Storytelling & Worldbuilding
Bad Omens
Bad Places
Bad Places 2
Defining Life Events
Dubious Discoveries
Festivals and Holidays
Inns and Taverns
Maritime Encounters
Odd Skills and Traits
Quest Seed Generator
NEW
Reasons to Be Evil
Reasons to Leave the Shire
Travel Encounters
Travel Location Generator
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Wild Wild Weather
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Creatures & Characters
A Life in Three Acts
NEW
Lost and Broken Demigods
NPC Generator
NPC Name Generator
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Personal Mottos
Working Stiffs
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Powers & Effects
Devilish Deals
NEW
Diseases
Dumb Cantrips for Bad Wizards
Peculiar Potions
NEW
Items & Artifacts
Abhorrent Artifacts
A Critical Armament
NEW
Books of the Damned
Does It Have a Name?
Rods, Staffs, and Wands
Spell Components
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Things Found in an Abandoned Mine
Things Found in an Alchemist's Lab
Things Found in a Rickety Shack
Things Found in a Tree
Things Found in the Pocket of a Stranger
Weird Weapons
Location Generators
A Cabin in the Woods
A Mysterious Tower
A Seaside Altar
A Sinister Sepulchre
Dour Dour Docks
Six Establishments in Squalor
Histories of Kingdoms
(d6)
It's always been horrible. But it used to be horrible-er.
1
An inland nation with open plains and high mesas was occupied by warring tribes for many hundreds of years. Forces invaded from overseas with more advanced technologies and weaponry. The indigenous tribes allied and affected a total surrender, ceding a great centralized area to the invaders and retreating to the plateaus. Once the invaders had established a foothold in their new fortified settlement, the tribes poisoned their water and laid siege until the invaders had all succumbed to disease or starvation. They then burnt the settlement to the ground and eliminated any trace of their existence. The tribes are now allied and deny any such events took place.
2
The ruins of a once-great mageocracy. The lands have been flooded by a terrible rain which lasted many years--the result of a divine experiment gone wrong. The land is cursed but perhaps still contains ancient relics belonging to the previous reign. Strange magic shapes the landscape.
3
A matriarchy was years in shambles with no successor as those betrothed to the princess continued to die off mysteriously. The mystery was suddenly solved when a would-be suitor was heard shouting, as he fell from the tower of the grand castle, not "aaah!" but rather, "she pushed me!" The kingdom of the fallen man soon attacked in retaliation, plunging both nations into decades of bitter warfare.
4
An isolated island nation, weary of visitors of any kind. Tales are told of invaders being struck blind, feeble or disoriented the moment they set foot on the shores of the island. A new trans-oceanic route has recently opened, bringing untold number of transport vessels within close proximity of the isolated kingdom. Their secrecy is soon to be tested.
5
Two churches of similar faith plunged a kingdom into centuries of civil war. Religious hegemony would alternate while each group took power. An invasion of pagans swiftly overtook the entire kingdom. Once in power, they encouraged private religious practice and made any form of proselytizing punishable by "disappearance." After two generations, peace has prevailed. Untold numbers of exiled priests plot their return to influence.
6
A country of modest resources near a vast shipping hub required labor. And labor came from every direction. The resulting culture was a melange of distant ideas and practices in an uneasy harmony. Unaccustomed to any kind of peace, most migrants abandoned their homelands to live within this new and accepting chaos. They have become fiercely protective of it, now resenting any kind of knowable bloodline or historical culture.