Showing posts with label settings. Show all posts
Showing posts with label settings. Show all posts

Saturday, October 2, 2021

D10 Strange Worlds and The Portals That Transport You

Have you ever wanted to throw your players into a horrible world of woe and despair for a few sessions?  A fun distraction on the side to the main adventure.  Well, fret no more.  Here are a few seed ideas of worlds your party could be transported to and the method in which they could be taken!


Strange Worlds at End of Eerie Portals

The Portal

The World

1

The surface of a mirror

The Grey Maze:

  • Walls of a grand maze surround you. They reach high into the sky and their uniformly flat surfaces make scaling them impossible. Even the grandest of giants would find scaling such a climb impossible.

  • The repetition of the landscape and the complexity of the maze makes it hard to navigate. If one does not take the time to carefully map their progress it will be easy to get lost forever.

  • Civilisation can be found here, where the facades of the walls are cracked. People build towns within the cracks in the walls. They are well guarded.

  • Spider things hunt in the maze. They scale the walls with ease and carry bony harpoons to capture their prey.

2

A glowing potion that when drunk causes the drinker to fall into a deep slumber and phase-out of reality

The cylinder:

  • The surface of the world in here is found upon the inside of a seemingly endless cylinder. A person can look up into the sky and see the sprawl of a city above them at the opposite side to where they stand.

  • The sun is a filament of light that runs down the centre of this strange world. Day and night are marked by the luminosity of this ribbon of light.

3

A strange sticky fog rolls over the land here. As soon as one enters this area the sounds of animals cease. If they keep pressing forward they will eventually reach the other world.

The Pit:

  • The world is shaped like a vast bowl with all points sloping inwards. At the centre of the world is a vast, and perfectly round chasm.

  • New land is spawned at the edges of this world. Then over the course of decades, it creeps and slides, and tumbles into the pit.

  • The soil is loose here and thus settled civilisations are rare. Nearly everything is nomadic, metallurgy and other heavy industry that requires fixed infrastructure are non-existent.

  • This is the world of the horse lord.

4

A small knife with a uniquely sharp edge is able to cut a hole between worlds. Wounds inflicted with this knife bleed the stuff strange realities.

The Abandoned City:

  • There is a vast city. With infinite floors and infinite sprawl. The echoes of your voice is swallowed by the absurd vastness of this space.

  • You are not sure where the city ends and the sky beings.

  • It is entirely devoid of its previous inhabitants. However strange mockeries of humanity can be found squatting in the rooms of this metropolis. They do not enjoy company.

  • Small redoubts of post-human survivors live. They are a hardy sort who are expert scavengers and cultivators.

5

A great titan of a beast stalks the land. It is said that its throat is a portal to another world. All you have to do is risk being swallowed whole.

Volcanism in The Nightland:

  • The Sun is dying and has all but dimmed to shine out a sickly green glow. The world is either pitch black or illuminated by a weak emerald light.

  • It is a hot and humid place and it is beset by violent and endless volcanism. Volcanoes erupt regularly, vomiting out all but unseen ash clouds, earthquakes are common here.

  • This place is home to a rich and ferocious ecosystem. The hydrothermal vents provide the basis of life here. Great worms feed on the minerals and nutrients exuded. Predators many times the size of a person skitter in the dark, and greater things predate on them still.

  • For such a hostile place civilisation thrives. Though it is penned in and terrified of what lies beyond its borders.

6

A single silver key. Absurdly plain in design. Anyone who holds it may unlock any door which will now open into another world. Be careful. Not every world will have a door to return you.

Ropes and Knots:

  • There is no apparent ground to this world, just an endless sky that falls into a black void.

  • This world is comprised of huge strands of rope that can be anything from a few meters to a few kilometres thick. They go in all directions and meet together in great knots. The knots themselves can vary in size hugely.

  • It is in the larger knots that civilisation is found. Towns and kingdoms claim knots as their home. And within the strands and between the gaps of the ropes are the strange caves and dungeons of this world.

  • The cut one of the great ropes is the greatest taboo of all, for connection is life.

  • Beware the fleet centipede things that hunt in the wild of the strands.

7

A spell or ritual. It is written in a hidden tome or scroll. It is clearly hidden knowledge, maybe to keep the treasure to themselves or to keep our world from danger.

Grass Ocean:

  • This is a world is islands and archipelagoes. These islands are rich oases and plenty and peace, however, they are separated by the grass ocean.

  • Where there would be an ocean there is a great plain of long grass, and like the ocean, the level of the grass is uniform at the surface. The deep one goes into the grass ocean the longer the grass becomes.

  • Travelling from one island is dangerous. Navigating the depths of the ocean is incredibly difficult and dangerous. The deeper you go the darker it becomes due to the fronds of grass blocking out more and more light.

  • Numerous shark-like predators that crawl and creep hunt down here. Though it is also rich in life to be harvested.

8

A portal. A standard glowing portal. You can choose the colour it glows.

The Million Million Rooms:

  • This place could possibly be hell. The world is a series of interconnecting rooms. Some as small as a closet others the size of a cathedral's interior.

  • The walls of this place are the same charcoal colour. The sameness is endless. It's maddening. It hurts one's mind to dwell here for more than a few hours. One cannot tell where a corner or dark spaces begin.

  • There is no food or sustenance here so it is almost devoid of life. Almost. For solid human-like shadows walk these halls. They have the same charcoal colour and they hunt and hate life.

9

A great eternal fire burns at this place. For some, it is a place of pilgrimage. Some sacrifice themselves to the flame. For those that do they are transported to another world.

The Tireless Strider:

  • The world is a vast clockwork golem. It is the size of a continent that it marches ceaselessly through an endless mist that obscures anything below its waste.

  • Upon its back shoulders and head, cities have grown. They are prosperous and thick with culture.

  • Adventures will often delve into the golem itself. Within are items of great use and power. But within are guardians of the golem's body, as well as other things that stalk in the dark.

  • The question begs. Where is the golem heading to, and will it ever reach its destination?

10

A lake with a perfectly flat surface that never ripples. Once submerged and drowning you will awake in another world.

Puppets and Palaces:

  • The world is normal. It has kingdoms, economies, peoples and passions.

  • Except everyone one is a puppet. They will deny it of course, even if you show them the strings that hold them up.

  • Are they actually individuals? Or is some strange eldritch creature playing dollhouse with a world?

Sunday, September 12, 2021

Veins of The Earthjammer

So here is an idea, what would happen if we mashed together the amazing Veins of The Earth with D&D in space via Spelljammer?  This post is a general musing more than anything else but I think the concept may have legs.  This post is more an exploration of the idea, you never know I may expand on it in the future.

The Dvargir
The Dvargir are uber dwarfs.  Dwarfs who have through countless generations pursued the obsession of work to the point they are now completely consumed by the notion.  They build and work because they must, it's in their DNA.  Their singular devotion to work has turned the race into a system of logic gates inside of a machine of meat and bone.  In Spelljammer they will have ascended to the surface of their planet and have achieved interplanetary travel.  This is what they would do:
  • Create a full survey of their planet.  Take an accounting of estimates of metal deposits and other useful resources.
  • Build a fleet of craft designed to assist with logistical and industrial utilities.  A fleet of factories and workshops.
  • They begin to dismantle the planet.  Crack it open to the core and access the metal inside.
  • Using these resources they expand their fleet capacity and begin to survey, audit, and dismantle every celestial body in the solar system excluding the star.
  • They begin work on the grand project.  A great runic ringworld that encompasses the sun on the solar plane.
  • This project will take 1000s maybe millions of generations.  The completed parts of the ringworld are abandoned by the Dvargir as they move onto the next stage of construction.
  • Inhabitants from other worlds and beyond settle here.  Kingdoms, even empires rise and fall.  It has become the de facto center for universal trade and diplomacy.
  • The Dvargir work on still.
Substratals
When the Dvargir cracked open the many worlds of the solar system they broke "The Real World".  This was nothing short of apocalyptic for the Substratals and their civilization almost perished.  A handful of groups kept the candle of their culture alight, but the loss of their home against an uncaring foe has changed them.  They waged a war of attrition against the Dvargir to little effect, this has left the survivors cynical and battle-hardened.  
Due to their incredible intellect and nigh on invulnerability to most mundane weapons substratals quickly rise to the top echelons of whichever society they find themselves within.  Many worlds are ruled effectively by them (sometimes even benevolently).  Substratals are prized advisors, generals, and admirals.

Deep Janeen
No deep Janeen freeport palace is alike.  Each is more decadent, more bizarre, and wonderous than all the others in its own way.
Each Deep Janeen has built their own freeport in the middle of wildspace.  Each freeport is spectacular to behold and is built to the very exacting tastes of that Deep Janeen.  In some places the Deep Janeen will gleefully mix with the visitors to their port, in others, they will hide away in the gloom of their maze living vicariously off the whispers of the activity outside. 
The freeport itself is a large floating structure in wildspace.  The Deep Janeen set aside large areas of their maze palace to act as a commercial sector.  This is a place where most budding entrepreneurs face little to no bureaucratic barriers to establishing a business.
They do however impose a tax, rarely ever in the form of gold.  Each tax is unique at the Deep Janeen that sets it.  Failure to pay this tax will see quick eviction for existing commercial operations.  A wise trader will learn the quirks of each Deep Janeen ensuring the businesses of these freeports are well stocked with the oddities that their landlord demands.
Oh, one last thing.  Before everyone who stays at a freeport MUST fill out the visitor's survey upon leaving.  Refusing to do so will lead to instant imprisonment, or worse.

The Aelf-Adal
The Aelf-Adal never had the need to bleed into the real world to wage war on the dreamers here.  They raid and pillage as they please knowing that no one can follow them to their dread realm.  For the Aelf-Adal live beyond the event horizon of black holes.
These are terrible places where time shifts and nightmares reign.
Only the most foolhardy would consider travel past these portals to their home plane.
No known spelljammer captain has passed beyond the event horizon and returned.  Many suspect that some enchantment or technology in the Aelf-Adal's own craft grants them immunity to whatever destruction that would otherwise befall any crew that crosses the threshold.
Those who take their awful yet elegant craft as a prize find them wholly uncoperative.  Not unworkable, but uncooperative, the craft resists the helmsman's demands.  Furthermore, those who try to interface with the Aelf-Adal's crafts find their dreams haunted by fleet-footed beings.  Over time their sanity will ebb and reality and dreamspace will phase into one another.

Knotsmen
These loathsome people thrive in wildspace.  Gordonia their capital, is a cold and barren rogue planet that is hidden in the depths of a vast nebular, no outsiders know the location.  No outsider has ever seen their homeworld, well not those who are not condemned to permanent slavery at any rate.
The knotsmen are feared slavers.  They are also excellent mercenaries who show absolutely zero mercy in battle.  They prefer as always to attack at range, they come onto the field of battle heavily armored carrying shot and pike.
They still relentlessly hunt down their escaped young men.  No one has seen their women, for their civilization is still the height of cruelest misogyny.
Their craft are known as needle-ships, which are long and regal in design.  They travel at speeds that almost no other race can match, which gives their armada a considerable advantage in the theater of war.
They are still excellent surgeons and most of the major ports will have a medical clinic run by a knotsman.  They often offer free services, though they nearly always demand a favor in return.  Most kingdoms and empires have a knotsman physician at hand, though no one trusts them.
The knotsmen are a superpower in the waiting.




Wednesday, August 25, 2021

M.E.G (Massive Event Generator)

THE M.E.G.

HERE WE GO!  As promised the M.E.G.  So just a brief description of what this all is and how to use it.  The M.E.G is a system designed to fill your game world with far-reaching events that should add some interesting narratives and potential hooks for plot and adventure.

 The events described here are considered to be Black Swans, which are events that occur by surprise and who have deep consequences for all.  These could be historical events or ones that are unfolding as your campaign progresses.

I would argue historically that Black Swans and other massive events have a habit of cascading from one to another.  The massive uncertainty from one event brings about others.  If you are using this to generate some history for a setting consider that and how these events could relate to each other.

I have also given it a bit of flavor to assume it is a fantasy setting that the M.E.G. will be aimed at, but with a few tweaks, you could apply it to others too.


A Worked Example

Type: 1D2 (result 1)

Alien: The event that happened had never happened before in history.  This is a new challenge that is un-yet explored by human experience.  In the real world, this could be something like the Aztec's meeting gun powder units or it could be the invention of the internet.

Source: 1D3 and 1D4 (result 2 and 1)

Source (Exogenesis - Geological):  The event that happened was caused by something not magical or by humans.  It is a result of the natural world.  In this case, geological sources, which have in the past caused all kinds of calamity.

Scope and Magnitude: 2D4 (result 2 and 4)

National and Total Collapse:  This is telling us that the damage caused by our geological event occurred at a national level (so a country or kingdom) and the fallout from it was so bad that the nation collapsed. 

Exogenesis Event Detail -Geological: 1D12 (result 12)

A living Mountain:  The event that caused this is the sudden awakening of a living mountain that would clearly crush anything in its path.  No city walls or armies can stop that bad boy.  

Filling in the Gaps:

  • This is an alien event.  Therefore no one was aware of this mountain being a living thing. It has likely lain there for most of human history if not longer.
  • Maybe it was always strangely placed and had some cultural or religious significance.
  • The entire nation collapsed.  Therefore it is likely that the capital and other major cities have been crushed by its movement.  All infrastructure has been destroyed.
  • If this one has awoken are there others?  Is this the start of more?  Did the sudden awakening of this mountain trigger a worldwide event?  Is it even possible to have settled cities now with the risk of wandering mountains?
So I hope that all makes sense.  Have a go yourself!

Type

This describes why the event is a surprise.

Roll 1D2

Roll

Type

Description

1

Alien

The event is entirely novel or completely unknown. Or if it is known only the most cursory knowledge of it is possessed.

2

Excession

The event is a known phenomenon to those witnessing it. However, it occurs at such a magnitude or severity that it breaks all current understanding of such phenomenon.


Source

Describes the origin of the event

Roll 1D3 and Roll 1D4

(Then refer to specific Event Detail Table)

Roll

Source

Description

1

Endogensis

Any event that originates from human activities. This can be further broken down into the following:

  1. Political

  2. Economic

  3. Societal

  4. Technological

2

Exogensis

Any event that originates from non human activities. This can be further broken down into the following:

  1. Geology

  2. Climate

  3. Marine

  4. Natural Organisms

3

Arcanogensis

Any event that originates from “magical” sources. This can be further broken down into the following:

  1. Arcane

  2. Eldritch

  3. Divine

  4. Psionic


Scope and Magnitude

Describes how wide the effects of the event is felt and how deeply the consequences run.

Roll 2D4

Roll

Extent

Magnitude

1

Local (city or county)

Temporary Change

2

National

Permanent Change

3

Continental

Partial Collapse

4

Global

Total Collapse


Endogensis Event Details

Political

Roll 2D8

Roll

Description

2

The assassination of a Popular Figure:

A public figure is assassinated leading to outrage and political complications.

3

Assassination of a Tyrant:

An oppressive ruler is assassinated. The people rejoice but the future remains uncertain.

4

Democide of an Ethnic/Racial Group:

An attempted genocide of a targeted group is committed by a political eternity or state. Leaving a long and ugly legacy.

5

Democide of ideological Opponents:

A systematic purge of undesirables has taken place. The state/political entity committing this crime either denies it or rationalises it. Regardless the political landscape has been changed forever.

6

Democide through incompetence:

Through poor leadership, bad policy making or pervasive corruption the people of the land have suffered. This has lead to a humanitarian crisis (plagues, famine, floods etc.).

7

War [Invasion]:

An outside force has invaded with the intent to either conquer, exterminate or enslave. The invaders are:

  1. Undead

  2. Extra-planar/dimensional

  3. Extra-terrestial

  4. Rival empire/Raiders/Hordes

8

War [Innovation]:

The rules of war are turned on its head through the development of new weapons/strategies/tactics. Soldiers and civilians alike face the new horrors wrought bit this change.

The battlefield will never be the same again.

9

War [Atrocities]:

This conflict has been punctuated by particularly horrific war crimes enacted upon the civilian and soldiering populations alike. This has left a traumatised population with deeply rooted cultural scars and hatreds.

10

Unrest [Revolution]:

The great masses of the population rose up and deposed the ruling class. In the aftermath a new political system is created. Deeply rooted animosities still exists within, and powers from without eye them with greed and caution alike.

11

Unrest [Anarchy]:

The state has failed and the rule of law is all but lost. It is unclear when or even if a new political power is able to re-emerge.

12

Unrest [Non-violent]:

A non-violent movement demanding change has emerged. Any attempts by the state to crack down on them has only strengthened their resolve.

13

Succession Crisis [No Apparent successor]:

When previous ruler ends their term there is no clear successor. Be this from a confused line of succession in a republic or a dead king with no living heirs. The state enters into a a period is extreme uncertainty.

14

Secession Crisis [Refusal to Relinquish Power]:

When the current ruling power's term comes to an end they attempt to retain power. This becomes a race between the vying powers to shore up political support.

15

Succession Crisis [Multiple Successors]:

When the previous ruling power comes to an end multiple successors emerge. Each determined to come out on top.

It is likely to end in extreme violence.

16

Succession Crisis [Coup]:

Through naked force an illegitimate power takes control of the apparatus of the state.

Economic

1D12

Roll

Description

1

Trade Route Collapse:

A trade route vital for so many collapses. This prevents the transfer of vital goods and wealth between any number of nations. This has been caused by:

  1. Raiders/Piracy/War

  2. Climate change

  3. Re-routing of trade elsewhere

  4. Arcane disturbances

2

Trade Route Creation:

The creation of a new trade route transforms the lives of many. It requires the guarantee of safety by at least one major power. The goods permanently change the wealth of nations. The new trade goods moved maybe a fundamental good or an ill.

3

Economic Innovation:

Through the implementation of a new economic policy or developments in the world of finance (such as insurance or fractional banking) the way wealth is generated is permanently changed.

Remember. A bank is more powerful than a standing army.

4

Workers Rights Movement:

Demands for changes in the rights of workers have spread like wildfire. The state feels pressure to change but other stakeholders seek to desperately maintain existing powers and privileges.

5

Hyperinflation:

The cost of goods increases by eye-watering rates. The wages of the average person can barely afford a meal let alone to be able to support a family. There is an explosion of poverty and desperation everywhere.

6

Bankruptcy of an Institution:

It could be a financial institution or even an entire empire. The coffers run dry and the institution becomes bankrupt. This was a result of imprudent policy, economic illiteracy or even recklessness. The entire edifice is on a knife edge.

7

Establishment of Slavery:

With the establishment of such a degrading practice society is changed. A life has a value, the cost of physical labour is redefined as well as the value of free will.

8

Abolition of Slavery:

The emancipation of slaves fundamentality changed the relationship between various stakeholders in society. New economic paradigms are created. The ex-slaves must now find a new place in society.

9

Crushing Inequality:

The gap between the haves and have nots within society yawns like an endless gulf.  The current state of things as they stand are unsustainable and if the direction of things cannot be changed unrest is sure to follow.

10

Out of Control Shadow Economy:

The shadow economy that deals with illicit goods have grown to such proportions that criminal stakeholders wield the same kind of economic might as small nations.  It is likely that such a proliferation of criminal enterprises will lead to endemic violence.

11

General Strike:

In response to working conditions and workers rights, workers from every avenue of life go on strike in general solidarity.  This puts significant strain on states and powerful stakeholders alike.

12

Union Formation:

In response to working conductions and workers rights, workers begin to unionise.  This is redrawing the balance of power between various stakeholders in society.

Societal 1D12

Roll

Description

1

Demographic Shift:

The nature of the demographics of the population fundamentally shift. This will have a significant impact on how society will change in the coming years. For example a massive decline in the male population due to incessant wars will lead to a society where females increasingly take on non traditional roles.

2

Fertility Rates Plummet:

The amount of children being born has reduced dramatically, maybe leading to stagnant population growth. In time there will be less young to maintain the engines of the economy and care for the ageing population.

3

Population Explosion:

Factors lead to a baby boom. This will in time create a demographic dividend where there will be a vast working age population in years to come.

4

Large Scale Immigration or Emigration:

Immigration on a massive scale increases the population size. It brings new culture and ideas, and innovations but conversely beings societal tensions between native and immigrant populations.


Conversely a large swath of the population emigrates for better opportunities elsewhere. Typically the most vulnerable remain. Society suffers for it.

This may also lead to shifts in cultural and political values.

5

Cultural Value Shift:

The flux of society and popular opinion shifts over time. When new cultural values emerge this can fundamentally shift the nature of society. For example the desire for universal suffrage or to abolish capital punishment.

6

Lawlessness:

The apparatus of the state do not function anymore. Life here is without codified laws makes it ripe for predatory behaviours but also for a few to excel in a place without limits.

7

Moral Panic:

A moral panic grips the population. This rarely reflects the reality of the situation or the risks that the perceived threat presents. Non the less moral panics can motivate the population to acts of violence and persecution.

8

Cultural Division:

A fault-line in society has become increasingly entrenched. Creating two opposing groups that are fundamentally at odds, in some cases this can break out into endemic violence. These cultural fault-lines may go across religious, ethnic or even political lines. It is also not unheard of for cultural divisions to emerge from competitive sports.

9

Cultural Renaissance:

The emergence of new philosophical thought (or re-emergence of old ideas) grips society. This pushes them on a path of enlightenment in science, philosophy and artistic expression.

However where great strides in society are made evils also emerge.

10

New Religion:

A new confident region is growing fast. The fervour of its believers is palpable. Its preachers argue powerfully to the populace in an effort to find new converts.

This new religion is changing society at its very core. New values are being adopted wholesale by the population.

11

Defilement of a Religious site of significant Value:

A holy site for a given religion is desecrated or otherwise destroyed. This act has outraged the believers and the prospect of religious violence, or even a holy war looms.

12

Religious Schism:

Disagreements in the interpretation of holy texts or the leadership of the religion has lead to a schism. The religion divides upon theological or idealogical lines.

You are to be reminded no conflicts are more bitterly contested than those fought by brothers.

Technological 1D12

Roll

Description

1

Transportation and Logistics Innovation:

The development of new technology transforms the way that people are goods are transported over long distances.

Or the expansion of transportation infrastructure makes travelling more affordable, faster and more comfortable.

2

Food Production Innovation:

New developments in farming techniques, food processing or preservation means that excess food supply in the population expands considerably. Generally excess food allows for workers in agriculture and food production to move into different industries.

3

Military Innovations:

A new military technology is developed. This is having major impacts on battlefields as commanders struggle to develop new tactics to counter the new technology efficiently.

This technology will most likely find its way into civilian hands at some point having an impact in day to day life to some degree.

4

Medical Innovation:

Through the treatment of body or mind new technologies or protocols have been developed. This has transformed the treatment of some (or all) patients. This is usually for the better. However medicine sometimes travels down dark paths to achieve its results.

5

Scientific Innovation:

Through the efforts and curiosity of various nerds radical ideas about the nature of reality have transformed our understanding of the world.

  1. Biology

  2. Chemistry

  3. Physics

  4. Psychology

  5. Geology

  6. Sociology

6

Obsolescence:

A long standing technology or industry for which many rely on for wealth is facing obsolescence due to new technological innovations.

7

Industrial Innovation:

The development of new machines or processes dramatically increases the efficiency of a given industry.

12

Resource Extraction Innovation:

The development of new technology or processes has increased the yield of a significantly important resource.

This new technology may be environmentally harmful or even dangerous but the rewards for employing it are undeniable.


Exogensis Event Detail

Geology 1D12

Roll

Description

1

Earthquake:

The ground shakes, buildings fall and lives are lost.

2

Volcano:

Volcanic activity and the hazards associated with them are vast. Direct hazards such as pyroclastic flows, Lahars and lava destroy lives and property with ease. More insidious hazards like fluorine poisoning and ashfall can kill crops and cause buildings to collapse under the weight of the powdered rock.

Extreme levels of volcanicity can pump so many particulates into the atmosphere the suns rays are reduced to the point that summers fail to appear.

3

Lava Fissure:

Just a great big hole in the ground out of which lava pours out of. These lack the explosive fury of a volcano but historically some lava fields have persisted for millions of years and expand across continents.

4

Mass Movement:

Refers to the movement of rocks and other sediment down slopes. Usually in the form of rock slides and avalanches.

5

Meteorite Impact:

A meteorite makes it into the atmosphere and crashes into the earth. The shock waves will be devastating as well as the earthquakes that follow..


Meteorites that strike at particularly low angles do not make the typical crater shape. Instead, they create a cone of devastation in front of them like a giant intergalactic shotgun blast. Such events throw up a lot of particulates into the atmosphere.


Meteorites that land intact were traditionally a source of iron, this was otherwise known as star metal.

6

Exotic Mineralisation:

Strange and arcane forces act upon the geology of the world forming veins of minerals and metals that display unique and highly prized properties.

Discovering such veins could transform the wealth of a nation.

7

Formation of Extensive Cave Systems:

A large underground cave system has been built from erosion and natural fault lines.

In some cases strange lifeforms and other dangerous civilisations may flourish here.

8

Moon Capture:

A rogue celestial body has been caught up in the gravity well of planet. The gravity of this new orbiting body will affect the tides and potentially tectonic instability in places.

9

Establishment of Planetary Rings:

The destruction of a moon or capture of numerous asteroids creates a series of rings that encompasses the planet. This makes the view nothing short of spectacular.

Culture and art changes is heavily influenced by this change.

10

Establishment of a Geothermal System:

Volcanicity in the area has caused extensive geothermal activity. Hot-springs and geysers are abundant here.

This means the area is full of deadly hazards but also plenty of rare resources.

11

Strange Fossils:

Fossils in exposed rock beds have been discovered. They are of strange creatures not found in the current era and they are found in abundances in sediment 10s of meters thick. They:

  1. Infect people around them with an unknown disease

  2. Unleash a terrible curse

  3. Animate as a legion of undead monstrosities

  4. Try to escape their prison of stone by attempting to possess people in the population

12

Living Mountain:

A mountain moves and lives! It shuffles across the world, slowly but surely and wherever it goes earthquakes follow in its wake.

Climate 1D12

Roll

Description

1

Hurricane:

The amount of energy in storm systems are ridiculous, therefore the damage hurricanes inflicts are often catastrophic. They are often accompanied with flooding.

2

Heavy Rain:

Rain, lots and lots of rain. It causes catastrophic flooding, which will in the worst cases will start to strip top soil from the land.

It is also worth noting that more than once in geological history it is rained non stop for millions of years at a time.

3

Temperature Shift:

Extreme shifts in temperatures can put extreme stress on the body. These are often caused by non typical weather systems.

Heat waves and unexpected frosts have been big killers historically. The great frost of 1709 is thought to have killed 1000s of people in England alone.

4

Drought:

Sustained dry weather leads to a lack of available water. The outcome of this is crop failure and famine, war or even worse.

5

Climate Change:

Long term and sustained change in climate conditions will change regional environments. These environmental shifts will nearly always be difficult for the local population to adapt to since populations tend to specialise their housing and economy for a given environment.

Extreme climate change can have catastrophic effects.

6

Smog:

Particulate rich air is held in place due to local weather conditions. This reduces visibility and often leads of severe lung disease. Mortality rates spike during acute smog outbreaks.

7

Establishment of Tornado Alley:

The environmental conditions change here so that tornadoes have reached an endemic level.

This is a dangerous place to live and adaptations to builds and infrastructure are necessary for safety.

8

Sandstorm:

Sandstorms advance like a wall across the landscape. In the worst cases they can abrade the skin from your bones.

Sometimes things lurk within the rushing winds and blasting sands.

9

Establishment of Mislands:

Mists persist here. At all times it rolls above the landscape. The land below is thick with moisture and the limited sunlight ensures that it is boggy and only filled with the hardiest plant life.

It is also likely that things that are shunned by civilisation find hidden places in which to lurk and hunt from.

10

Exotic Weather:

Strange weather has afflicted the area. Driven by arcane or other strange forces. While it may be spectacular it may also be terribly dangerous. It could include:

  1. Rain of shards of Diamonds tearing at your skin7

  2. Storms of screaming skulls

  3. Its raining men, literally

  4. Snow storms of snow flakes made of blood

11

Malevolent Auroa Borealis:

It is spectacular and beautiful to behold but the lights themselves are serving a dark purpose those who spend time viewing it are mentally reprogrammed for some dreadful reason.

12

Intelligent Storm:

It thinks it lives and if angered can bring untold destruction.

Marine 1D12

Roll

Description

1

Sea Level Change:

Melting ice caps, thermal expansion of water or excessive underwater volcanicity can cause sea level s to change over time.

Coastal cities or other low lying lands can become permanently flooded.

2

Tsunami:

Tsunamis are usually caused by earthquakes or submarine mass movement.

They devastate coastal areas and will sweep the population out to sea where they will drown.

3

Toxic Tide:

This could be toxic algae, sludge or some other kind of floating horror.

It is poisoning fish and other marine life, hampering fishing or even killing local populations who are exposed to it as it washes up on shore.

4

Treacherous Waters:

Undersea topology can make certain water ways or bodies of water extraordinarily dangerous. These may become permanent barriers for travel due to the risk imposed.

5

The Kraken Stirs:

A beast from the depths of the ocean stirs. It seeks to rid the surface of the trespassers of its domain. Sailors beware!

6

Ship Wreck:

The seas claim a victim and a ship of significant importance (or ships) are taken to the depths of the ocean along with all hands.

Due to the nature of the boat, its passengers and cargo this has major implications.

7

Establishment of a Mysterious Triangle:

Ships here are disappearing with alarming frequency. There is never any sign of the ship, cargo or crew.

The mystery of the triangle both intrigues and terrifies. It is possible that the answer to this mysterious phenomenon is better left unknown.

8

Inundation:

Part of the landscape is eroded away by the erosive action of the sea. The area behind lies below sea level was below sea level and is now permanently flooded under an unstoppable inundation of floodwater.

It is believed that some 40,000 years ago the Mediterranean flooded in this manner.

9

Massive Erosion Event:

This occurs from a perfect storm of unusually strong wave action and particularly weak rock. The land is being perceptibly eroded day by day.

Any major infrastructure or inhabitation here is certainly all but lost.

Strong storms of flooding may increase the rate of erosion considerably.

10

Establishment of Pack Ice:

Icebergs are being found here with alarming regularity. These are extreme hazards for all passing through.

11

Fathomless Depths:

Through technological processes or arcane means it has been discovered that the waters here have no end to their depths. It has been hypothesised that if one travels deep enough one will end up in the deep ocean of a different world.

12

Discovery of an Intelligent Island:

The island travels the oceans of the world. Perhaps on the back of a large beast. The land here is untouched and pristine and possibly home to a rare resource.

Natural Organisms 1D12

Roll

Description

1

Epidemic:

An epidemic is a greater than expected rate of infection of a disease. Epidemics can be extremely disruptive to society, politics and the economies. Global pandemics can spread this disruption across the globe and will often re-draw the balance of power between nations.

2

Abernant Animal Behaviour:

A group of animals display strange behaviours. This could be changes in migratory routes thus disrupting the lifestyles of hunter-gather tribes. Or this could be a switch in predation against humans and other sapient peoples.

3

Population Boom:

A specie or species of animals sees a boom of their population. This has significant ecological consequences. Plagues of mice historically have devastated grain supplies.

4

Ultra Predator:

A creature emerges that poses an imminent threat to the population. It may exude toxins, breed dangerous spawn at prolific rates. Or it could just be a damned Kiju!

5

Spores:

Plant life unleashes masses of spore or pollen into the air. This has a significantly malign affect on the population. Its a bit like that M Night film but less shit.

6

Dark Forests:

The forest turns in on itself and the trees themselves become hostile. All who enter into this green hell will be assaulted by the very landscape itself.

7

Animal Uprising:

The creatures here attack humans and other sapient peoples without mercy. They will go out of their way and cooperate across species to ensure the death of such folk.

8

Plague of Locusts:

Vast clouds of flying insects fill the skies darkening the sun beyond. They fall upon vegetation stripping it bare of all greenery.

This destroys agriculture but the insects themselves are often prized for their nutritional value.

9

The emergence of a Toxic Landscape:

Shifts in the ecology of the area means that plant or fungal life here begins to exude toxic chemicals into the environment.

These areas are distinctly dangerous to travel into.

10

Rapid Uplift:

A species of animal intelligence over a short period of time finds itself gifted with human level intelligence. The consequences of such changes in the status quo cannot be understated.

This uplift could have come about due to arcane or even divine intervention. Equally this could just be the result of natural processes.

11

Fungal Expansion:

A new aggressively expansionist form of fungal life has emerged. It colonises the area with ease, forcing other competing forms of life out of its ecological niche.

12

Eusocial Superstructure:

A eusocial specie such as ants or termites are building on scales and to levels of complexity never seen before.


Acanogensis

Arcane 1D12

Roll

Description

1

Ritual Strike:

A weapon of mass destruction in the form of ritual magic. Conducting such a ritual must require considerable resources that perhaps only a well funded state could muster.

It is likely the use of such methods would be considered a war crime.

2

Ritual Blowback:

A large and complex ritual backfires in the manner of nuclear meltdown. The effects of the ritual blow back will more than likely be a perversion of the ritual's aim. Alternatively:

  1. Causes and epidemic of insanity

  2. Pure destruction

  3. A great pulse of energy that dispels all spells and enchantments. Harms magical creatures.

  4. A curse

3

Necrophage:

When the dead die, they rise again. A plague of necromantic power sweeps through the land. The graves are beginning to empty, the plague pits roil with animated corpses. If the living are not careful they will join these hordes soon enough.

4

Vivophage:

A plague of mutation grips the population. Many lose their minds as their bodies twist. The land has become dangerous as wild mutants roam with hate and violence on their mind.

5

Arcane Exogensis:

Through the work or influence of magic, deliberate or otherwise the natural world is changed.

Re-roll the event detail under Exogensis, however the cause of this is magical.

6

Arcane Innovation:

Advances in magic push forward the capabilities of nations.

Re-roll the event detail under Endogensis [Technological], however this time the cause of this is magical

7

Agent Proliferation:

Through summoning, production or incantation the population of magical beings proliferate. These could be golems, imps, owlbears or any other creature created via magical means.

This could have major impacts on how society functions. Equally it could have far-reaching consequences for the natural world.

8

Zone of Spell Permanency:

A spell cast either through deliberate action or by terrible accident that far exceeds its normal scope. The area is now permanently affected by a spell or ritual cast. This could include:

  1. Everyone being affected by flesh to stone

  2. Darkness

  3. A blink field where people blink at random times in random directions

  4. A giant wall of fire

  5. Cloud Kill

  6. Entanglement to all those touching the ground

9

Magical Pollution:

The use of certain magical spells/schools harms the environment and the expansion of mages and their influence is creating increased harm.

10

The Emergence of a Dark Master:

Sometimes powerful magic-users become evil, raise an unstoppable army of diabolical minions and seek to subjugate all.

11

The Creation of a Legendary Artefact:

An item is made of such power that it has the capabilities to sway the history of the world. Such an item like the One Ring or Sword of 1000 Truths would require enormous resources to create. It is likely only an exceptionally powerful individual or state could create such an item.

12

Arcane Kiju:

Through deliberate means or by accident, one or more Kiju sized monsters have been brought into the world. Shit is gonna get real yo.

Eldritch 1D12

Roll

Description

1

Establishment of Planar Bridge:

A link between worlds is made by either natural alignment of planes or through construction of planar gateways (or similar structures).

Populations from either world may pass from one plane to another through these bridging points between worlds.

2

Destruction of Planar Bridge:

The link or links between worlds are broken. Maybe only a few remain or all contact has been severed. Intra-planar trade is immediately severed. Economies and peoples are thrown into chaos.

3

Weak Inter-planar Membrane:

The walls between worlds has weakened precipitously. This means that things, inanimate or otherwise often pass from other worlds into this one.

This may be a boon to people seeking power. Or a terrible, terrible hazard to all.

4

Proliferation of Eldritch Cults:

People have begun to worship things, unknowable awful things from other worlds and hidden places.

Sacrifices are made, crimes against all decency are commited in the name of these terrible beings.

5

Dissemination of Forbidden Knowledge:

Some knowledge in some eldritch tomes are so corrupting that it erodes the sanity of all who behold it.

States may try to suppress such knowledge but somehow this harmful knowledge is spreading through the population changing them as they learn its contents.

6

Planar Crossover:

The area is merged with that of another plane or world. This has created an alien landscape with strange flora and fauna. This may well, create an area extremely hazardous to native lifeforms.

7

Outsider Establishment:

A race or group from another world or plane settles in the area. This upsets the current balance of power as other political entities.

The outsiders bring with them a new culture, technology and magic. However, they may also be too utterly alien to comprehend.

8

Reality Dysfunction:

The powers of unknowable forces shift reality and change its rules. A familiar aspect of reality is changed forever. It could include the following:

  1. The nature of gravity changes

  2. The rate of decay of all things increases

  3. Non-eculidian geometries become possible

  4. Various inanimate objects gain sentience

9

Eldritch Being Establishes Domain:

A being of unknowable power and motive becomes a grand patron to many. It establishes a realm where it rules in the mortal world.

10

Environmental Mutation:

The area begins the change under strange forces. The landscapes shifts into something out of a fever dream nightmare.

11

Eldritch Countermeasures:

An organisation has been formed to counteract the incursion and threats posed by outsiders and strange powers.  They act with a pragmatic ruthlessness and spare no quarter for any threat to the population as a whole.  They will purge when able.  They will secure, contain and protect when no other option is available.

12

The Stars are Right:

Great portents change and creatures of immense power stir. Their motives are unknown but the population trembles in terror none the less.

Divine/Demonic

Roll

Description

1

The Birth of A God:

Through celestial movements or through the actions of those in the mortal realms a new God is birthed.

This may be a blessed event or a calamitous birth leading to the deaths of many. Regardless of the birth of this new being the power, The balance of the great beings is forever changed.

2

The Death of a God:

Surely a god cannot be killed? It has happened regardless.

The ramifications will be far reaching to the god's faithful and others.

It is also possible that the death of a god will have a physical or metaphysical impact on the world.

3

War in Heaven/Hell:

A conflict within the heavens or hells erupts. Perhaps between the heavens and hells.

It is likely for this conflict to spill out between believers and it is likely that artefacts of considerable power will fall to the mortal realms.

Great and powerful beings will beseech or even demand assistance from mortals to aid in their conflict.

4

Invocation of an Avatar:

A God or other great being walks the world of mortals in the shell of a great avatar.

It is likely they are more vulnerable in this state but also this naked display of divine power will be a boost to their faith.

5

Empowerment of a Champion:

A god or other great being empowers one of their chosen with awesome power. This champion will be tasked with a great deed, which if completed will have deep and lasting impact.

6

Great Being Establishes Domain:

A god or one of the other great beings establishes a domain in the mortal world. This fundamentally upsets the balance of power between nations and empires.

7

A Humbling Truth:

The gods are not what they claim. With this truth uncovered many being to question their right to claim moral judgement and divine domain.

8

Blessed or Cursed Land:

Through the actions of a god or other great being the area becomes permanently affected by a bless or curse. It is likely that this effect will in some way reflect the nature of the god.

9

Wrath of The Gods:

One or more of the gods have been angered by the actions on the mortal world. They have chosen to smite the land with their anger leaving dreadful devastation and woe in its wake.

10

Political Crisis in The Heavens/Hells:

The immortal realms of the great beings are not without issues themselves. Roll under Endogensis [political], this describes the nature of the event in the heaven or hell.

11

Deus Ex Machina:

A machine have been created that will transform a mortal into a god. If used this will permanently shift the celestial order. Maybe for the better, maybe for the worse.

12

Celestial Demotion:

A god or other great being has lost their divine power and find them selves stranded in the mortal world in a limited mundane body. It goes without saying that if their identity was ever revealed they would become a target for assassination and adoration.

Psionic 1D12

Roll

Description

1

Memetic Plague:

An idea, one so pernicious that it buries deep into your mind and influences your actions is spreading through the population. It spread with unnatural ease and those exposed to it are acting according to new strange motives.

2

Cognito Hazard:

This could be a piece of music, a book, a structure or even painting. Anyone who views this or copies of this suffer mental impairment or alterations to their personality or motivations.

3

ID Monsters:

Through psionic engines used to provide an iduvidual's every wish ID monsters have manifested. These creatures of the expression of the violent thought of the subconscious. They are expressions of thought and nigh on invincible and as long as active minds exist to perpetuate their existence they will hunt.

4

Omniscient Surveillance:

The state or other powerful actors have used tremendous psionic powers to create a system of surveillance that can see all things at all times.

In the hands of a state this could be an excellent too for supersession or spying.

5

Enslavement By Will:

Powerful psionic users are enslaving others to their will. Their thralls are little more than meat puppets who's every action is dictated by their master.

6

Subtle Psionic Manipulation:

The action of psionic actors controls and manipulates the political and social fabric of the area.

Re-roll Endogensis[Political or Societal] by these psychic manipulators are behind the changes.

7

Hive Mind Emergence:

A single hive mind consciousness has emerged. It is made of numerous individuals who act as a singular whole. It is a formidable force and existing political factions are unsure how to deal with it.

8

Hive Mind Dissolution:

A once powerful hive mind made of numerous individuals suffered a catastrophic break down. The links of shared consciousness are no longer there and the individuals making up the whole now find themselves singular and vulnerable.

The future of these people is highly uncertain.

9

Psychic Scream:

The equivalent of a psionic weapon of mass destruction and most assuredly considered a war crime.

All of those suffering under the area of the psychic scream suffer terribly or if not are killed outright. Consequences of it could include:

  1. Head explosions due to the psychic pressure

  2. Instant and irrevocable insanity

  3. Tearing the fabric of reality to let in something from elsewhere

  4. Hysterical blindness

10

The emergence of a Super Psion:

An individual of near godlike psionic power emerges. If they have full control of their power they will be formidable and able to bend the course of history in their favour. If they are unable to deal with their power they may become mentally and metaphysically unstable.

11

Plague of Psychic Predators:

These predators from other worlds or hidden places are drawn in by the psychic emission by powerful psions. They fall upon the population devouring their intelligence. Leaving only husks in their wake.

12

Telepathic Inheritance:

Telepathy is expanding through the population. This intimate form of communication is changing the nature of the population.


Evil Cult Generator

Since Halloween is coming up here is a moderately creepy generator to create an evil cult in your game.  This generator assumes they are evi...