Um. Politics sounds more like a number of other NPCs who have names, are human, and have their own motivations. I don't believe making the character's home turf a landscape threat is a very good idea. I see where you're coming from though, I... I'm not sure how that would work mostly. You want the landscape threats to surround them, not be literally unescapable.
When I think of landscape threats, I think of that fucking sun blasted desert that stretches forever west, from which very few travelers make it through alive. Then I say, it's a threat because it's a generates badness. The ground moves out there, the sun cooks you alive, or freezes you when its down, there is irradiated sand blowing around and when those storms it's all you can do is hope you don't have to breath. When people try to cross this desert, it generated badness, not to mention it stretches forever. Threat? Cross at your own risk.
Or... surrounding the swampland hangs a thick mist, with ten meter crocodiles lurking in the shallows. Only people that know their way around attempt to go through, because if you don't know the paths, you're as good a dead. Threat? Getting lost and never getting back out.
That's what I think of when I think landscape threat. It means impersonal, environmental. If say some neighboring town was fucking weird as shit, and a dark evil seemed to lurk in the hearts of anyone that stayed there for too long--yeah okay, that's an environment effecting the people, maybe its politics, maybe its violence, but what you can do with that is play up some supernatural malevolence.
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Landscape threats don't change often, are not easily "defeated", nor do they have their own will. Although you can at some meta-level pretend that they do. What if that landscape threats were ruled over by some petty deity. Not actually, but like if you stepped into a prison landscape, the landscape itself, and therefore everything within it played as though it didn't want you leave. The vines gently start to wrap around your bags while you sleep, the paths seem to get lost easily, or lead you astray. Just the ambient descriptives gives people the impression that if they're not careful, they're never going to get out of here alive. Now, that doesn't mean there actually is some type of deity controlling those things and acting as a petty aggressor, but the land itself can seem to have a will.
When you make a move with a landscape, you do so to barf forth apocalyptica into the scene. To announce color, description, badness, or potential reprieve. Your moves happen whenever there is a lull or opportunity not snowballing, or some player driven initiative already taking precedence narratively. You some come up with a theme for a landscape, what is dangerous? Why? It is more dangerous when you're sleeping, or when youre awake and moving. When youre loud, or when things get quiet, when you're in a group, or when you're alone. What does the landscape want, and how do that want manifest in the environment?
I write up travel moves that worked like some of the harm hacks, when you suffer harm... when you travel through the wasteland, when you travel down the river, when you try to pass through the swamp and you dont have a guide.... And then I made them roll with a cache of supplies or whatever. I used the harm moves to detail the crisis or the effect the landscape has on them, but only when it was dangerous. This however isnt at all necessarily, all you have to do is make the world seem real, and make dangerous things be dangerous.