Fantasy Setting Generator Tool
Fantasy Setting Generator Tool
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d20 Environment Page
1 Desert 4
2 Forest 4
3 Mountain 4
4 Swamp 4
5 Arctic 5
6 Underground 5
7 Waterway 5
8 Plains 5
9 Hills 6
10 Coastal 6
11 Wasteland 6
12 Island 6
13 Extra-planar 7
14 Jungle 7
15 Urban 7
16 Marine 7
17 Scrubland 8
18 Ruins 8
19 Strangeland 8
20 Weirdland 8
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Desert Mountain
The story takes place in a desert environment, one The story takes place in a mountainous
with very little rainfall and potentially scorching environment, high above sea level, where the
temperatures. It might be entirely inhospitable air is thin and clouds obscure the view of the
to life, or have oases and tunnels where creatures surroundings. One false step and you might
thrive. plummet to your death.
1 Oasis. The story takes place near an oasis. 1 Valley. The story takes place in a valley
There is likely an abundance of greenery between mountains that, most likely, has
and life in this area, while all around are been carved out of the rock by a river.
scorching sands. Scaling the valley walls may be impossible.
2 Sand. The story takes place in a sandy 2 Volcano. The story takes place on, or
desert, perhaps in the ever-shifting, wind- even in, a volcano, where magma bubbles
beaten dunes, or in the shadows of great and flows at immense heat, and clouds of
sandstone towers. scorching ash erupt from the peak.
3 Salt Pan. The story takes place in a salt 3 Range. The story takes place in an
pan, where strange, geometric shapes are immense mountain range, and might have
baked into the earth by the scorching sun, its narrative beats scattered across the
and rare minerals can be found. mountains, with treacherous travel between.
4 Cacti. The story takes place in a field 4 Mesa. The story takes place atop a mesa,
of cacti—an area of desert made almost where everyone is exposed to the skies above
impenetrable by the sheer density of prickly and can see for many miles around, but
vegetation. cannot hide.
Forest Swamp
The story takes place in a forest where trees, shrubs The story takes place in a foul and fetid swamp, or a
and undergrowth spread wild and free, and animals lush and wonderful wetland. Either way, traversing
abound. It might be a fairytale forest, dark and the environment is difficult without special vehicles
spooky, or filled with mythical beasts. or magic, and there are numerous environmental
hazards.
1 Deciduous. The story takes place in a
deciduous forest. Depending on the season, 1 Wetland. The story takes place in a
it could be lush and green, have a carpet of wetland, where wading birds pick their way
fallen leaves, or house bare branches. through reedbeds and huge reptiles lurk in
the murky waters.
2 Coniferous. The story takes place in
a coniferous forest where evergreen trees 2 Mangrove. The story takes place in a
dominate. The trees might grow to immense mangrove forest, where gnarled trees grow
heights and bare aromatic needles. up from the briny water and water serpents
wind their way between roots.
3 Old-growth. The story takes place in an
old-growth forest where moss covers ancient 3 Bog. The story takes place in a bog
trees that are gnarled and twisted with the inhospitable to most life, save tough grasses,
passage of centuries. mosses, and monsters that lurk in the black
sludge below.
4 Shadowed. The story takes place in a
gloomy forest in the shadow of its own 4 Floodland. The story takes place in
canopy, a nearby mountain, etc. Mosses and floodlands, which might become filled with
ferns dominate the woodland. water seasonally, or whenever there are
storms.
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Arctic Waterway
The story takes place in a freezing and treacherous The story takes place on some kind of waterway,
arctic environment, a landscape dominated by ice which likely requires a boat of some sort to access.
and snow. Biting gales whip across the surface of the Alternatively, creatures might be able to swim to
ice, and freezing water is never far from sight. access it. The story could even take place below
water.
1 Tundra. The story takes place in the
tundra—a milder area of snow-covered 1 River. The story takes place on a river,
earth where the soil has thawed enough to perhaps on a barge or other boat that floats
allow stunted plants to grow. on it. The river might be fast-flowing and
wide, making it a dangerous place.
2 Ice Cap. The story takes place on an ice
cap where no plants can grow, and the only 2 Estuary. The story takes place at an
animals around live off fish plucked from the estuary, where a river meets the ocean. It
frigid ocean. might be traversable on foot, thanks to
bridges or boardwalks.
3 Taiga. The story takes place in a frozen
coniferous forest, where the trees are 3 Canal. The story takes place on a canal—a
covered with a perpetual blanket of snow, man-made river, punctuated by locks, that
and animals are thick with heavy fur. allow boats to move around the place.
4 Ice Spire. The story takes place in the ice 4 Lake. The story takes place in, on, or near a
spires, where towering shards of frigid water large body of water such as a lake or inland
spear the sky, threatening to topple at any ocean. There might be small islands within it
moment. where story beats occur.
Underground Plains
The story takes place deep underground, where the The story takes place on the plains—vast swathes of
only light is that provided by torches and lanterns, land that are primarily covered by grasses and other
or the magically glowing creatures that inhabit the low-lying plants, and which are often home to vast
deep earth. herds of grazing creatures.
1 Mine. The story takes place in a mine, 1 Grassland. The story takes place on a vast
which could be abandoned and monster- open grassland, where the grasses range in
filled, or could be still in use, with height from less than an inch to a dozen feet
industrious humanoids toiling below. tall.
2 Cavern. The story takes place in a cavern, 2 Savannah. The story takes place on a
or series of caves, which could be truly savannah, where the grasses are broken up
enormous, and marked by unusual rock by watering holes, badlands, and towering
formations or crystals. trees with enormous branchspans.
3 Tunnel. The story takes place in a tunnel, 3 Meadow. The story takes place in a
or network of tunnels, that might be large quaint meadow, where wildflowers grow
enough to walk through, or might force you and beautiful butterflies flutter through the
to crawl. scented air.
4 Dungeon. The story takes place in a 4 Farmland. The story takes place in
dungeon buried deep in the earth. The farmland, accentuated by barns, stables,
dungeon could be themed around a specific farmhouses, etc. and which is likely divided
creature, plane, element, etc. into pastures and plots by fences.
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Hills Wasteland
The story takes place in a hilly environment which The story takes place in a wasteland—an area which
might be difficult to traverse, thanks to the steep is almost inhospitable thanks to its geology or some
inclines and declines, and which prevents a decent other, potentially magical, reason. Traversing
view of the surroundings. the wasteland requires careful planning and
preparation.
1 Steppe. The story takes place in the grassy
steppes which serve as foothills for many 1 Ashland. The story takes place in
mountain ranges. Huge boulders and the an immense landscape covered in ash,
occasional tree serve as landmarks. potentially the result of a mega-volcanic
2 Canyonland. The story takes place eruption.
in a labyrinth of canyons, each of which 2 Badland. The story takes place in the
interconnects with others, forming a badlands—an environment dominated
confusing, twisting landscape. by craggy rocks that make it difficult to
3 Peak. The story takes place on the peak traverse, and exposes you to the elements.
of a particularly tall hill, which might be 3 Alvar. The story takes place on an alvar—a
incredibly steep-sided, or even covered in limestone plane atop which only a thin layer
scree or other hazards. of soil sits, forming a potentially ankle-
4 Lone. The story takes place on a lone hill, snapping pavement.
which commands an incredible view of the 4 Deadland. The story takes place in
surrounding lands, and which is obvious a deadland, where a magical curse or
from many miles away. necromantic magic prevents life from
existing for long, or rapidly turns it undead.
Coastal
The story takes place on a coastline, where the Island
land meets the ocean. It could feature towering The story takes place on an island in the middle of
cliffs, or a dangerous quagmire. The coast might be the ocean. It might be impossible to reach without
crowded with ships, or entirely deserted, thanks to a nifty ship capable of navigating the dangerous
dangerous rocks. waters around its shore.
1 Beach. The story takes place on or near a 1 Desert. The story takes place on a
beach, where the sand dunes slide down into desert island covered with coconut palms,
the shallows of the ocean. It could also take boulders, and bathed in the baking sun.
place on a boat nearby. Freshwater is scarce.
2 Cliff. The story takes place atop a 2 Tropical. The story takes place on a
cliff, which might be dangerously close tropical island, the interior of which is
to crumbling into the ocean, throwing covered with a thick, vine-choked jungle,
creatures down to the rocks below. and home to a plethora of wildlife.
3 Mudflat. The story takes place on a 3 Barren. The story takes place on a barren
mudflat—an immense stretch of mud and island, perhaps little more than a jagged rock
sand that sinks into the sea, and poses a poking out from the ocean. It has no food,
seriously dangerous challenge to cross. resources, water, etc.
4 Dune. The story takes place in between 4 Archipelago. The story takes place on
towering sand dunes which stretch along the a string of islands in the ocean, each not
coastline, and are mostly set in place. They far from the last, and potentially within
might be topped with sharp grasses. swimming distance.
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Extra-Planar Urban
The story takes place on another plane of existence The story takes place in an urban environment
(instead of the Material). Reaching that plane where humanoids live out their daily lives. It might
requires some form of magic, such as teleportation, be difficult to act in secrecy here, thanks to the sheer
the use of a portal, etc. number of eyes and ears around.
1 Astral. The story takes place on the Astral 1 Village. The story takes place in a
Plane, in the endless Astral Sea which is village—a small settlement home to only a
home to myriad points of light which link to handful of families. It could be quaint and
other planets and worlds. cozy, or shadowed and creepy.
2 Elemental. The story takes place on one 2 Estate. The story takes place on an estate
of the elemental planes; air, earth, fire, or of some sort, likely owned by a noble family
water, or on the intersections between those and home to their entourage and staff.
planes.
3 Sprawl. The story takes place in an area
3 Fey. The story takes place in Faerie, where of urban sprawl, perhaps consisting of poor
sprites, hags, and dryads run free and wild, neighborhoods that surround a large city, for
indulging in their every whim and using example.
mortals as playthings.
4 Metropolis. The story takes place in a
4 Shadow. The story takes place in the metropolis where all walks of life can be
Realm of Shadow, where dark beings and found and experienced. All of humanoid
chaotic, sadistic creatures live their depraved industry is at the fingertips of the characters.
and dangerous lives.
Marine
Jungle The story takes place in a marine environment,
The story takes place in a thick tropical jungle where beneath the ocean or similar body of water. In order
vegetation dominates the landscape and makes it to get involved, those that wish to visit must find a
difficult to get around. It is likely home to a wild way to hold their breath for long enough to swim
variety of life, much of which is dangerous. beneath the waves.
1 Rainforest. The story takes place in a 1 Coral Reef. The story takes place in and
rainforest which is constantly barraged by around a coral reef which is teeming with
storms during the rainy season. The growth brightly coloured and excitable life, and all
of plants here is hugely accelerated. the noise that accompanies it.
2 Cloud Forest. The story takes place in a 2 Kelp Forest. The story takes place in and
cloud forest—one which is so elevated that around a kelp forest—the equivalent of an
the clouds themselves move between the underwater woodland—where prey hides
trees like a thick fog. and predators hunt.
3 Pillar Forest. The story takes place 3 Lagoon. The story takes place in a lagoon
in a pillar forest which grows vertically separated from the ocean by a barrier of
up enormous, stone spires that might be some sort, such as a sanbank or reef.
connected by rope bridges.
4 Deep Sea. The story takes place in the
4 Bamboo Forest. The story takes place deepest depths of the pitch-black ocean,
in a forest made up entirely of different where strange creatures lurk, waiting for a
species of bamboo that form thickets as chance to eat.
impenetrable as solid walls.
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Shrubland Strangeland
The story takes place in shrubland—an area of plant The story takes place in a strangeland—an uncanny
growth where low-lying shrubs make up most of the and hazardous version of an otherwise-recognisable
biomass. These areas are often referred to as ‘the landscape. The strangeland might be infused with
bush’ or ‘bushland’. magic, or a natural part of a fantastical world.
1 Moor. The story takes place on a wily, 1 Carnivorous Forest. The story takes
windy moor. These high-altitude shrublands place in a carnivorous forest where the
are covered with bracken and grass, and— plants feast on flesh. This might be obvious,
occasionally—snow. or it could be cunningly concealed.
2 Fynbos. The story takes place in a coastal 2 Fungal Forest. The story takes place in
shrubland which is covered with brightly a fungal forest—a woodland where trees,
colored flowers and delightful songbirds. shrubs, and undergrowth have been replaced
with mushrooms, toadstools, etc.
3 Heath. The story takes place in a lowland
heath covered with heather and home to 3 Earthmotes. The story takes place
game birds and grazing ungulates. on an earthmote, or in an area of linked
earthmotes: floating chunks of rock and soil
4 Chaparral. The story takes place in that hang aloft.
a chaparral, on a hillside covered with
evergreen scrub, that is particularly prone to 4 Geyser. The story takes place in or around
dangerous wildfires. a field of geysers, where boiling water and
steam are ejected at force from the bowels of
the earth into the air.
Ruins
The story takes place in the ruins of a building,
town, city, castle, or other structure or urban
Weirdland
locality. The ruins are likely dangerous to traverse, The story takes place in a weirdland—a totally
and might even be boobytrapped or inhabited by bizarre and strange environment that can only exist
bandits or monsters. thanks to the magical nature of the place. These
weirdlands might be the result of arcane accidents.
1 Deserted. The ruins are entirely deserted,
perhaps because there is something 1 Roilscape. The story takes place in
inherently dangerous about them, or a roilscape where the landscape and
because of a magical curse. environment constantly changes from one
biome to the next.
2 Destroyed. The ruins are almost entirely
destroyed, leaving only moss-covered stones 2 Crystalscape. The story takes place
and crumbled, rotten wood. in a crystalscape where magical minerals
break through the earth and pierce the sky,
3 Decayed. The ruins resemble what they forming bizarre, geometric patterns.
once were, but are decaying. They might be
rotting away, covered in cobwebs, slowly 3 Skysteppe. The story takes place in a
turning to dust, etc. skysteppe where the clouds have solidified
into a hilly landscape that is traversable with
4 Ancient. The ruins are truly ancient, ease by any creature that dares.
making them feel somewhat alien because
the culture of the people that inhabited them 4 Mounted. The story takes place in an
is so distant from the current time. environment that is mounted atop the back
of an enormous, mythical creature. Draw
another card to determine the environment.
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d20 Landmark Page
1 Settlement 10
2 Religious Site 10
3 Military Site 10
4 Commercial Site 10
5 Magic Site 11
6 Campsite 11
7 Accomidation 11
8 Resource 11
9 Fortification 12
10 Hideout 12
11 Forsaken Site 12
12 Healing Location 12
13 Disaster Site 13
14 Natural Magic 13
15 Road 13
16 Portal 13
17 Illusion 14
18 Curiosity 14
19 Art 14
20 Vantage Point 14
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Settlement Military Site
A major landmark in the story is a settlement, in or A major landmark in the story is a military site,
around which the story takes place. The settlement which might have been constructed on the front
likely has a population of humanoids, which might lines of an ongoing war, as a defensive structure in
be of a single culture or mixed. the heart of occupied territory, or centuries ago for a
long-forgotten battle.
1 Village. The settlement is a small village
consisting of perhaps as few as half a dozen 1 Outpost. The military site is little more
families, each of whom know each other than an outpost, and could be a simple
well. watchtower, encampment, or even collection
of tents where the military gather.
2 Town. The settlement is a town which has
a few hundred citizens at most. It likely has 2 Barracks. The military site is a proper
several key trades represented, as well as barracks which is manned by a group of a
access to some luxuries. dozen or more trained warriors. It is likely
walled, or has a perimeter ditch.
3 City. The settlement is a city with
thousands to tens of thousands of citizens. 3 Castle. The military site is a full castle,
There are numerous crafts, trades, and complete with a garrison of guards. It likely
factions represented, each with their own has towering stone walls, guard towers,
interests. sturdy gates, and a moat.
4 Metropolis. The settlement is a sprawling 4 Fortress. The military site is an
metropolis with perhaps hundreds of enormous fortress, which might function
thousands of citizens, and an enormous as a militocratic city state with a powerful
array of trades and factions. commander as ruler.
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Magic Site Accommodation
A major landmark in the story is a site where magic A major landmark in the story is some form of
occurs, potentially as part of a larger magical system accommodation, of which the characters can make
or even a magocratic government programme. Such use. The entire story might take place within the
sites might prohibit non-spellcaster guests. accommodation, limiting characters’ access to
outside help or goods.
1 Wizard's Tower. The magic site is a
wizard’s tower where a small number of 1 Tavern. The accommodation takes the
mages work on their spells, experiments, etc. form of a tavern which could range in
They might have magical traps in place. size from a small bar with only one or two
rooms, to a large inn with a dozen rooms.
2 Sorcery School. The magic site is a
school, university, or other educational 2 Ranger's Hut. The accommodation is a
facility which aims to improve the abilities of ranger’s hut, built out in the wilderness to
individuals with innate spellcasting abilities. accommodate outlanders in the wilds. It is
stocked with supplies.
3 Stone Circle. The magic site is a stone
circle which channels natural power of 3 Hamlet. The accommodation is a
some kind, where folk like druids or rangers hamlet—a tiny village where the locals are
gather to reconnect with the wilderness. willing to put up characters that act in their
interests, for as long as they continue to.
4 Arcane Nexus. The magic site is an
arcane nexus—a confluence of magical 4 Enclave. The accommodation takes the
(often elemental) energies that might be form of an enclave—a hidden and secretive
surrounded by a structure, if it is known settlement only accessible by those in the
about. know, such as a druidic order.
Campsite Resource
A major landmark in the story is a campsite which A major landmark in the story is a site where
could be a central part of the story, especially if resources are easily acquired. This might already be
the characters are searching for a missing person, built up as part of an industry, or might be a natural
looking to meet a contact in a remote location, etc. site where the specific resource can be made use of.
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Fortification Forsaken Site
A major landmark in the story is a fortification A major landmark in the story is a forsaken site
of some description. The fortification might be which, even if not actually deserted, has a certain
designed to keep out intruders, ward off monsters, spookiness to it that makes it foreboding or eerie. It
protect against natural disasters, etc. It could be might be mostly avoided by the local populace, and
inhabited or deserted. could even be cursed.
1 Bandit. The hideout was built, or is used, 1 Restorative Pool. The healing location
by bandits who are hiding from the law, and is a pool, the waters of which are magically
utilize it as a place to store their ill-gotten blessed with restorative magic. It might
goods. remove all traces of weariness in bathers.
2 Refugee. The hideout is being used by 2 Medic's Tent. The healing location is
refugees, and could be anything from a camp a medic’s tent where a talented physician
to a commandeered or repurposed building. works tirelessly to cure the ailing. Perhaps
the tent is on a battlefield.
3 Deserted. The hideout is deserted,
perhaps with obvious signs that indicate why 3 Apothecary's Hut. The healing location
(such as the scorch marks of a fire), or could is an apothecary's hut or laboratory where
be eerily abandoned. potions are brewed and sold, potentially for
high prices.
4 Safe House. The hideout is a safe house,
built and used by a specific faction, whose 4 Holy Altar. The healing location is a holy
agents use it to remain undercover and avoid altar where clerics might perform healing
attention for one reason or another. rituals, or offerings can be left to access
restorative magic.
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Disaster Site Road
A major landmark in the story is a disaster site A major landmark in the story is a road of some
which is likely visible for miles and miles around, description which might make it easier to get
thanks to the scars of natural devastation. The site through a particular area of difficult terrain or,
might be prone to repetitions of the calamity that at the very least, makes it much easier to navigate
occurred there. between civilized areas.
1 Fissure. The disaster site is a huge crack 1 Track. The road is little more than a
in the earth which might widen or lengthen track, which might be just enough to make
over time. Falling into it likely spells certain wilderness travel bearable. Perhaps it
death. indicates a shortcut through danger.
2 Meteorite Crater. The disaster site 2 Pavement. The road is paved with cobbles
is a crater formed by a massive meteorite. or pavers of some kind, making travel much
Although another strike is unlikely, there easier and even allowing vehicles, such as
might be lingering radiation or magic. carts, to be used.
3 Scorched Earth. The disaster was a 3 Skyroad. The road is a skyroad made from
volcanic eruption, wildfire, etc. which has clouds or tethered earthmotes which allows
scorched the earth. If vegetation has begun the terrain below to be entirely avoided, at
to regrow, there is a risk of repeats. the risk of falling.
4 Flooded Area. The disaster is a major 4 Destroyed. The road has been destroyed
flood which might still present problems or by something (perhaps a disaster or flood),
now have receded, leaving a catastrophic but could potentially be repaired for a
mess behind. Another could be imminent. handsome reward.
1 Prismatic Crystal. The site is a towering 1 Upper Plane. The portal leads to one
crystal, jutting up from the earth, which of the upper planes of the heavens, where
reflects light in dazzling patterns. Perhaps it celestials gather and deities live, and look
creates distracting illusions around it. down on the Material.
2 Obelisk. The site is a natural or man-made 2 Lower Plane. The portal leads to one of
obelisk which channels the natural energy the lower planes where devils, demons, and
of the earth, or natural elemental magic. It all other manner of hideous fiends lair and
might empower certain spells. devise terrible plans.
3 Ring. The site is a ring of some description: 3 Inner Plane. The portal leads to one
toadstools, standing stones, strange trees, of the inner planes, such as one of the
etc. While within the ring, strange, magical elemental realms, or the realm of shadow or
effects might take place. faerie.
4 Bridge. The site is a bridge—perhaps one 4 Outer Plane. The portal leads to one of
which bestows enchantments on those who the outer planes: strange realms which might
cross, or a metaphorical bridge between not resemble the Material, such as the Astral
worlds which houses a portal. or Ethereal Plane.
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Illusion Art
A major landmark in the story is a sizeable illusion A major landmark in the story is a piece of artwork
which might be caused by a natural overflowing that is at a large enough scale to be seen from miles
of magic, a permanent spell cast on an area by a around. The creators of the artwork might be
powerful mage, or a curse or enchantment placed by ancient, or it could be a recent piece.
a monster.
1 Carved Cliff. The artwork is a cliff face
1 Landscape. The entire landscape in which carved to resemble something, such as the
the story takes place is illusory. Perhaps it is face of a person or monster, a particular
a fetid swamp covered with an illusion of an symbol or pattern, etc.
inviting woodland.
2 Geoglyph. The artwork is a pattern or
2 Structure. The entire structure in or picture etched into the earth, or formed
around which the story takes place is an from stones collected into lines. The picture
illusion. Perhaps there is nothing there at all, is likely simple, but could depict anything.
or the real structure is dilapidated or ruined.
3 Colossal Statue. The artwork is a
3 Inhabitants. The inhabitants of the story colossal statue, many of thousands of times
location, and perhaps even some characters larger than whatever it happens to depict—a
within the story, are illusions produced by a famous figure, for example.
spell.
4 Totem Pole. The artwork is a towering
4 Landmark. The story has an illusory totem pole, each section of which represents
landmark. Draw another card from this deck something important to the people who
and consider how it could be illusory, or created it.
augmented by illusions.
Vantage Point
Curiosity A major landmark in the story is a vantage point
A major landmark in the story is a strange curiosity which towers above the surrounding landscape,
which might be linked directly to the story, could be providing a commanding view from the top. From
utilized by characters, or may just be a distraction or below, the vantage point might cast an oppressive
opportunity for a side quest. shadow.
1 Singing Stone. There is a large monolith 1 Lone Peak. The vantage point is a lone
near the story location which is capable of mountain peak, or similar geological
singing. Perhaps it even has a mouth! The formation, which might require specialist
songs might be relevant or nonsense. equipment to climb safely.
2 Lore Tree. There is a towering tree near 2 Towering Tree. The vantage point is
the story location which spreads lore, a towering tree that grows high above the
perhaps by speaking or by revealing text canopy of a forest, or stands alone. It may
etched on its trunk or leaves. have inhabitants, if large enough.
3 Sunwell. There is a well into which the 3 Ruined Tower. The vantage point is a
sun shines and where its light is stored ruined tower which teeters high into the
throughout the night. It might be simple clouds above. It might be dangerously
illumination or offer radiant magic. dilapidated or filled with traps and treasure.
4 Gravity Pillar. There is a pillar which 4 Rock Formation. The vantage point is
exerts gravitational or magnetic force of a rock formation, such as a tor or hoodoo,
immense strength, pulling things toward it which can only be scrambled up, and may
from great distances. have cultural or religious significance.
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d20 Event Page
1 Festival 16
2 Entertainment 16
3 Abundance 16
4 Divine Intervention 16
5 Rare Trader 17
6 Transportation 17
7 Shelter 17
8 Mentor 17
9 Guide 18
10 Inspiring 18
11 Friendly Wildlife 18
12 Trader 18
13 Treasure 19
14 Beneficial Terrain 19
15 Vehicle 19
16 Warning 19
17 Hospitality 20
18 Guiding Star 20
19 Enchantment 20
20 Vegetation 20
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Festival Abundance
The story takes place during some kind of festival, The story takes place during a time of natural
which has drawn humanoids from near and far who abundance which affects the surrounding
hope to take part in it. The atmosphere is lively and landscape, flora, fauna, and even humanoids. Local
bubbling, with attendants eager for festivities to communities might be used to these periods, or be
start. unprepared.
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Rare Trader Shelter
The story takes place during a time when a trader of The story takes place at a time when a particular
rarities is in the area, giving access to unusual goods kind of shelter is available for use that might not
that might impact the story in an unforeseen way, or be available at other times due to meteorological
serve as a distraction. conditions, humanoid presence, etc.
1 Magic Items. The rare trader is selling 1 Natural. A natural shelter, such as a
magic items, which could vary from trinkets cavern, burrow, hollowed-out tree, etc.,
with minor magical effects to dangerous has become available due to an earth slide,
arcane weapons. lightning strike, etc.
2 Potions. The rare trader is selling potions 2 Constructed. A shelter has recently been
which might be able to augment characters constructed in the story location which can
in interesting ways that change the course of be utilized. It could be a building, dungeon,
the story. mine, etc.
3 Mounts. The rare trader is selling unusual 3 Magical. A magical shelter has appeared
mounts, such as pegasi, skeletal warhorses, in the story location, which could be a
giant beetles, or similar. magical building of some description, an
area surrounded by a forcefield, etc.
4 Spell Scrolls. The rare trader is selling
spell scrolls, which might give characters 4 Occupied. The shelter which has become
access to magical abilities that could alter available is actually occupied, with the
their part in the story. occupants being temporarily absent. Their
arrival might mess with the story.
Transportation
The story takes place during a time when unusual
Mentor
transportation is available in the location, perhaps The story takes place at a time when a mentor is
making it easier to traverse, or unlocking the available for coaching or training of some kind.
potential for a new and exciting chase scene. The mentor might be able to change the course of
the story through careful advice, or even direct
intervention.
1 Mount. The transportation available
takes the form of mounts, which might be
magical or mundane. They might be for hire, 1 Martial. The mentor is a martial
naturally occurring, or even magic. instructor—likely a capable, veteran fighter
of some description. They might provide
2 Mundane. The transportation available battle advice, or even wade in as a hero or
is some kind of mundane vehicle, such as a villain.
boat or ship, a cart or wagon, or a glider or
similar airborne vehicle. 2 Magical. The mentor is a spellcaster
capable of great magic. They might provide
3 Magical. The transportation available arcane advice or guidance, or intervene
is some kind of magical vehicle, such as a directly with their own spellcasting.
submarine, flying carpet, airship, burrowing
vehicle, etc. 3 Social. The mentor’s experience is
related to their social, cultural or religious
4 Teleportation. The transportation knowledge, or to leadership. Their advice
available is teleportation, which might be might change the course of a story entirely.
due to teleportation circles, linked amulets,
spell scrolls, or another magical source. 4 Academic. The mentor provides academic
advice, perhaps through their own research,
which could create an intelligence-gathering
sidequest, for example.
-17-
Guide Friendly Wildlife
The story takes place at a time when a guide is The story takes place during a time when friendly
available for hire, who might be able to mitigate the wildlife is prominent at the location, which might
dangers of travel in the story location, provide access interfere with or distract those in the vicinity in
to shortcuts, etc. some way. The wildlife should be linked to the
location.
1 Experienced. The guide is experienced
and knows what they are doing. They might 1 Hungry. The wildlife is hungry, and
entirely circumnavigate hazards, half travel searching for food that is easy to acquire.
time, or even cover tracks. They might sniff around, petition for food,
or try to steal it.
2 Cheap. The guide is cheap and somewhat
haphazard, providing a lackluster—but still 2 Curious. The wildlife is simply curious
reasonable—service. They might only just about what is going on, which might result
avoid scrapes and hazards. in them getting in the way during important
story moments.
3 Sketchy. The guide is decidedly sketchy,
failing to provide reputable advice for the 3 Helpful. The wildlife is helpful in some
journey ahead, or even failing to avoid way, perhaps providing a distraction,
hazards entirely. serving as a messenger or spy, or providing
protection.
4 Endangered. The guide is so poor as
to actually endanger those in their care in 4 Awakened. The wildlife is awakened,
some way. Their ineptitude might generate imbuing it with a high intelligence,
sidequests to fix their mistakes. essentially becoming a new character in the
story with its own agenda to fulfill.
Inspiring
The story takes place during a time when something
Trader
inspiring is occurring, which could influence the The story takes place during a time when a trader is
story in profound ways. The event might be a speech, in the area, providing access to goods, equipment,
a cosmic collision, a social movement, a natural weapons, etc. that might impact the story in an
disaster, etc. unforeseen way, or serve as a distraction.
1 Landscape. The inspiring event is in some 1 Rations. The trader sells rations, which
way related to the landscape. It could be could save those that find themselves in a
something as simple as a beautiful sunset, or dire situation, such as those under-prepared
as drastic as raging wildfire. for an expedition.
2 Individual. The inspiring event is 2 Goods. The trader sells goods of some sort,
related to a specific individual. It could be such as precious jewelry, valuable spices,
a dramatic execution, a rousing speech that gemstones or trade bars of metal, etc.
causes a revolt, a divine appearance, etc.
3 Weapons. The trader sells weapons, which
3 Magic. The inspiring event is magical in might facilitate the escalation of a conflict or
nature. It could be the casting of a powerful enable fighting which otherwise might not
spell, a random magical event that disrupts have started.
the location, or an enchantment.
4 Equipment. The trader sells equipment
4 Divine. The inspiring event is linked to which might allow for the traversal of
the divine in some way. It might be the environments that would otherwise have
appearance of a deity's aspect in the mortal been difficult to pass through.
realm, a miracle, etc.
-18-
Treasure Vehicle
The story takes place during a time when treasure The story takes place at a time when a vehicle
is easily available. Perhaps a shipwreck has just becomes available, possibly allowing for travel
occurred, a dragon has just been slain, or a pillaging across a location faster, unlocking a chase scene
horde has been defeated. within the story, or otherwise impacting the
sequence of events.
1 Magic Items. The treasure consists of
one or more magic items which could 1 Abandoned. The vehicle has been
considerably alter the course of the story, if abandoned, perhaps because there is a minor
acquired by a significant individual. issue with it that needs fixing, or because it
became caught in difficult terrain.
2 Potions. The treasure consists of one or
more potions which might augment the 2 For Sale. The vehicle is for sale through a
abilities of those in the story, potentially broker, or directly from the owner. It could
leading to unexpected outcomes. be bought in a hurry for a higher price, or
perhaps stolen if security is lax.
3 Art Objects. The treasure contains art
objects of great value or significance to 3 Stolen. The vehicle has been stolen, and
the story, such as heirlooms that could be is being used for illicit means, such as as a
recovered. getaway vehicle for a crime.
4 Coin. The treasure is simply a huge hoard 4 Damaged. The vehicle is badly damaged,
of coin, which could be used to bribe or but could be repaired by someone with the
influence major players in the story, or to right expertise and tools, or by a repairing
purchase items to change the outcome. spell.
1 Travel Aid. Something about the location 1 Ambush. The characters in the story could
makes travel easier. Perhaps difficult terrain be alerted to a potential ambush due to
is flooded, allowing it to be sailed over in a wildlife fleeing the area, a lucky glimpse of a
boat, for example. hidden bandit, etc.
2 Easy Forage. The location has had good 2 Trap. The characters in the story could be
weather of late, causing edible food to grow alerted to the presence of a trap thanks to
in abundance, and allowing for easy foraging clues in the area, such as marks on the walls
and harvesting of rations. and floor.
3 Later Benefit. Some magical effect 3 Hazard. The characters in the story are
occurs at the location, for example a tree alerted to an environmental hazard, such as
hollow an actor can sleep in, which later quicksand or dangerous mold, thanks to the
provides barkskin when they would be presence of a corpse, for example.
injured.
4 Monster. The characters in the story are
4 Shortcut. There is an obvious shortcut alerted to the presence of a monster, perhaps
available to the actors in the location, such by someone fleeing for their life, or thanks to
as a tree which has fallen over a ravine, or a local rumors.
river that has dried up.
-19-
Hospitality Enchantment
The story takes place at a time when the characters The story occurs during a time when a strange,
have access to unexpected hospitality of some kind. magical enchantment is in place, affecting all within
They might have to pay for the privilege or they may the main story, as well as any other humanoids and/
be welcomed, thanks to their actions in the story. or creatures in the area.
1 Campsite. The hospitality takes the form 1 Mercy. The enchantment exudes an aura of
of a campsite which, while basic, offers a mercy within the story, reducing bloodlust,
safe place to rest in an otherwise hazardous or even downright preventing lives from
environment. being taken.
2 Homestead. The hospitality takes the 2 Benevolence. The enchantment exudes
form of a homestead where the family are a feeling of benevolence and generosity,
welcoming and kind, and willing to harbor meaning that actors and others in the story
those in need. are more likely to be kind.
3 Inn. The hospitality takes the form of an 3 Comradery. The enchantment exudes
inn, where travelers can pay for their stay, a feeling of comradery, meaning that
and might hear rumors or clues related to teamwork is even more effective than it
the story. might otherwise be.
4 Magical Mansion. The hospitality takes 4 Endurance. The enchantment exudes an
the form of a magical mansion created by aura of endurance within the story, reducing
a spellcaster with their own agenda, who exhaustion, improving fortitude, and giving
might become a major character themself. actors the ability to abide.
1 Navigation. The light of the star improves 1 Edible. The vegetation is edible, making
navigation during the story, perhaps because it easier to find more than enough rations
it is always in the north, or because it while on the move.
magically illuminates safe paths.
2 Medicinal. The vegetation is medicinal,
2 Foraging. The light of the star improves meaning that those capable of identifying it
foraging during the story, perhaps thanks can make healing potions with greater ease,
simply to the illumination, or because its or even eat plants directly for healing.
magical light boosts the growth of plants.
3 Valuable. The vegetation is valuable in
3 Detection. The light of the star improves some way, and harvesting it could become its
perception and detection during the story, own sidequest within the story, or the plants
maybe because nights are brighter, or could be used as a bribe or reward.
because shapeshifters, etc. gain an aura.
4 Divinatory. The vegetation has some
4 Stealth. The light of the star (or lack divinatory properties—it might allow brief
thereof) improves stealth during the glimpses into the future, or grow only in the
story. This might be because the star is a footsteps of fleeing criminals, etc.
distraction, or because it makes the night
darker.
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d20 Hazard Page
1 War 22
2 Natural Disaster 22
3 Devastating Attack 22
4 Aberrant Influence 22
5 Natural Crisis 23
6 Magical Catastrophe 23
7 Raiders 23
8 Haunting 23
9 Troubling Terrain 24
10 Discrimination 24
11 Mischievous 24
12 Cultists 24
13 Criminal 25
14 Obstruction 25
15 Trap 25
16 Scourge 25
17 Curse 26
18 Calamity 26
19 Corruption 26
20 Influence 26
-21-
War Devastating Attack
The story’s hazard is an ongoing war occuring in the The story’s hazard centers around the attack of a
background, which overspills to influence the story violent, colossal creature. The attack might claim
and characters, who may be more directly involved. lives, destroy locations, or provide distractions or
side quests for the characters to take advantage of.
1 Skirmish. A small-scale skirmish impacts
the story, with bands of opposing warriors 1 Dragon. The story is impacted by a
fighting in the story’s locale, with or without dragon attack. This could be the gouts of
groups of characters directly involved. flame exhaled by an adult red dragon, or the
lighting surrounding a blue dragon’s lair.
2 Battle. A large-scale battle is the backdrop
for the story, where dozens—or even 2 Giant. The story is impacted by a giant
hundreds—of warriors are fighting it out, attack. It might involve one or more giants,
impacting much of the story. who might level city walls, kidnap or eat
characters, or hurl boulders at structures.
3 Rebellion. A rebellious faction emerges
during the course of the story, potentially 3 Monstrosity. The story is impacted
changing its trajectory and creating an by the attack of a particularly dangerous
unexpected twist. monster—anything from a hydra to a
tarrasque.
4 Aftermath. The backdrop of the story is
the aftermath of a brutal war. There might 4 Titan. The story is impacted by a titan
be a new regime in power, or the characters attack. The titan is likely acting on the whims
may be injured due to the fighting. of one or more deities who birthed it and
may even command it.
Natural Disaster
The story’s hazard is a natural disaster, which occurs
Aberrant Influence
just before or during the story. The disaster should The story’s hazard is the influence of aberrations
directly impact the characters, whether that be from other realms of existence. The aberrations
actively threatening their wellbeing, limiting their might appear in the flesh, or may simply corrupt the
ability to travel, etc. minds of mortals—including the characters—from
afar.
1 Earthquake. A devastating earthquake
impacts the story. It might claim the lives 1 Cultists. A cult dedicated to the
of some of the characters, destroy locations aberrations impacts the story in some way.
involved in the story, or prevent travel. Perhaps some of the main characters are
members of the cult, or are kidnapped by
2 Storm. A calamitous storm impacts the them.
story. Lighting and thunder might serve
as the backdrop for important events, and 2 Imposters. One or more of the characters
heavy precipitation provides restrictions. in the story have been replaced by
aberrations who mimic their appearance and
3 Flood. A catastrophic flood impacts the behavior, and have a sinister agenda.
story. It might separate characters from each
other, preventing their expected interactions, 3 Assault. One or more aberrations assault
or change the story location. the location or characters in the story. They
may have their own plans, or be working in
4 Wildfire. A raging wildfire impacts the cahoots with an antagonist.
story. It might threaten the lives of the
characters, turn locations into hazardous 4 Shipwreck. An aberrant vehicle crashes
terrain, or destroy important plot items. right into the thick of the story, providing a
surprise twist and potential side quests as its
inhabitants flee the wreck.
-22-
Natural Crisis Raiders
The story’s hazard is the advent of a natural crisis, The story’s hazard is the incursion of raiders into the
which threatens the characters themselves, their local area, who have their own agenda. These might
location, or the potentially enormous cast of be humanoids or human-shaped monstrosities, but
supporting characters. are at least somewhat organized and dangerous.
1 Famine. The story is impacted by a famine, 1 Prisoners. The raiders have come to take
where food is almost impossible to come prisoners, which might be the characters
by. This might result in characters being themselves or people in the background of
petitioned for supplies, or starving. the story, who need protecting.
2 Drought. The story is impacted by a 2 Resources. The raiders have come to
drought, which causes plants to wilt and plunder resources, which might include
ecosystems to suffer, or may even cause items important to the characters or major
people to die of thirst. plot items for the story itself.
3 Infestation. The story is impacted by 3 Food. The raiders have come in search of
an infestation of pests of some description, food, and might be shaking down parties
anything from fleas to giant rats. This might for their rations, taking over farms, hunting
inspire a side quest to clear the pests. lodges, fisheries, etc.
4 Pestilence. The story is impacted by an 4 Money. The raiders have come to steal as
epidemic of some disease or similar, which much money—or other valuables—as they
might infect the characters, or prevent them can. This might put wealthy characters at
visiting certain locations without protection. direct risk.
-23-
Troubling Terrain Mischievous
The story’s hazard is directly linked to the location The story’s hazard is mischief caused by a particular
and its terrain. The characters might find that creature. The negative impact of this might only
certain story settings become perilous or impossible be minimal, such as the misplacement of items, or
to traverse. could be substantial if the mischief-makers are not
dealt with.
1 Difficult. The location of the story
becomes difficult terrain, perhaps because of 1 Fey. The mischief is caused by capricious
unusually high plant growth, a minor flood, fey creatures who might be making trouble
or rainfall creating muddy ground. simply for their own amusement, or at the
behest of an archfey.
2 Specialist. The location of the story
features terrain that requires specialist 2 Beasts. The mischief is caused by beasts
equipment to traverse, such as a climber’s kit who might not know any better. It could be
or a particular vehicle. anything from horses playing up to over-
friendly, predatory animals.
3 Occupied. The location of the story
is occupied by people or monsters that 3 Humanoids. The mischief is caused by
make it difficult to cross. They might humanoids, most likely because of their own
need convincing to allow strangers in, for agendas, but perhaps on behalf of a major
example. antagonist in the story.
4 Impassable. The location of the story 4 Elementals. The mischief is caused by
becomes impassable for some magical inherently chaotic elementals that simply
or mundane reason, such as a forcefield cause trouble because it is in their nature to
enchantment or a fissure opening. do so.
Discrimination Cultists
The story’s hazard is a social one—discrimination The story’s hazard is the influence of a cult on the
which negatively impacts the characters. This might characters or locations involved. The cult might have
come from other characters in the story, or people their own agenda, or might be linked to the desires
in the background, and makes life harder for a of one or more of the characters.
particular group.
1 Death. A death cult impacts the story,
1 Background. The discrimination is based perhaps by committing murders in the
on the background of the characters, for location, or by summoning undead creatures
example against those who are or are not into the vicinity.
from a particular region.
2 Devils. An infernal cult of devil-
2 Wealth. The discrimination is based on worshippers impacts the story, perhaps by
the wealth of the characters, for example summoning devils into the Material, or by
whether or not they wear fine clothes and trying to corrupt the souls of mortals.
expensive jewels.
3 Flame. An elemental cult dedicated to
3 Class. The discrimination is based on the flame (or another element) impacts the
class of the characters, for example there story, perhaps through acts of arson, the
may be intolerance towards religious classes summoning of elemental creatures, etc.
such as clerics and paladins.
4 Dragons. A draconic cult in service of a
4 Experience. The discrimination is based particular dragon, or hoping to hatch dragon
on experience the characters may or may not eggs, impacts the story, likely through
have had, such as time spent in a royal court forwarding a draconic agenda.
or experience on the battlefield.
-24-
Criminal Trap
The story’s hazard is the presence of one or more The story’s hazard is a trap, which has most likely
criminals of a certain type in the location of the been laid by one of the characters, friend or foe, to
story, or the unexpected revelation that one or more catch others out. The trap might be mundane or
of the characters is concealing a criminal career, magical, and have a simple or complex mechanism.
past or current.
1 Alert. The trap is designed to alert one of
1 Assassin. The criminal aspect of the story the characters of the presence of the others
is the presence of an assassin—a trained who might be intruders, for example.
killer for hire who might attempt to take out
one or more of the characters. 2 Block. The trap is designed to block the
path of one or more of the characters when
2 Thief. The criminal aspect of the story is they take a certain route through the story’s
the presence of a thief who might steal items location.
that are important to the progression of the
story. 3 Harm. The trap is designed to harm, or
even kill, one or more of the characters. It
3 Charlatan. The criminal aspect of might have the capacity to harm multiple
the story is the presence of a charlatan— characters at once.
someone masquerading as something, or
someone, they are not. 4 Hinder. The trap is designed to hinder one
or more of the characters, causing a lingering
4 Murderer. The criminal aspect of the detrimental effect, such as exhaustion or
story is a murderer who might be killing in slowed movement.
the background, or kill one of the characters.
They might even be a serial killer.
Scourge
Obstruction The story’s hazard is some kind of scourge, either
a magical affliction or a result of the environment,
The story’s hazard is an obstruction of some sort, that negatively affects the characters or their
perhaps preventing passage across the story’s wider belongings. It might require a side quest to mitigate
location, separating characters from each other (or or remove.
forcing them together), or barring access to a specific
area.
1 Ration Rot. The scourge takes the form
of ration rot which causes the food of the
1 Mob. A mob causes an obstruction in the characters to become inedible. Eating the
story’s location, and must be removed in rotten rations might cause sickness.
some way, through persuasion, bribery,
threats of violence, etc. 2 Equipment Damage. The scourge takes
the form of damage to equipment, such as
2 Fortification. A fortification causes an the rusting of metal weapons and tools.
obstruction in the story’s location, and may
even have to be entirely destroyed before it 3 Stamina Drain. The scourge takes the
can be passed through. form of stamina drain, perhaps as the result
of a magical sapping stone or a disease.
3 Monster. A monster and its lair causes an
obstruction in the story’s location, perhaps 4 Health Sapping. The scourge takes the
because people are simply too afraid to travel form of health sapping, perhaps as the result
nearby. of continued draining pest attacks or an
undead corruption.
4 Terrain. The terrain itself causes an
obstruction in the story’s location. The
terrain is likely intrinsically linked to the
location, such as quicksand near a waterway.
-25-
Curse Corruption
The story’s hazard is the affliction caused by a The story’s hazard is a spreading corruption that
magical or mythical curse, the effects of which could influences the area in which the story takes place.
be anything from encroaching madness, bestial The corruption might be caused by a monster, a
transformation, cryptic hallucinations, etc. curse, or any other (most likely magical) source.
1 Area. The curse affects a general area 1 Water. The corruption affects the water in
associated with the story. It might disguise the area. It might cause it to become toxic,
the area, making it look blighted, cause the animate it, dry it up, fill it with poisonous
area to swarm with snakes, etc. fish, etc.
2 Item. The curse affects a particular item that 2 Resources. The corruption affects
is important to the story. It might make the particular resources in the area, such as food,
item difficult to part with, cause the item’s metal, leather, etc. The corruption might
bearer psychological trauma, etc. cause these to spoil or tarnish.
3 Location. The curse affects a specific 3 Animals. The corruption affects the
location in the story, such as a building, or animals in the story’s area. It might
even a room within one. It might drain the make them particularly aggressive, cause
will of those who enter, etc. mutations, make them poisonous to eat, etc.
4 Person. The curse affects a particular 4 Terrain. The corruption affects the terrain
person within the story—most likely one of itself in the story’s location. The terrain
the main characters. The curse might cause might become overgrown with thorny vines,
their limbs to wither, their mind to falter, etc. turn into a sucking bog, etc.
Calamity Influence
The story’s hazard is a calamitous event which The story’s hazard is the influence of a particular
impacts a huge area, and perhaps the entire realm, extra-planar entity or force from outside the
in which the story is taking place. The calamity Material. The influence might affect the behavior of
might be part of the story, or an unforeseen the characters, or influence the feel and theme of the
catastrophic coincidence. story.
-26-
d20 Intrigue Page
1 Weather 28
2 Search 28
3 Migration 28
4 Populous 28
5 Unusual Terrain 29
6 Constellation 29
7 Ruler 29
8 Help Wanted 29
9 Subterfuge 30
10 Faction 30
11 Puzzle 30
12 Sensation 30
13 Lost Item 31
14 Markings 31
15 Strange Path 31
16 Timing 31
17 Phenomenon 32
18 Academic 32
19 Visitor 32
20 Aftermath 32
-27-
Weather Migration
An additional aspect to the story is the current An additional aspect to the story is a migration
weather conditions. They might serve as pathetic occurring as a backdrop. Anywhere from a dozen to
fallacy for the events of the story, or serve as a minor several thousand people, animals, or monsters are
complication or boon to the characters. moving from one place to another, impacting the
story location.
1 Clement. The weather is particularly
good for the current location. It might be a 1 Exodus. The migration is occurring for no
day with a cool breeze in a desert, or lower pressing reason. It might be migrants simply
humidity in a jungle, for example. seeking a better life elsewhere, or could be a
temporary move for vacation.
2 Fine. The weather is fine, neither
particularly good nor bad. This might come 2 Diaspora. The migration is occurring
with a feeling of monotony or stagnancy that because the migrants have been displaced
impresses itself upon the story. from their homeland, perhaps due to war,
oppression, or unlivable conditions.
3 Changeable. The weather is changeable,
dynamically shifting without notice, 3 Flight. The migration is hurried, with the
potentially catching characters in the story migrants desperately fleeing something like
off-guard. a predator or epidemic, that may potentially
be following them.
4 Dangerous. The weather has become
dangerous, perhaps because it is extremely 4 Magical. The migration is magical in
hot or cold, there is heavy precipitation, etc. nature. The migrants might have been
teleported to safety, or come through a
portal in search of a new homeland.
Search
An additional aspect to the story is the search for
something, occurring in the background. The search
Populous
might impact characters if they happen to become An additional aspect to the story is the abundance
involved, or if they can satisfy the requirements of of people currently in the story’s location. They
the search. might serve as a distraction, get in the way of the
characters, or simply add color to the story scenes.
-28-
Unusual Terrain Ruler
An additional aspect to the story is the unusual An additional aspect to the story is the unexpected
terrain in the story’s location. The terrain is neither presence of a ruler or leader of some description
particularly beneficial or detrimental, but could be in the local area. The ruler might be an apostle, a
used in an innovative way by clever characters. member of royalty, an emperor or their advisors,
etc.
1 Natural. The terrain is natural, just
unexpected. There might be a large 1 Traveling. The ruler is traveling through
mountain in the middle of a grassland, for the area on their way to another destination.
example, or a lake ringed by foothills. Perhaps the events of the story cause them to
become waylaid.
2 Magical. The terrain is magical, and
potentially unique. It might be a waterfall 2 Overseeing. The ruler is overseeing
that hangs in the air, or an inverted volcano, something occurring in the area which
for example. might be directly related to the story, or only
tangentially connected.
3 Influenced. The terrain has been
influenced or corrupted by something, such 3 Vacationing. The ruler is in the area
as the magic of a fey creature, the presence of on a vacation, and might even be traveling
a dragon, or an extraplanar influence. undercover to ensure they do not draw too
much attention to themself.
4 Constructed. The terrain has been
constructed by one or more intelligent 4 Fleeing. The ruler is fleeing something or
creatures. It might include a towering statue, someone, and has come to this area to lay
or a strange lair. low for a while until they are able to return
to their seat of power.
Constellation
An additional aspect to the story is a constellation
Help Wanted
visible in the skies above. The cosmic alignment An additional aspect to the story is a request for help
might merely be a feature of the sky reflecting a which is placed before the characters. It could be
particular theme, or might have a direct impact on delivered in person, or they might notice the request
characters. for help pinned to a noticeboard, delivered by a
herald, etc.
1 Bloodlust. The constellation represents
bloodlust, and might take the form of a bear, 1 Missing Person. Somebody needs
warrior, blade, or similar. It might make help finding a missing person. Their
people more merciless. disappearance might be directly linked to
the events of the story.
2 Wealth. The constellation represents
wealth, and might take the form of a coin 2 Stolen Treasure. Somebody needs help
purse, stack of gold, cut diamond, or similar. finding stolen treasure which may have been
It might make people more avaricious. taken by one of the characters in the story.
3 Arcana. The constellation represents 3 Dangerous Monster. Somebody needs
arcana, and might take the form of an arcane help ousting or slaying a dangerous monster
focus, arcane sigil, or similar. It might make which has taken up in the story’s location.
spells more powerful or chaotic.
4 Hazardous Site. Somebody needs help
4 Curiosity. The constellation represents clearing or crossing a hazardous site close to
curiosity, and might take the form of an eye, the story’s location. This might be a separate
an ear, or similar. It might make people more side quest for characters.
curious, vigilant, etc.
-29-
Subterfuge Puzzle
An additional aspect to the story is an act of An additional aspect to the story is a puzzle which
subterfuge which occurs behind the scenes, and forms part of the story, or might be placed as a block
might be uncovered by the characters. It might between story beats. The puzzle is likely directly
be linked to the story, to the backstory of the linked to a character in the story.
characters, or be unrelated.
1 Riddle. The puzzle takes the form of a
1 Spy. A spy is snooping on one or more of riddle, which might be delivered by a magic
the characters, trying to harvest information mouth spell, a divine guardian such as a
about them to sell to interested parties, or on sphinx, or as a written message.
behalf of an employer.
2 Historic. The puzzle takes the form of a
2 Undercover. One or more of the test of historical knowledge, which might
characters is actually an undercover agent require a timeline to be constructed, or quiz
working for law enforcement, a criminal characters on recent events.
organization, or as a freelance spy.
3 Password. The puzzle takes the form of a
3 Rival. One of the characters’ rivals makes threshold which cannot be passed without
an appearance in the story, actively trying the correct password. Hints might be
to thwart their plans, which has a knock on scattered throughout the location.
effect for any story beats involving them.
4 Logic. The puzzle takes the form of a logic
4 Blackmailer. One or more of the test, which might involve arranging totems
characters is blackmailed for something they into a sequence, solving a geometric maze,
have done during the course of the story, or etc.
in their past.
Sensation
Faction An additional aspect to the story is a pervading
An additional aspect to the story is the presence sensation which affects the characters, potentially
of another faction, working on their own separate impacting their behavior or state of mind. The
agenda. Their agenda might be at cross purposes sensation might occur alongside story beats, or at
with the progression of the story, or might create a certain locations.
side quest.
1 Visual. The sensation is a visual
1 Criminal. The faction is a criminal disturbance, such as a red mist that descends
organization—anything from a ramshackle during violent scenes, or encroaching
gang of bandits and thugs to an established shadows in the villain’s lair.
criminal enterprise with a strict hierarchy.
2 Auditory. The sensation is auditory in
2 Craft. The faction is a guild, or other nature, such as the haunting cry of an owl
craft-based faction, who might be trying to whenever characters are split up, or a strange
acquire resources, recover items to use as whispering that cannot be placed.
templates for their craft, etc.
3 Olfactory. The sensation is related to
3 Militant. The faction is a military smell, such as the unsettling whiff of smoke
organization that could be related to a in the air, or the stench of decay at the back
nearby nation, or a mercenary group. They of the characters’ nostrils.
might be trying to keep the peace, for
example. 4 Other. The sensation is related to another
sense, such as the metallic tang of blood on
4 Holy. The faction involved is faith- the tongue, or a shiver down the characters’
based. They might be trying to prevent spines when they become lost.
certain actions from taking place in their
jurisdiction, enforcing prohibitions, etc.
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Lost Item Strange Path
An additional aspect to the story is the recovery of a An additional aspect to the story is the presence of
lost item, which might facilitate an additional side a strange pathway which might lead to an unusual
quest to find the previous owner, or could bestow a location that adds more depth to the story, provides
curse on the character that finds it, etc. a shortcut or unexpected challenge, or is an
unrelated side quest.
1 Jewelry. The item is a piece of jewelry.
It could be anything from a lavish mayor’s 1 Ghost. A haunted, ghostly pathway might
medallion to a small signet ring. It may have lead characters back in time to reveal the
a curse making it impossible to remove. historical context of the story, or might force
them to confront dangerous undead.
2 Equipment. The item is a piece of
equipment. It could be anything from 2 Elemental. An elemental pathway might
a simple tool to a complex scientific reveal some hidden arcane secrets relevant
instrument. It might be a family heirloom. to the story, or might force characters to deal
with dangerous terrain.
3 Instrument. The item is a musical
instrument. Perhaps it is cursed so that 3 Shadow. A shadowy pathway might
whoever plays it draws the attention of obfuscate important story information that
dragons for miles around. the characters must uncover, or allow them
to travel rapidly between locations.
4 Clothing. The item is a piece of clothing.
It could be anything from a simple mask to 4 Faerie. A faerie pathway might allow
elaborate religious attire. Its wearer might characters insight into the emotional
command respect from a specific group. resonances of the story, or offer a chance to
gain assistance from the fey realm.
Markings
An additional aspect to the story is the appearance
Timing
of strange markings in a particular location, on An additional aspect to the story is the timing of
an item, or somehow associated with one of the when its major events take place, informing the
characters. The markings might reveal hidden lighting, mood, and feel of the story beats, as well
information, for example. as determining the kind of challenges characters
might face.
1 Druidic. The markings are in a druidic
language and might convey information 1 Dawn. The story’s main events occur at
about the local ecosystem, or show that a dawn, when the first golden rays of morning
character is a member of a druid enclave. are just breaking across the horizon, and
most people are still fast asleep.
2 Thieves' Cant. The markings are in
thieves’ cant and might convey information 2 Day. The story’s main events occur in the
about crimes committed in the local area, or middle of the day, when urban centers are at
where a black market is held. their busiest, and when the sun is strongest
in the unforgiving desert.
3 Ranger Marks. The markings
are rangers’ marks and might convey 3 Dusk. The story’s main events occur at
information about safe shelters in the dusk, when the light begins to fail, and
wilderness, or shortcuts through hazardous monsters begin emerging from their lairs to
terrain. hunt for unwitting prey.
4 Rare Language. The markings are a rare 4 Night. The story’s main events occur in the
language, such as draconic or primordial, dead of night—the best time for dark rituals
that convey specific information relevant to and criminal acts of sabotage.
speakers of that language.
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Phenomenon Visitor
An additional aspect to the story is a strange An additional aspect to the story is the presence or
phenomenon that occurs whilst the story unfolds. arrival of an unusual visitor, who might appear just
It might be nothing more than a distraction or when the characters most—or least—need a new
reflection of mood, or it could have some magical twist in the tale.
impact on characters.
1 Fey. The visitor is a fey creature that might
1 Aurora. The sky is lit up with the be intent on causing mischief and making
scintillating colors of an aurora. These a mess of the characters’ plans, or could be
strange, bewildering lights might cause looking to serve a new master.
characters to become awestruck.
2 Beast. The visitor is a beast that might be
2 Mirage. The lands around the characters looking for a new humanoid companion,
become a shimmering mirage, perhaps or might pose danger due to hunger or the
deceiving them and forcing a misguided presence of its young.
belief in falsehoods.
3 Humanoid. The visitor is a humanoid.
3 Rainbow. A beautiful rainbow arcs across They might be looking to insert themself
the sky, perhaps serving as an optimistic into the story for one reason or another, or
emblem of hope for characters who are working on their own agenda.
struggling to carry on.
4 Celestial. The visitor is a celestial,
4 Coloration. A strange coloration of a working on behalf of one or more deities
location might reflect a specific mood of the who might have a vested interest in pushing
place, giving characters clues as to what is the story in a certain direction.
about to unfold there.
Aftermath
Academic An additional aspect to the story is that it is set in the
An additional aspect to the story is the arrival or aftermath of a devastating event. This might mean
presence of an academic who might be able to share that certain services or goods are unavailable to the
specific knowledge with characters in the story, characters, for example.
helping to inform their decisions going forward.
1 Disaster. Some kind of natural or
1 Geographical. The academic has structural disaster has recently occurred.
geographical knowledge which might People might still be trying to rebuild their
provide characters with an opportunity to homes or find new ways to make a living.
make their travel easier in the story location.
2 Battle. A recent battle has decimated the
2 Historical. The academic has historical population and might have caused damage
knowledge which can provide context for the to settlements. Perhaps stray soldiers still
plot, and might give characters leverage over pillage and plunder nearby.
their opponents.
3 Magical Incident. A magical incident,
3 Zoological. The academic has zoological such as a spell gone wrong or alchemical
knowledge which might help characters explosion, has caused strange, magical
avoid negative interactions with wildlife and repercussions in the local area.
monsters in the area.
4 Monster Attack. A monster recently
4 Other. The academic has some other, attacked the story location, leaving marks
specific kind of knowledge which might of its wanton destruction, such as scorched
prove useful to the characters. It could come earth from a dragon’s breath.
at just the right moment to help them out.
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