| Leafar the Lost |
The Random World will be a world created randomly. Its as simple as that. To begin with, I will start at point zero, which is at the center of a large continent. I have no idea about the type or place it is. Let's start things off with a Random Word from: http://www.watchout4snakes.com/CreativityTools/RandomWord/RandomWordPlus.as px
The word is: Mentality. What can I learn from this word? I will use the letter M to tell me that this is a marsh-like land. The word Mentality suggests to me that the people of this land have latent mental abilitites. Since this is the center of a large continent, then this is a temperate region. It has seasons and it doesn't get especially hot or cold; it is a temperate marsh.
It leads to questions like why do the inhabitants of this marshland have mental abilities? What is it about this region? Perhaps ancient aliens came here, like X-Files, and tampered with the people's brains? I don't know yet.
I want to find a name for the area, so I decide to find a second random word: Honey. I rearrange the letters to find something cool. Yehon? Nohey? Yheon? Noyeh? I will go with Yenho. Also, the word "honey" may suggest something sweet comes from Yenho. It also has an Asian sound to it.
OK, thats it for now. I will now pick the random direction for the next stop.
1. N
2. S
3. E
4. W
5. NW
6. NE
7. SE
8. SE
1d8 ⇒ 3
| Leafar the Lost |
In my last post the 1d8 gave me a 3, so I will be heading east from Yenho, which is a marshland of people with psionic gifts. I decide to get a random word to find out what this place is all about: underline.
Underline...the first tells me about the place...it's "under" something...I am seeing hills and most of the city, towns are under the hills...I also see a man called Mr. Underhill...I see mines and underground bars...I see heavily protected caravan coming into and out of this hilly region.
Now, why do these people all live under the hills? Yes, they could be dwarves and/or gnomes who just like to live underground, but it could also be for practical purposes. There could be very dangerous predators who live on top of the hills. I am seeing something like vicious Hill Tigers and cannibalistic gnomes.
Now, what to call it? I chose another random word: Idea. Aedi? Deia? Edia? I like Edia, so that is what I will chose.
Let me do 2 rolls for the next one. First a 1d8 for the direction, and then I 1d4 for the size:
1-small
2-medium
3-large
4-very large
1d8 ⇒ 6
1d4 ⇒ 3
| Leafar the Lost |
I rolled a 6, so its Northeast, and a 4 means it a large area: I pick a random word, and it's injustice. I see a large land that is ruled by rigid laws, and the land is patrolled by Justifiers. They are like Paladins without the alignment. Their goal is to serve justice. The land itself consists of grassy plains, forests, lakes, and farmlands.
I pick a new word, and it's: planetary. I rearrange the letters and I get the word "Lanetra". I keep it. I will make two new die rolls:
1d8 ⇒ 7
1d4 ⇒ 4
| Leafar the Lost |
According to the rolls I go Southeast to a very large land. The random word is "Weigh". Hmmmmm...I see the word "Wight" and then I think of the Wight Forest. It is a very large forest, and inside the forest is a place called Wightwood. Naturally, there are undead wights there, but I also want to find out why this large forest is full of them and assorted undead minions.
Maybe in the distant past there was a horrific war, and this forest was defiled. Maybe some unholy ritual was performed in this forest. I don't know...yet...
I really don't need another random word, so I move on to another location.
1d8 ⇒ 6
1d4 ⇒ 3
| Leafar the Lost |
I go Northeast to a large land. The random word is Guess. Guess who? What can I get from the word Guess? Guest? Be our guest...be our guest...I get another random word: undoing. Hmmmmm...Guess and Undoing...I am getting something broken here, or an undone land.
It is a region of crators, sinkholes, sand pits, tunnels, hills, canyons, crags. A messed up land. What broke it? What messed it up? Was an magical spell gone wrong? An explosion? This land is currently the home to strange abberations and outlaws. Nothing more. Probably some hidden adventure sites.
I roll:
1d8 ⇒ 4
1d4 ⇒ 2
| Leafar the Lost |
Based on previous rolls I go west of the Broken Land and it’s a medium place. The random word was pronoun. I instantly get the name of a region in-between Lanetra and Yenho. It is a protectorate of someone, a knight from Lanetra. It was given to him by the Chancellor. However, in this region he makes up his own laws. People from Yenho and Lanetra go there to party, gamble, and have fun. The next word is Tenth, so we call it Tenath.
Also, why is an Evil Wyvern flying over my lands? Who sent him and why? I will guess that he came from somewhere in the far west...
I roll:
1d8 ⇒ 4
1d4 ⇒ 2
| Leafar the Lost |
I will make sure that there are evil wyverns, one very confused paladin, and a bronze dragon somewhere on this world. I will continue....
I rolled a 4 and 2, so that puts me west to a medium place. Its somewhere in-between Lanetra and Edia; the random word is Dancing. Hmmmmm...it could just be a place to literally dance, or a place to have fun. I will say that it is a place where the precious metals that are mined in Edia go to be sold and processed.
In this place are dancing halls for the miners. A place to spend their money, or waste it. Lets give it a name: random word is Admiration...Amiraton...Damiraton...Admir? We will call it Admir. It is a medium sized town known for it's dancing halls. All right, taking a break, next time the rolls will be:
1d8 ⇒ 8
1d4 ⇒ 4
| Leafar the Lost |
All right, we will go Southeast to a very large land. The random word is Clinic. Hmmmmm...what does that tell us? You go to a clinic to be healed, so healing is the theme. How about healing springs? This land has spring of water that have healing properities. What to call it?
I want to vary the word heal to Helios. It has hundreds of small towns around it's springs. Not all of them actually have healing properities. There are lots of fake springs. Only those able to make the highest donations to a Helios Healer can expect to get real healing spring. Good. Lets move on...
1d8 ⇒ 3
1d4 ⇒ 2
| Leafar the Lost |
Based on the previous rolls I go east to a medium place. I decide that it is in the middle of the Wight Forest. The random word is Horn. I decide that in the middle of the Wight Forest is a burned out clearing, and on a stone slab is a black horn. A long time ago, someone blew that horn and summoned something to this world that turned this once green forest into an undead haven of fear!
OK, lets move on...
1d8 ⇒ 4
1d4 ⇒ 2
| Leafar the Lost |
*Wanders through the woods*
Interesting world generation method you have there.. I may have to steal it.... *YOINK* MWAHAHAHAHAHAHAHA!
You are definately in the Wight Forest, from the looks of your profile picture. I go west to a medium place, but it can also be a person or a thing, I am going to say I run into you, Stabbitty Doom, on the western edge of the Wight Forest. You are some kind of undead creature. I put a ? on my map. Perhaps you can come up with it. Let's move on:
1d8 ⇒ 1
1d4 ⇒ 1
| Leafar the Lost |
OK, it said I go North to a small place, and the random word was Publisher. It puts me in a small region that touches Edia, The Wight Forest, and Helios. Hmmmmmm...a pub, Lisher Pub. Who Lisher is, I don't know, but it's a great place for a pub. If anyone wants to work up Lisher, let me know.
This is going good. Lets move on...
1d8 ⇒ 3
1d4 ⇒ 2
| Leafar the Lost |
I am moving east to a medium place, and the random word is Refuse. Refuse sounds like Refuge, which is a place of safety, shelter or protection. Here there is a Refuge, which I will say is the name of a temple. There is a God of Protection, and his temples are called Refuges.
This refuge is in a medium town, on the border of Lanetra, Yenho, and the Broken Land. A pick another random word, and its Customer. Using those letters I name the town...Stomer.
Now, I need a break. The next rolls will be:
1d8 ⇒ 3
1d6 ⇒ 2
| Leafar the Lost |
A change....
1. Tiny
2. Small
3. Medium
4. Large
5. Extra Large
6. Giant
Based on my previous rolls, I go East to a small person, place, or thing; the random word is Taker.
The word Taker can have various meanings, but I go with my initial reaction. First, it is the name of a small town, Taker. Second, it is a town known for it's thieves (people who take things). The Thief Guild, or Gang, runs the town, and local authorities are powerless to stop it. Third, it is a place where explorers stop before they go on expeditions into the Broken Land.
Stories of long lost treasures are still going around, so every year adventurers try their luck, and most get themselves killed. Few explorers return from the Broken Land, and those that do tell tales of horrific, mutated creatures that ripped their companions to shreds before devouring them. There have been sightings of ruins, and there is one man (a Ranger) who is willing to guide people to there for a very high price.
Let's move on...
1d8 ⇒ 2
1d6 ⇒ 6
| Leafar the Lost |
I go South to a Giant place. It has to be mountains. I get two random words: clip and biology. For me, the word clip gives me an image of a gun clip, so that means weapons. The word biology means life. Along the mountain range are towers with powerful weapons on them. I don't know what the weapons exactly are, but they emite a beam that destroys whatever it hits. It could be technological.
I want to call the range the Mammoth Mountains, because they are really big. Inside the mountain range is a valley were a race of giants live. These are not mindles, brutish giants. They are very intelligent and have access to advanced technology. I decide to call the interior the Cetacean Valley, so I assume the giant people there are called Cetaceans.
All right lets move on...
1d8 ⇒ 7
1d6 ⇒ 3
| Leafar the Lost |
Based on previous rolls I go southeast to a medium place...the random words are Punt and Halt. Punt rhymes with Runt, so it is a Runtish village. For those who don't know, Runts are related to Dwarves and Halflings. They are incredibly tough, but incredily stupid. They speak Runtish, which is a language only they understand. Most can speak Common, but can't read or write it.
Runts take the worst possible jobs, because that is all that they can do. As adventurers, they have very short life spans, because they will eagerly run through a door or cave entrance without checking it first. There are few Runts over the age of 50.
From the word Halt I decide to make it a village name, so I call it Halton. I wonder how a Runtish village can survive on it's own. I see a town in constant chaos. Homes go up and then are destroyed overnight. There are lots of small shacks were Runts live. Its like a shantytown, only far worse. Perhaps a non-Runt runs it and keeps the people there alive.
The mayor of Halton is not Runtish. Its location next to the Mammoth Mountains has some meaning. Lots of Runts are miners, so perhaps they are hired to mine. I don't know the details yet. OK, lets move on...
1d8 ⇒ 1
1d6 ⇒ 1
| Leafar the Lost |
1,1, I go north to a tiny place and the words are: involvement, resident. I decide that it is a tunnel leading into a cavern somewhere on the eastern end of the Mammoth Mountains. Inside the cavern is the resident, and he is evil. I decide it is a troll or an ogre, something big, scary, and evil. He likes to dine on Runts, and he has cages of them that it has captured.
I decide his name is Sider, and he is a nasty hybrid of an ogre and a troll.
Lets roll and move on...BTW, feel free to contribute, this could go one for awhile...
1d8 ⇒ 7
1d6 ⇒ 3
| Leafar the Lost |
I go southeast and its a medium person, place, or thing; the words are repetition and stunt. Its close to Halton, the Runt town, maybe it's in a country. It could be a medium sized nation.
Repetition means...
1. the act of repeating; repeated action, performance, production, or presentation.
2. repeated utterance; reiteration.
3. something made by or resulting from repeating.
4. a reproduction, copy, or replica.
5. Civil Law . an action or demand for the recovery of a payment or delivery made by error or upon failure to fulfill a condition
#4 and #5 strike me as important. This is a medium nation called Tunis (from stunt). It is a nation devoted to money. It is run by accountant-types, and towns are more like banks. The flow of money is all important.
Also, there is a community of Replicants who live there. They can change their form at will; I think they are descended from Reptillians. Here they take the forms of other races and try to blend in. The government is aware of their existance and occassionally uses their services. Replicants make great spies and assassins.
OK, moving on...
1d8 ⇒ 6
1d6 ⇒ 4
| Leafar the Lost |
I go northeast and its large and the words are Telescope and instrumental…I see a land of song, music, and astronomy. It is a beautiful country of woods, lakes, rivers, and farms. The nation is called Gnosa, and it's capital is called Amarad.
Yes, Bards are in charge, and in Amarad is an observatory with a large telescope. A very curious Gnomish Bard named Quistin looks at the stars, writes down notes about them, and then he sings songs about them at the nearest tavern.
In Gnosa songs, poems, and tales can be used as currency. A person coul sing for their dinner or a cup of ale, but it had better be good. The best bards in the world live there.
1d8 ⇒ 7
1d6 ⇒ 3
| Leafar the Lost |
I go southeast to a medium place, and the random words are cancer and exempt. Let's look up the defination of exempt:
–verb (used with object)
1. to free from an obligation or liability to which others are subject; release: to exempt a student from an examination.
–adjective
2. released from, or not subject to, an obligation, liability, etc.: organizations exempt from taxes.
–noun
3. a person who is exempt from an obligation, duty, etc.
4. (in Britain) exon
Cancer is a disease...but that could just be the name...I like exempt as a place where a man is freefrom obligations. A free land. I will rearrange exon to Xeon.
In Xeon, a man or woman is free from any kind of government intrusion. However, they are on their own. This land was set up that way ages ago. The reasons for that are currently unclear. It is a land of grassy plain, rolling hills, lots of farms and ranches, and very few citites. There are also temples to a God of Freedom.
The cancer part is a subplot. A mysterious disease has been spreading. No one knows where it is coming from, and there is no known cure. Healing spells have proven ineffective.
OK, lets roll, move, and I am taking a break...
1d8 ⇒ 7
1d6 ⇒ 3
| Leafar the Lost |
I just got back from the Random World Gods thread, so check it out. I move southeast to a medium place; the random words are forecast and requirement. Hmmmmmmmmm....ok forecast = forest...next requirement...it is a need or necessity for daily life...Lets call it the Quire Forest, and it is very druidic forest...there are lots of druids there, and there is a small sect of druids who worship Reveri (check out the Random World Gods Thread), so travelers should be careful not to damage any trees.
There are lots of tree houses, village, forest-folk, and mysterious places. Lets move on!!!!
1d8 ⇒ 3
1d6 ⇒ 1
| Leafar the Lost |
All right, I move East and it's a tiny person, place, or thing; the random words are overlap and occasion. Overlord Casion. Its a person, and he is tiny compared to a town. He is a particularly tall man, but he is overwhelmly powerful. Epic level or tier, whatever edition you use.
He can command armies with just his words. He is immensely imposing. This is his domain. He wants to rule the world one day. There you go...I take a break...next time it will be:
1d8 ⇒ 5
1d6 ⇒ 6
| tejón RPG Superstar 2010 Top 16 |
After reading this last night, I was musing on Lisher. I thought he might be a giant or an ogre, wiser or more refined than his kin, with a fascination for foreign cultures; his establishment is at an important junction, so he gets travelers from all over and listens to their tales.
Perhaps he is a cetacean, too restless to stay behind the fortifications of his isolationist kin. The word literally refers to whales and dolphins; I imagine a hairless, smooth-skinned giant with a wide toothy grin, mottled black and white like an orca.
| Leafar the Lost |
After reading this last night, I was musing on Lisher. I thought he might be a giant or an ogre, wiser or more refined than his kin, with a fascination for foreign cultures; his establishment is at an important junction, so he gets travelers from all over and listens to their tales.
Perhaps he is a cetacean, too restless to stay behind the fortifications of his isolationist kin. The word literally refers to whales and dolphins; I imagine a hairless, smooth-skinned giant with a wide toothy grin, mottled black and white like an orca.
The word "cetacean" came from the thesaurus when I put in the world giant. Yes, that really does add something new to the mix. The Cetaceans could have been descended from giant whales, who somehow "evolved" and went onto the land.
Yes, I have no problem with Lisher being a Cetacean. Of course, he would have to be small enough to fit inside a pub, but then I get the idea of a midget giant. It would explain why Lisher was forced out of his homeland. By midget, he is only 7-8 feet tall, where as his giant family is between 12-16 feet tall, or taller.
Thanks for the add, Tejón; I will name a god after you.
| Leafar the Lost |
Lets move on, the last time it said to go south and it was a giant place; the random words were loss and lecture. This is out of the subconscious, but the first thing I saw was a giant tower. However, its a prison. At the top of the tower is the cell of a man who lost EVERYTHING; he lost his kingdom, home, freedom, mortality, and finally his sanity. At the top of the tower he "lectures"; its an endless speech about insane, random things, but ocassionally he will say something profound. His voice is so loud that it can be heard for miles.
The tower itself is made of a gray stone that is unbreakable. He was imprisoned by a god, and only that god can release him. I don't know what this lost king's crime was, but it must have been very bad. I don't have a name yet, but it will come. Some things are mysteries.
Next...
1d8 ⇒ 8
1d6 ⇒ 3
| Leafar the Lost |
I go southeast to a medium place; the random words are beating and luggage...I am thinking about RAM96's comment about 96 rams running through the south from a dragon flock...the word beating tells me this is about violence, so a violent, barbaric place. Its name is Luggar. Most of the resident of Luggar are ranchers, farmers, and hunters. Many raise flocks of rams, and domesticated dragons.
Yes, there are tiny dragons that can be raised like cattle. They can be quite dangerous if made angry, but a smart rancher can tame them. Luggarites are a rough people, and so is their country. They reject any form of government, except for a town elder who settles disputes. They do respect their elders.
There are lots of fights, beatings, and drinking there. Yes, that will do...
1d8 ⇒ 5
1d6 ⇒ 6
| Laurefindel |
Lets call it the Quire Forest, and it is very druidic forest...there are lots of druids there, and there is a small sect of druids who worship Reveri (check out the Random World Gods Thread), so travelers should be careful not to damage any trees.
There are lots of tree houses, village, forest-folk, and mysterious places. Lets move on!!!!
Lets not forget the root-houses. Quire folk also live underground, in vast dome-houses dug under the biggest trees. They have multiple, labyrinthine exits lined with traps and false doors to confuse and trap would-be invaders. Root-houses are mostly used for storing goods and as hideouts in time of invasion when the crystal bats and the wood-drake make life in the trees miserable.
| Leafar the Lost |
Leafar the Lost wrote:Lets not forget the root-houses. Quire folk also live underground, in vast dome-houses dug under the biggest trees. They have multiple, labyrinthine exits lined with traps and false doors to confuse and trap would-be invaders. Root-houses are mostly used for storing goods and as hideouts in time of invasion when the crystal bats and the wood-drake make life in the trees miserable.Lets call it the Quire Forest, and it is very druidic forest...there are lots of druids there, and there is a small sect of druids who worship Reveri (check out the Random World Gods Thread), so travelers should be careful not to damage any trees.
There are lots of tree houses, village, forest-folk, and mysterious places. Lets move on!!!!
Yes, definately Root Houses! Once I get enough stuff randomly I will go back and fill in the blanks, but yes this is a great idea. This will be put in...
OK, it said I go NW to a giant place, its right next to the Quire Forest and Overlord Casion's territory; the random words are management and worth...I am feeling a giant mountain...and I mean a giant mountain, which is out of place here...Mt. Something...Worath...like that name, because it's the name of a mountain god and he "manages" his domain very well...
I don't know why Worath grew a mountain here, named it after himself (Mt. Worath) and then built this giant stone citadel on top of it, but he did. There are entire communities that live on the sides of the mountain, and inside it to. Of course, what no one else knows is that it's volcanic, and it will blow one day. Worath has been keeping the lid on it for a few thousand years...yes...
Next time,
For next time...
1d8 ⇒ 4
1d6 ⇒ 1
1d3 ⇒ 1
| Leafar the Lost |
I wasn't sure what the 1d3 is for; I did it just for fun to see if it worked. I go west, it is a tiny person, place, or thing; the random words are stealing and potato. It is west of Mt. Worath, so I decide to make it a tiny town; it is a farming town, so they grow potatos. I decide to call it Teal.
It is well known for something. Perhaps a famous outlaw lives there; a retired rogue who used to steal a lot. I don't know yet. OK, we move on...
1d8 ⇒ 2
1d6 ⇒ 1
| Leafar the Lost |
OK, I go south of Teal to another tiny person, place, or thing; the random words are gasp and tire...
gasp=to draw in the breath sharply, convulsively, or with effort, esp in expressing awe, horror, etc.
tire=a ring or band of rubber, either solid or hollow and inflated, or of metal, placed over the rim of a wheel to provide traction, resistance to wear, or other desirable properties.
2. a metal band attached to the outside of the felloes and forming the tread of a wagon wheel.
OK, it's tiny because I am comparing it to the town of Teal; its a ruin, a ring of stones, or circle. The horror within is overwhelming. I will call it the Circle of Horror. It is south of Teal and no one sane goes to it. Some horrific, dark ritual was committed there long ago, and it unleashed something so evil and vile that it left some of it behind. I do not know what happened yet...
1d8 ⇒ 7
1d6 ⇒ 5
| Leafar the Lost |
I go Southeast to an extra large place; the random words are liquor and compress. Liquor! This is a nation, and it's specialty is making and exporting their special brand of drink! The name of their nation comes from Compress, how about Kompresa, and they make Kompresan Ale.
It is the most potent ale in the world. Giants pass out after drinking it. Men from Luggar spend all of their money here in Kompresa just to get their ale. They say that is the reason Luggar remains a poor nation.
Kompresa is an oligarchy, and it is ruled by 5 clans who export the famous brew. These 5 families are constantly at odds with each over exports and imports. If there is no agreement with them it leads to a clan war.
Next time...
1d8 ⇒ 5
1d6 ⇒ 5
| Leafar the Lost |
Cartigan would be a good name of a place; Spanky the Leprechaun could be a character that lives in the Quire Forest. Thanks! : )
OK, I go northwest to an extra large place; the random words are sock and censorship. When I think of sock I think of a sock puppet...censorship is the strict control over forms of media, books, music…this has to be a dictatorship, and it is called Cartiga. Cartigans believe in strict censorship of all things; they actually like it. They are taught to obey the state, and all others are false and evil. This strict isolationism makes hurts them. The citizens of Cartiga are not as intelligent as other people. The borders are constantly being patrolled, because there are always escape attempts.
For next time:
1d8 ⇒ 4
1d6 ⇒ 5
| BenignFacist |
.
..
...
....
.....
I for one support our new randomised overlord..
...as long as long as all randomisation supports the my obligatory Lawful Good regime (BE GOOD - OR ELSE) and obeys my Benelovant Iron Fist Technique.
..otherwise there will be bone and iron..
YOU!
OBEY THE FIST!
..and low the dice did fall amidst the seas of sanity and yay, the eyes of the serpent flamed forth.
More please Mr Leafar!
*shakes fist*
| Leafar the Lost |
.
..
...
....
.....I for one support our new randomised overlord..
...as long as long as all randomisation supports the my obligatory Lawful Good regime (BE GOOD - OR ELSE) and obeys my Benelovant Iron Fist Technique.
..otherwise there will be bone and iron..
YOU!
OBEY THE FIST!
The Second Psalm wrote:..and low the dice did fall amidst the seas of sanity and yay, the eyes of the serpent flamed forth.More please Mr Leafar!
*shakes fist*
Yes, Mr. Facist, I support alternative view points here, and this will continue forever...
| Leafar the Lost |
LETS MAKE A CHANGE!
Alignment
1. LG
2. NG
3. CG
4. LN
5. NEUTRAL
6. CN
7. LE
8. NE
9. CE
10. UNALIGNED
Temperature
1. Very cold
2. cold
3. Temperate
4. Warm
5. Very warm
Size
1. tiny
2. small
3. medium
4. large
5. very large
6. giant
3 random words: the geography, the name, the place
1d10 ⇒ 4
1d5 ⇒ 1
1d6 ⇒ 2
| Leafar the Lost |
A LN, very cold, small place; the random words are wreck, compare, and desire...
This place in a very cold place, in the northern parts of this continent. It is LN, meaning that the government of this small place is very strict.
Wreck suggests ruins; this place is not well kept.
Compare suggests a name...Pomare...
Desire...for blood...
Pomare lies mostly in ruins after thousands of years, and yet it still exists. It is a city-state in the far reaches of the north. It was once part of an ancient kingdom that fell. A Lord, and his House, keep the place running, even though it is crumbling around them.
Many people have fallen prey to vampires who live in the ruins on the outskirts of the city.
OK, sounds good, lets move on...
1d10 ⇒ 8
1d5 ⇒ 1
1d6 ⇒ 1