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worldwizard

collaborative
setting creation
for fantastical worlds
inspiration
Dawn of Worlds, by N. Bob Pesall
History of the World, a board game designed by
Gary Dicken, Steve Kendall, and Phil Kendall
P
playtester thanks
Elisa Camiscioli, Hannah Cummins, [Len C.], Jack Edward,
Rob Smith, Bob Swander, Sophie Yanow, [Gautham],
P
version
5 (12/9/2024)
WHAT THIS IS
Worldwizard is a collaborative game in which 2-10 players create a fantasy world together.
Although that can be an entertaining activity in and of itself, it’s designed specifically
to create a setting for a fantasy role-playing game, using a rule system of your choosing.
When you’re done playing this game, you will have set the stage for that game; and by
creating the world together, there’s a good chance everyone will feel more invested in it.

HOW IT WORKS
The step-by-step procedure in this book will take you through the four Ages of your
world: Primordial, Prehistoric, Ancient, and the Present.

In each Age, players take turns adding things to a map—mountain ranges, swathes of
forest, new forms of sentient life, dramatic events, agents of divine or demonic power—by
spending Action Points (AP). Each type of thing costs a certain number of AP, which
varies from Age to Age. For instance, it’s easier to change the terrain earlier in the world’s
history than later.

When you create a particular element, you become its steward, which makes it a little
more expensive for other players to mess with it. When one Age transitions to the next,
stewards must pay an AP for their creations to survive; those that don't become lost to the
past, with only legend or scattered ruins offering sign of their existence.

While a given player is taking their turn, a different player acts as historian, taking notes
and recording any important changes to your world. The role of historian rotates over the
course of play, in tandem with the players taking their turns.

At the end of the fourth Age, you should have a map covered in drawings and a bunch of
notes, which together will paint a picture of your shared setting. If you're playing World-
wizard to set the stage for an RPG campaign, hand this stuff over to the GM—or, if your
game is GM-less, make copies or make sure everyone has access so it can act as a shared
reference.

WHAT You'll NEED


Before you sit down to play, make sure you have the following:

2-10 players
This rulebook
A copy of the Player Reference handout (inlcuded in the game files) for each player
A blank hex map of a fictional world (examples included in this package), with conti-
nents outlined but no terrain features
Paper (or a notebook or an online document) for recording the history of your world
Writing and drawing tools for taking notes and marking up the map
Two ten-sided dice, rolled together to generate a number form 1 to 100 (“1d100”),
and two six-sided dice (“2d6”).
Optional: About a dozen tokens of some kind (glass beads, poker chips, etc.) per
player, to represent each player’s Action points (AP). If you don’t use tokens, you’ll just
keep track of AP using your note-taking tools.

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THE MAP
Use a hex map with continents outlined, but no terrain features. The standard Worldwiz-
ard map is 50 hex columns by 30 hex rows, but you should feel free to try other sizes. Just
keep in mind that the more hex-dense your map, the longer it will take to play the game.
A few sample 50×30 maps are included with the game files.

For a map of 50×30 hexes, choose one of the following scales:

Scale (for a map 50×30 hexes in size)


real-world time to cross
1 hex map size approximation 1 hex on foot*
36 miles 1800 × 1080 mi. Greenland 12 hours/1 day
72 miles 3600 × 2160 mi. United States & Canada 24 hours/2 days
150 miles 7500 × 4500 mi. Asia 50 hours/4 days

*Given level terrain and good weather. 1 day of travel assumes 12 hours of actual
travel time.

At the start of play, there is only land and sea, with all land considered flat, rocky
wasteland. The middle band of the map is considered arid, the northernmost and
southernmost bands are considered frigid, and the bands between these zones are
considered temperate.

On a standard 50×30 hexmap, this means the arid zone takes up 9 hexrows (about 30% of
the map area), each frigid zone takes up 3 hexrows (about 10% each, or 20% of the total
map area), and each temperate zone takes up 7-8 hexrows (about 25% each, or 50% of the
total map area).

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TERMS
Action: A choice made by a player that changes the state of the world in a significant way.
Each Action costs a number of Action Points (AP), which varies according to the
type of Action and the Age in which it is taken.
Action Pool: A given player’s total current number of Action Points.
Action Tally: A running total of the number of Actions taken by all players in a given
Age. After the Tally reaches a certain point (which varies by Age), the Age may come
to a close.
Age: The game is played over 4 Ages that cover progressively shorter spans of time in the
game world. Each Age is comprised of a certain number of rounds.
Alignment: A quality possessed by each Avatar, People, Faction, and City which defines
their position on a spectrum of behavior: good, lawful, neutral, chaotic, or evil.
Avatar: A single entity—hero, monarch, monster, demon, demigod, etc.—which embod-
ies and exerts the will of some greater force or power upon the world.
Ancient Age: Covers thousands of years, during which cultures and civilizations advance,
expand, and make their marks on the world.
City: A population center of significant size, founded by a particular People, and imbued
with a particular character and political power.
Climate: The prevailing weather conditions in a particular region of the world, falling
into one of 3 categories: frigid, arid, and temperate.
Disaster: A natural, divine, or arcane event that disrupts the world with widespread and
overall negative repercussions (a great flood, a volcanic eruption, a terrible curse, etc.).
Event: An occurrence which significantly impacts some aspect of the world (a slave
revolt, the discovery of magical ore, a wedding between two ruling families, etc.).
Faction: A subgroup of a People with a shared goal, organized around a particual belief
or philosophy (religion, rebel group, loyalist contignent, thieves’ guild, etc.).
Feature: A dramatic and singular physical element of the world, natural or fabricate (a
mighty river, a volcano, a region-spanning wall, a wizard’s tower, etc.).
Historian: A player who adds to the history of the world by writing down or otherwise
recording the results of the current player’s actions.
People: a significant population of sentient intelligent beings with a shared culture, which
may or may not progress to a more advanced civilization. A given People occupies one
of four poissible levels of development: nascent, developing, advanced, or transcendent.
Prehistoric Age: Covers tens of thousands of years, during which life of all kinds flour-
ishes, the first sentient beings start to emerge, and higher powers begin to meddle.
Present Age: Covers hundreds of years of the recent past, leading up to the moment
when your camapign will begin.
Primordial Age: Covers millions of years, the period during which the world first comes
into exisitence and is shaped by elemental, divine, or supernatural forces.
Steward: A player who creates a particular Avatar, People, Faction, or City; it’s easier for a
Steward to manipulate an element they created than it is for other players, and they
are the primary authority on all questions related to their creation.
Terrain: The particular landscape of an area of the world, described by a combination of
physical features, climate and flora (rocky hills, alpine forest, saltwtaer marsh, etc.).

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set up
1. Place the map out where everyone can see it.
2. Place the dice and Action tokens (if you’re using them) within reach.
3. Make sure every player has a copy of the Player Reference handout.
4. The first player is whoever most recently used a map to navigate. Alternatively, every-
one can just roll 1d100, wit the highest roller becoming the first player.
5. The first historian is the person to the left of the first player. As the role of current
player rotates, the role of historian follows them, so the historian is always the person
to the current player’s left.
6. Give the first historian the note-taking tools. As the role of historian rotates, the tools
go with it.
7. Set the tone by having a conversation about some thematic touchstones for your
world. We already know that it’s a fantasy setting, but is it high fantasy (The Lord of
the Rings), low fantasy (A Game of Thrones), dark fantasy (Dark Souls), sword & sorcery
fantasy (Conan the Barbarian) or something else? Establishing one or two touchstones
at the outset will get everyone in the same mindset and lend coherence to your collab-
orative creation.
8. Review the Principles of Play (below).
9. Turn to the Primordial Age instructions (page 8) and start play.

PRINCIPLES OF PLAY
Before you start playing, to set expectations properly, make sure everyone is familiar with
these basic principles:

Ask questions. If you’re unsure about anything at all, just ask. If you can’t find an
answer in these rules, discuss the question and draw your own conclusions.
Respect boundaries. The game has some built-in guardrails, but it never hurts to
check tomake sure you’re not messing with another player’s hopes or plans.
Maintain the tone. As you add to and change your world, be conscious of your
agreed-upon thematic touchstones.
Follow your instincts. Do what you feel would be most interesting or fun without too
much second-guessing.
Be decisive. Strong, clear choices will give your contributions more character.
Make connections. Establishing elationships between the contriubutions os various
players will help to make your setting more engaging and memorable.
Lean into drama. Seek opportunities to create tension and conflict between the vari-
ous peoples, factions, and avatars.
Share the spotlight. When it’s your turn, don’t always look out for your own stuff;
consider actions that would add drama or attention to someone else’s creations.
Embrace disaster. A “bad” roll or turn of events that puts one of your creations in
jeopardy is an opportunity to deepen and enrich the story of your world.
Stay flexible. Be willing to adapt if your plans don’t go as you hoped.
Play to find out what happens!

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7
I. PRIMORDIAL AGE Primordial Age Actions
In this Age, spanning millions of years, the
world is born and its terrestrial foundation is action ap cost
established. Players take turns transforming Create Mountains 0
the landscape— raising mountain ranges,
Create River 0
carving valleys, and changing the terrain
across vast regions. Create Terrain 1

Start of the Primordial Age


Before the first round of play, the Action Tally is set to zero. Then, each player rolls 1d6,
adds 1 to the result (1d6+1), and adds that total to their Action Pool.

The Primordial Round


A. Each player takes a turn.

The Player Turn


1. The active player takes an Action.
P If the active player has not yet taken a Create Mountains action, they must
choose Create Mountains as their Action.
P If the active player has not yet taken a Create River action, they must choose
Create River as their Action.
P Action: Choose 1 Action from the Primordial Age Actions table, pay its cost,
and follow the directions for that Action (page 12).
2. Increase the Action Tally by 1.
3. Play passes to the next player.

B. If the Action Tally is less than 16, start a new round in the Primordial Age with step
A, above. If the total is equal to or greater than 16, ask everyone if they are ready to
move on to the next Age. If consensus says no, play another Primordial round start-
ing at step A, above. If consensus says yes, proceed to the Prehistoric Age (next page).

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II. prehistoric age Prehistoric Age Actions
In this Age, spanning hundreds of
thousands of years, all manner of life is in action ap cost
full bloom; great monsters are born, the Create Terrain 2
seeds of future civilizations are planted,
Create Natural Feature 1
and higher powers start to meddle with
terrestrial affairs. Create Avatar 1
Do a Deed 1*
Start of the Prehistoric Age
Before the first round, reset the Action Tal- Create People 2
ly to zero. Then, each player rolls 2d6 and Expand Territory 1*
adds the total to their Action Pool.
Endeavor 1*
The Prehistoric Round * +1 AP if affecting an element of
A. Each player takes a turn. which you are not Steward.
The Player Turn
1. The active player chooses to take an Action or Pass.
P Action: Choose 1 Action from the Prehistoric Age Actions table, pay its cost,
increase the Action Tally by 1, and follow the directions for that Action (page 12).
P Pass: Roll 1d6 and add the result to your Action Pool. Then, choose or roll an
event or disaster (page 15) and describe how it affects the world.
2. Play passes to the next player.

B. If the Action Tally is less than 14, start a new round in the Prehistoric Age with step A,
above. If the Action Tally is equal to or greater than 14, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Prehistoric round
starting at step A, above. If consensus says yes, proceed to step C, below.

C. End of the Age. Each player in turn resolves the following steps:

1. Choose an Avatar or People of which you are Steward, and whose fate has not yet
been determined.
2. Determine the fate of your chosen element by rolling 2d6:

roll outcome
2-6 If it’s an Avatar, they die or disappear, but may first take a Do a Deed
action for free. If it’s a People, their society dies out or collapses, but may
first take an Endeavor action for free.
7-9 The 2-6 result applies unless you spend AP to raise your roll result to 10
or higher. Each AP spent increases the result by 2.
10-12 They survive into the Ancient Age and remain under your Stewardship.

If an Avatar survives, they become immortal. If a People survives, they advance to


the next stage of development (nascent > developing > advanced > transcendent).

D. After every player has determined the fate of each Avatar and People under their
Stewardship, play shifts to the Ancient Age (next page).

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III. ancient AGE Ancient Age Actions
Across the milennia of this Age, civilizations
expand, develop, and interact, while great action ap cost
heroes and monsters make their marks. Create Terrain 3
Create Natural Feature 2
Start of the Ancient Age
Before the first round, reset the Action Tal- Create Avatar 1
ly to zero. Then, each player rolls 2d6 and Do a Deed 1*
adds the total to their Action Pool.
Create People 3
The Ancient Round Shift Alignment 0*
A. Each player takes a turn.
Expand Territory 1*
The Player Turn Endeavor 1*
1. The active player chooses to take an
Action or Pass. * +1 AP if affecting an element of
P Action: Choose 1 Action from which you are not Steward.
the Ancient Age Actions table,
pay its cost, increase the Action Tally by 1, and follow the directions for that
Action (see page 12).
P Pass: Roll 1d6 and add the result to your Action Pool. Then, choose or roll an
event or disaster (page 15) and describe how it affects the world.
2. Play passes to the next player.

B. If the Action Tally is less than 12, start a new round in the Prehistoric Age with step A,
above. If the Action Tally is equal to or greater than 14, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Ancient round start-
ing at step A, above. If consensus says yes, proceed to step C, below.

C. End of the Age. Each player in turn resolves the following steps:

1. Choose an Avatar or People of which you are Steward, and whose fate has not yet
been determined.
2. Determine the fate of your chosen element by rolling 2d6:

roll outcome
2-6 If it’s an Avatar, they die or disappear, but may first take a Do a Deed
action for free. If it’s a People, their society dies out or collapses, but may
first take an Endeavor action for free.
7-9 The 2-6 result applies unless you spend AP to raise your roll result to 10
or higher. Each AP spent increases the result by 2.
10-12 They survive into the Present Age and remain under your Stewardship.

If an Avatar survives, they become long-lived. If a People survives, they advance to


the next stage of development (nascent > developing > advanced > transcendent).

D. After every player has determined the fate of each Avatar and People under their
Stewardship, play shifts to the Present Age (next page).

10
IV. present AGE Present Age Actions
This is the Age in which your campaign
will be set, but the starting date is preceded action ap cost
by several centuries of recent history. Create Avatar 1
During this time the various Peoples
Do a Deed 1*
continue to interact, possibly breaking into
factions with varying goals; leaders, heroes, Create People 4
and monsters may clash or ally with one Shift Alignment 0*
another.
Expand Territory 1*
Start of the Present Age Endeavor 1*
Before the first round, reset the Action Tal-
ly to zero. Then, each player rolls 2d6 and * +1 AP if affecting an element of
adds the total to their Action Pool. which you are not Steward.

The Present Round


A. Each player takes a turn.

The Player Turn:


1. The active player chooses to take an Action or Pass.
P Action: Choose 1 Action from the Present Age Actions table, pay its cost,
increase the Action Tally by 1, and follow the directions for that Action (see
page 12).
P Pass: Roll 1d6 and add the result to your Action Pool. Then, choose or roll an
event or disaster (page 15) and describe how it affects the world.
2. Play passes to the next player.

B. If the Action Tally is less than 10, start a new round in the Present Age with step 1,
above. If the Action Tally is equal to or greater than 10, ask everyone if they are ready
to move on to the next Age. If consensus says no, play another Prehistoric round
starting at step 1, above. If consensus says yes, proceed to step C, below.

C. The recent history of the Present Age has been established. Looking at the map and
the various elements now in play, discuss as a group which area of the world would
make the most interesting stage upon which to set your campaign. Once you've set-
tled on an area, ask any questions that come to mind and discuss the answers together.
Remember that a given elemnent's Steward is the authority on any questions related
to that element.

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ACTION GUIDE
create MOUNTAINS (AP 0/2/3/-)
Add a mountain range to the map, covering an area of any size. Describe anything notable
about your creations.

create RIVER (AP 0/2/3/-)


Add a major watershed to the map, starting at its source and ending at a sea or other
body of water. Remember that rivers always find the lowest path through the landscape.
Describe anything notable about your creation.

create TERRAIN (AP 1/2/3/-)


Choose or roll a type of terrain (see table on page 14) you wish to add to the map.
Then, roll 1d6 add your chosen terrain to that many different areas of the map. Each area
you add may be of any size. Describe anything notable about the areas you add.

CREATE FEATURE (AP 0/1/2/-)


Choose or roll a natural or artificial feature (see table on page 14) and add it to the
map. A given feature may occupy an area 1 to 10 hexes in size. Describe what makes your
creation dramatically significant.

CREATE AVATAR (AP -/1/1/1)


When you create an Avatar, you become their Steward. An Avatar might be a hero, queen,
great monster, elemental entity, demon, or even the earthly incarnation of a god. Choose
a hex on the map as the place where your Avatar first becomes known. Describe them, or
roll on the avatar table (page 16) for ideas. Choose and record their starting alignment
(good, lawful, neutral, chaotic, or evil), and give them a name or basic descriptor (you can
always name them later).

do a deed (AP -/1/1/1; +1 if you are not the Avatar’s Steward)


Choose an Avatar in play and describe a significant deed that they accomplish. They
might discover an artifact, lead an army to conquer a City, oversee the construction
of a great wonder, forge an alliance with another Avatar, or anything else you can
think of. The only requirement is that their deed be significant; the making of histo-
ry, if not legend. If you need ideas, choose or roll on the deed table (page 16).

The Avatar accomplishes the deed, unless doing so would impact an element of
which another player is Steward, in which case you must roll (at advantage or
disadvantage if consensus deems either appropriate): on a 10+, the deed is accom-
plished as described; on a 7-9, the deed is accomplished, but with a tradeoff of the
other player’s choosing; on a 6-, the deed can be accomplished, but only at great and
irreversible cost—the other player says what that is, and you must choose to accept it
or fail in accomplishing the deed.

12
CREATE PEOPLE (AP -/2/3/4)
When you create a People, you become their Steward. Choose a hex on the map as their
point of origin. Choose or roll their characteristics on the people tables (page 17) and
alignment (page 17). A People starts as nascent, the first of 4 possible levels (nascent
> developing > advanced > transcendent). Finally, choose a real-world language to act as a
linguistic basis for their naming of things, and give the People a name.

shift alignment (AP -/0/0/0; +1 if you are not the People's Steward)
Choose a People in play and shift their alignment one step (good <> lawful <> neutral
<> chaotic <> evil). Explain why this change occurs.

EXPAND TERRITORY (AP -/1/1/1; +1 if you are not the People’s Steward)
Choose a People and expand their territory according to their level:

level base hexes additional hexes


Nascent 1d6 You may pay 2 AP to claim 1d6 additional hexes.
Developing 2d6-1 You may pay 1 AP to claim 1d6 additional hexes.
Advanced 2d6 You may pay 2 AP to claim 2d6 additional hexes.
Transcendent 3d6 You may pay 1 AP to claim 2d6 additional hexes.

If your People’s territory expands into that of another People, war commences: roll to
determine the end result (at advantage or disadvantage if consensus agreees):

roll war outcome


2-6 Aggressor may claim territory according to their level, but only at great
cost—the defending player says what that is, and you must choose to accept
it or fall back without claiming defender's territory.
7-9 Aggressor claims territory according to their level, with a fictional trade-off
of the defending player’s choosing.
10-12 Aggressor is victorious and claims territory according to their level.

endeavor (AP -/1/1/1; +1 if you are not the People's Steward)


Choose a People already on the map and choose or roll one of the following:

1d100 endeavor effect


01-30 Found Faction A subgroup of the population organizes into a faction.
Choose or roll on the faction table (page 18) and align-
ment (page 17). Describe the faction's goals.
31-60 Found City A center of culture and commerce comes into play. Place it
on the map, give it a name, and describe its significance.
61-80 Advance The People advance one level.
81-100 Other The People undertake an endeavor of your choice (e.g.,
constructing an artifical feature). If you need ideas, roll on
the deed table (page 16).

13
terrain feature
1d100 terrain type 1d100 natural 1d100 artificial
01-02 Badlands/karst 01-03 Aerie/nest 01-05 Aqueduct
03 Crystal fields 04-06 Canyon 06-10 Bridge/crossing
04-13 Desert/dunes 07-09 Cavern(s) 11-15 Circle/clearing
14-18 Flatland/savanna 10-12 Chasm/fissure 16-20 Citadel/fortress
19-20 Flats/floodplain 13-15 Cliffs/bluffs 21-25 Dam
21 Fungal forest 16-18 Crater(s) 26-30 Gate/portal
22-23 Grassland/prairie 18-21 Fjord(s) 31-35 Gravesite/bonefield
24-33 Highland/hills 22-24 Geyser field(s) 36-40 Haven/sanctuary
34-43 Iceland/tundra 25-27 Glacier(s) 41-45 Hut/home
44-53 Jungle 28-30 Glade/grove 46-50 Lair/den
54-63 Mountains 31-33 Glen/dell 51-55 Nexus/crossroads
64-68 Plains 34-36 Gorge/ravine 56-60 Palace
69-70 Scrubland 37-39 Lair/den 61-65 Pattern/web
71-72 Steplands/terrace 40-42 Lava field(s) 66-70 Prison
73-74 Underland/caves 43-45 Mesa/butte 71-75 Road/highway
75-76 Wasteland 46-48 Nexus/juncture 76-80 Statue/monument
77-82 Wetland/swamp 49-51 Pass 81-85 Temple
83-100 Woodland/Forest 52-54 Peak 86-90 Tomb/crypt
55-57 Pit/hole 91-95 Tower/spire
58-60 Plateau 96-100 Wall/barrier
61-63 Pool/lake
64-66 Reef(s)
67-69 Resource deposit
70-72 Ridge/rise
73-75 River
76-78 Rock/formation(s)
79-81 Sinkhole
82-84 Spring/oasis
85-87 Tree/growth
88-90 Valley
91-93 Volcano
94-96 Waterfall/cataract
97-100 Roll twice and
combine

14
event disaster
Choose or roll type in then scope to determine how much
1d100 event of the world it affects.
01-03 Alliance
04-06 Betrayal
1d100 type 1d100 scope
07-09 Celebration 01-10 Plague/epidemic 01-40 Limited/local
10-12 Contact/exchange 11-20 Famine/pestilence 41-90 Wide/regional
13-15 Death 21-25 Drought 91-99 Great/continental
16-18 Diplomacy 26-30 Civil war/rebellion 100 Vast/global
18-21 Discovery 31-35 Earthquake
22-24 Exploration 36-40 Great hurricane
25-27 Forbidden love 41-45 Great sandstorm
28-30 Growth/expansion 46-50 Great blizzard
31-33 Heroism 51-55 Great fire
34-36 Intrigue 56-60 Great flood
37-39 Invention 61-65 Volcanic eruption
40-42 Journey/odyssey 66-70 Chaos corruption
43-45 Oppression 71-75 Beast swarm
46-48 Prophecy 76-80 Monster horde
49-51 Quest 81-85 Titanic monster
52-54 Rebellion 86-88 Darkness
55-57 Rebirth/renewal 89-91 Magical cataclysm
58-60 Redemption 92-94 Meteor strike
61-63 Restoration/revival 95-96 Planar rift
64-66 Revenge 97-98 Demonic incursion
67-69 Rivalry 99-100 Divine wrath
70-72 Sacrifice
73-75 Salvation
76-78 Siege
79-81 Survival
82-84 Trade
85-87 Transformation
88-90 Treaty/agreement
91-93 Trickery/deceit
94-96 Truce/peace
97-100 War/aggression

15
avatar deed
Choose or roll 1 descriptor and 1 role to combine.
1d100 deed
1d100 descriptor 1d100 role 01-03 Ascend
01-03 Air/wind 01-03 Angel/saint 04-06 Awaken
04-06 Chosen 04-06 Assassin 07-09 Banish/exile
07-09 Dark 07-09 Beast/monster 10-12 Bless/curse
10-12 Death 10-12 Child 13-15 Challenge
13-15 Desert/sand 13-15 Chosen One 16-18 Cleanse
16-18 Earth 16-18 Creature 18-21 Conceal/hide
18-21 Elemental 18-21 Demigod 22-24 Conquer/vanquish
22-24 Enchanted 22-24 Demon/devil 25-27 Create
25-27 Fertility 25-27 Father 28-30 Defend/protect
28-30 Fey 28-30 Guardian 31-33 Deliver
31-33 Fire/heat 31-33 Heroine/hero 34-36 Destroy
34-36 Forest 34-36 Inventor 37-39 Discover
37-39 Holy/blessed 37-39 Leader 40-42 Endure
40-42 Ice/cold 40-42 Lover 43-45 Enlighten
43-45 Immortal 43-45 Maker/smith 46-48 Explore/navigate
46-48 Legendary 46-48 Messenger 49-51 Forgive/condemn
49-51 Life 49-51 Monster 52-54 Forsake/betray
52-54 Light 52-54 Necromancer 55-57 Fortify
55-57 Love 55-57 Priest/priestess 58-60 Guide
58-60 Moon 58-60 Princess/prince 61-63 Heal/restore
61-63 Mountain 61-63 Prophet 64-66 Illuminate
64-66 Nature 64-66 Queen/king 67-69 Inspire/lead
67-69 Noble 67-69 Seer/oracle 70-72 Liberate
70-72 Shadow 70-72 Serpent/dragon 73-75 Negotiate
73-75 Shape-shifting 73-75 Sorcerer/magician 76-78 Overthrow
76-78 Sun 76-78 Spirit/ghost 79-81 Rally
79-81 Time 79-81 Spy 82-84 Redeem/reclaim
82-84 Underworld 82-84 Titan/behemoth 85-87 Reincarnate
85-87 Unholy/cursed 85-87 Trader 88-90 Reveal
88-90 War 88-90 Traveler/wanderer 91-93 Sacrifice
91-93 Water/sea 91-93 Trickster/thief 94-96 Transform
94-96 Weather/sky 94-96 Twins 97-100 Unite
97-100 Winged 97-100 Warrior

16
people
Choose or roll 1 entry from each column and combine.

1d100 1st part 2nd part 1d100 1st part 2nd part
01-02 Amorphous Architects 51-52 Humanoid Miners
03-04 Amphibian Artisans 53-54 Humanoid Missionaries
05-06 Aquatic Chameleons 55-56 Icy Mystics
07-08 Arachnoid Colonizers 57-58 Insectoid Naturalists
09-10 Avian Conquerors 59-60 Lithoid Nomads
11-12 Canine Conservators 61-62 Lupine Outcasts
13-14 Chameleonic Crusaders 63-64 Marsupioid Peacekeepers
15-16 Chitinous Defenders 65-66 Molluscoid Philosophers
17-18 Diminutive Diplomats 67-68 Multicephalous Psychics
19-20 Dwarfish Engineers 69-70 Multipedal Raiders
21-22 Dwarfish Entertainers 71-72 Necroid Sages
23-24 Elfish Explorers 73-74 Orcish Schemers
25-26 Ethereal Farmers 75-76 Parasitic Scholars
27-28 Feline Guardians 77-78 Plantoid Seers
29-30 Fiery Harbingers 79-80 Porcine Seekers
31-32 Fungoid Healers 81-82 Ratfolk Sorcerers
33-34 Giant Historians 83-84 Reptilian Stewards
35-36 Goblinoid Hunters 85-86 Saurian Thieves
37-38 Halfling Illusionists 87-88 Serpentine Traders
39-40 Halfling Industrialists 89-90 Shapeshifting Wanderers
41-42 Halfling Infiltrators 91-92 Slender Wardens
43-44 Humanoid Magicians 93-94 Stocky Warriors
45-46 Humanoid Manipulators 95-96 Tenebrous Watchers
47-48 Humanoid Mercenaries 97-98 Tentacled Workers
49-50 Humanoid Merchants 99-100 Ursine Zealots

alignment
1d100 alignment
01-10 Good
11-35 Lawful
36-65 Neutral
66-90 Chaotic
91-100 Evil

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faction
Choose or roll 1 entry from each column and combine.

1d100 1st part 2nd part 1d100 1st part 2nd part
01-02 Ancient Agents 51-52 Light Magicians
03-04 Arcane Alchemists 53-54 Lunar Manipulators
05-06 Astral Alliance 55-56 Monstrous Merchants
07-08 Black Anarchists 57-58 Mystic Network
09-10 Celestial Assembly 59-60 Noble Nobles
11-12 Chaotic Avengers 61-62 Oathsworn Order
13-14 Chosen Blades 63-64 Phantom Priests
15-16 Cursed Brotherhood 65-66 Radiant Protectors
17-18 Dark Cabal 67-68 Radiant Rebels
19-20 Demonic Circle 69-70 Renegade Refugees
21-22 Devoted Clan 71-72 Ruthless Ring
23-24 Divine Coalition 73-74 Savage Sect
25-26 Elemental Company 75-76 Secret Seers
27-28 Enigmatic Conclave 77-78 Serene Sorcerers
29-30 Ethereal Confederacy 79-80 Shadowy Spies
31-32 Evil Court 81-82 Silent Spirits
33-34 Extraplanar Coven 83-84 Solar Syndicate
35-36 Feral Covenant 85-86 Sovereign Thieves
37-38 Forgotten Cult 87-88 Traditional Traders
39-40 Forsaken Defenders 89-90 Undead Tribe
41-42 Fringe Exiles 91-92 Unholy Tribunal
43-44 Ghostly Fellowship 93-94 Veiled Vanguard
45-46 Golden Guild 95-96 Wandering Warriors
47-48 Holy League 97-98 White Wizards
49-50 Lawful Legion 99-100 Wicked Zealots

18
additional spark
Roll 1or 2 of these whenever you feel stuck trying to come up with something

1d100 verb adjective 1d100 verb adjective


01-02 Adapt Ancient 51-52 Inspire Majestic
03-04 Attack Arcane 53-54 Intimidate Menacing
05-06 Awaken Barren 55-56 Investigate Monstrous
07-08 Build Bewitched 57-58 Invoke Mystical
09-10 Capture Black 59-60 Isolate Opulent
11-12 Challenge Blazing 61-62 Lure Overgrown
13-14 Conceal Blue 63-64 Mark Pristine
15-16 Confront Corrupted 65-66 Negotiate Radiant
17-18 Connect Cursed 67-68 Preach Ravaged
19-20 Coordinate Desolate 69-70 Protect Red
21-22 Defend Enchanted 71-72 Provoke Rugged
23-24 Defy Ethereal 73-74 Punish Sacred
25-26 Destroy Feral 75-76 Pursue Secluded
27-28 Devour Forgotten 77-78 Rally Serene
29-30 Discover Fragmented 79-80 Remember Shimmering
31-32 Dominate Frozen 81-82 Rescue Silver
33-34 Encircle Glorious 83-84 Retreat Stormy
35-36 Escape Golden 85-86 Reveal Towering
37-38 Execute Green 87-88 Sabotage Treacherous
39-40 Expand Haunted 89-90 Sacrifice Twisted
41-42 Explore Impenetrable 91-92 Seek Vast
43-44 Flee Infernal 93-94 Steal Verdant
45-46 Forgive Jagged 95-96 Subvert Vibrant
47-48 Fortify Luminous 97-98 Summon White
49-50 Guard Lurking 99-100 Survive Wretched

19
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