my lord! You
wisdom is eternal, but I just wonder if your subjects will really be happy with a district called
Poortown.
89: The Empire moves - If you pollute a river and line the streets with trash, most people
would try to fix it up. The Hecuans just shifted the city, leaving a ghostly ruin behind.
90: The Empire gains a new asset - Gold was so common in the mountains that some
Northern villages used it to build houses. When they found out it was valuable, they knocked
the houses down, then brought bigger ones.
91: The Empire losses a type of asset - All mines dry up eventually. My advice? Letters of
credit work well for long enough for you to borrow what you need and run.
92: A trait the Empire previously had is inverted - Some people say indecision is a flaw.
Me? I think its a virtue.
93: The empire loses a trait - Cultures always evolving. Sometimes that evolution means
pruning
94: A class system forms or changes within the Empire - When all of your soldiers get
killed in one of the ten wars youre fighting, then suddenly anybody who knows how to write
up a treatise of surrender is in very high demand. A scholar class.
95: Slavery is made legal or outlawed within the Empire - If you end up on the wrong
side of history, wait long enough, and youll end up back on the right.
96: The Empire discovers something new about its history - The Nobles would all fight
to try and own the oldest property. Theyd pay anything. Well imagine the surprise when they
figured out that the slums were the oldest district in town.
97: The Empire is renamed - Well sure, Seaheven is the technical name but the locals still
call it Slimebeach, even though the sands been covered up by hundreds of houses.
98: A strange and indescribable event - Millions of cats. They walked through the streets
like they owned them. Stay calm and theyd do nothing but purr and brush your shins. Shout,
and theyd shred you alive.
99: Add your own - Whenever you think youve seen it all something new jumps out to
surprise you.
100: The Empire is destroyed - All thing come to end eventually. The real question is how
will you let the night take you?

Gameplay Notes
This chart is limited. A full version of the game would contain a more detailed list with more
varied options. Responsive charts to certain world events could be developed. In addition,
alternate versions of gameplay charts based on other settings would be included.
For example a Gothic chart could include features like;
1: The Empire is savaged by a monster attack
2: A mysterious stranger arrives within the Empire
3: The Empire devises a new method of executing prisoners
A Steampunk chart could include features like;
1: A new power source is discovered.
2: A piece of important technology suddenly explodes!
3: Technological Secrets are stolen from the Empire!

Beyond Play
These charts, along with the basic gameplay rules aligned at the start of this chapter make
up the backbone of Whirlpool. Simple mechanics at the core. The next section of the Rules
Lite contains prototypes for Archiving sheets and Empire sheets.
This gameplay loop of developing lore is the whole focus of Whirlpool. Build your ultimate
setting for a detailed game. Create the intrigue for a story. Maybe just have fun creating lore
together. The game is just collaborative storytelling. Its there to enjoy.
As you play, develop your own gameplay charts. Adapt the game to suit you.
The worlds you create should be limitless.

Final Words
Whirlpool asks a lot from players. It requires a lot of creativity, and a willingness to adapt and
work within rulesets. It doesnt provide clear cut and defined gameplay loops. Thats both an
aspect that makes it more complicated and its strength. There are thousands of unique
worlds out there. They just need to be created.
Thank you for reading Whirlpool. I hope that youve thought of some lore for the worlds and
stories you have to tell.

Archiving
This section of the Rules Lite contains the documents needed for play. Below are blank
versions of the Empire Sheet and the Lore Tracking Sheet. A copy of the lore sheet, filled in
with the events from the Example of Play are also included.

Reviewing Empires
As you continue to develop your lore, you will find that certain Empires teter close to
destruction, and others need further developing. Take the time every five rounds or so to
quickly discuss each Empire in play. Consider including new ones, or letting certain ones fall
by the wayside.
Try to not let the number of Empires balloon too high. If your World begins to become highly
developed with many Empires and Happenings all occurring at once, consider tapping in
and out different Empires. Allowing an Empire to sit out for few rounds can be more
beneficial to the story of a world as a whole than taking the time to include every possible
Empire in game.

Flavour Text
As in the Rules Lite themselves, lore archiving systems can benefit from including flavour
text. Including these aspects in your character sheet gives a deeper sense of story than just
a factual representation. All the games tracking documentation includes space for flavour
text.

Later Versions and Final Details


Thank you!

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