Random Fantasy World of Origin
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- You hail from a large ranching town, marked on old maps as being three miles from a mysterious expanse of khaki grassland and adjacent to a forsaken mountain, and notable as the region’s source for clay. In recent years your home has fallen under the dread domain of ratmen from the north, seeking to kiss an unsympathetic belle who can then be cloned as part of a plot to grant artificial souls to an army of warriors carved from granite.
Your former kingdom was ruled by garrulous politicians. They used weather control to conquer the native people, staying in power using will-sapping sorcery. Your people were decisive and cherubic, best known for being bullies, having close ties to the land and undeniably beautiful traditions. Your home was once notably ruled by King Deorweard, who reigned for two years. A bizarre construct survives from this era.
To the north, vast armies of undying mothmen waving a thousand bright flags threaten your people’s borders. To the east, an underwater city built by automata exploits the rain-soaked islands. To the south, the snow-covered canyons protect the intelligent goblinoids who lust after a new deity to worship. To the west, an increasingly desperate aristocracy with hard hearts and gold coins for eyes is uncovering new allies as it repairs a machine broken long ago. - You hail from an expansive farming village, marked on old maps as being five miles from a massive forest, and known as the birthplace of the healer Stefan Sitz the Immoral. In recent years your home has fallen under the benevolent control of goat-headed warriors from the southeast, seeking to bedevil the good Princess Light who can then be converted to devil worship as part of a plot to resurrect an ancient alien astronaut.
Your former kingdom was ruled by immodest merchants. They used wizardry to conquer the native people, staying in power by leveraging their pact with a religiously-influential king. Your people were arrogant, best known for being bakers, having close ties to the forests and unpopular sexist traditions. Your home was once notably ruled by King Glaedbeald, who reigned for three years. A dangerous ghoul from this era still haunts the area.
To the north, a handful of terrifying crow-headed creatures threaten your people’s borders. To the east, a sun-bleached castle built by automata dominates the ancient beaches. To the south, the ancient plateaus protect the soulless jackal-headed warriors who hunger only for gold. To the west, an increasingly desperate aristocracy wracked with ennui is discovering ancient allies as it repairs a machine broken long ago. - You hail from a small ranching village, found on no map, but known as the birthplace of bloop music. In recent years your home has fallen under the baleful control of jackal-headed warriors from the north, seeking to deface the Warhammer of YHWH the Youthful so it can then be transported to the future as part of a plot to resurrect an ancient alien astronaut.
Your former kingdom was ruled by young and impressionable merchants. They used military domination by immigrated aliens to conquer the native people, staying in power by leveraging their pact with an elemental prince. Your people were rasping and clumsy, best known for being craftsmen, having close ties to their ancestors and undeniably beautiful traditions. Your home was once notably ruled by Queen Tole, who reigned for three years. A part of the dungeon is known to date from this era: Horned Halls of the White Anger.
To the north, countless warbands of wild-eyed humanoids with goat-like features with ice for hearts threaten your people’s borders. To the east, an underwater city built by stones that walk dominates the untamed plateaus. To the south, the gloomy tundra nurture the giant orcs who lust after rubies. To the west, a weak-willed citizenry paralyzed by nostalgia is uncovering ancient allies as it doubles the border patrols. - You hail from a large fishing city, marked on old maps as being adjacent to an ancient beige lake, and remembered as the site of a meteor impact long ago. In recent years your home has fallen under the benevolent guidance of leopard-people from the north, seeking to seduce a trembling mother who can then be brainwashed as part of a plot to discern the hidden path to Paradise.
Your former kingdom was ruled by forlorn goatmen. They used intellectual domination to assimilate the native people, staying in power through ruthless oppression using undead soldiers. Your people were lovesick and patronizing, best known for being builders, having close ties to the wee folk and renowned culinary traditions. Your home was once notably ruled by Queen Maelflaed, who reigned for 4 years. A dangerous ghoul from this era still haunts the area.
To the north, countless warbands of gluttonous,gravity-defying lizardfolk threaten your people’s borders. To the east, a mysterious high temple built by baleful shadows dominates the artificial swamps. To the south, the artificial deserts disguise the biomechanical devildwarves who seek only emeralds. To the west, an increasingly desperate upper class prone to paranoid fantasies is uncovering dangerous technologies as it sends cloaked agents out to parts unknown. - You hail from a small farming village, marked on old maps as being adjacent to a forsaken cave and three miles from a plague-ridden forest, and known as the birthplace of the prophet Siditar the Careless. In recent years your home has fallen under the gaze of leopard-people from the east, seeking to seduce a lisping passenger who can then be burned alive as part of a plot to discern the hidden path to Paradise.
Your former kingdom was ruled by obsequious merchants. They used shapeshifting infiltrators to enslave the native people, staying in power by policing with massive war machines. Your people were sour and haunted, best known for being beggars, having close ties to their strange cave gods and boring traditions. Your home was once notably ruled by Queen Leofsige, who reigned for 7 years. An aqueduct dates from this era.
To the north, vast armies of winged goblinoids wearing fanciful hats threaten your people’s borders. To the east, an underwater high temple built by stones that walk desecrates the lifeless islands. To the south, the lifeless jungles disguise the bioengineered lion-men who seek only redemption. To the west, a corrupt upper class with hard hearts and gold coins for eyes is uncovering valuable technologies as it prepares for war.