Monday 10 June 2024

Antediluvian fantasy civilization generator

 For a thing I am working on. You could combine it with: 

Click the buttons to make a civilization! 

Wednesday 22 May 2024

Grimdark fantasy descriptor table + thing/place generator

John Blanche

A d40 table of grimdarkish fantasy descriptors! 

  1. Pale 
  2. Glowing 
  3. Sparkling 
  4. Dizzying 
  5. Miasmic 
  6. Skeletal 
  7. Florid 
  8. Sparking 
  9. Diminutive 
  10.  Shadowy 
  11.  Ghostly 
  12.  Viny 
  13.  Metallic 
  14.  Withered 
  15.  Corpulent 
  16.  Hulking 
  17.  Damp 
  18.  Crude 
  19.  Melted 
  20. Caged  
  21. Swarming   
  22. Fanged 
  23. Cyclopean
  24. Rainbonic 
  25. Burning
  26. Rotting 
  27. Ichorous 
  28. Hoary 
  29. Hideous 
  30. Quivering 
  31. Fused 
  32. Blasphemous
  33. Cladded 
  34. Crusted 
  35. Demonic 
  36. Gelatinous
  37. Jagged
  38. Frigid 
  39. Sepulchral
  40. Deathly

Combine it with a basic "thing" table to get a universal grimdark thing generator! 

  1. Person 
  2. Monster 
  3. Beast 
  4. Vegetation 
  5. Treasure 
  6. Armour 
  7. Weapon 
  8. Mineral 
  9. Liquid 
  10. Atmosphere 

Or, a "place" table to get a universal grimdark place generator! 

  1. Single building 
  2. Ruin 
  3. Estate
  4. Dungeon 
  5. Village
  6. Town 
  7. City 
  8. Cavern 
  9. Cave system  
  10. Plain 
  11. Forest
  12. Jungle  
  13. Mountain 
  14. Desert 
  15. Hills 
  16. Lake 
  17. Sea 
  18. River 
  19. Swamp 
  20. Beach 
Automated generators, for your generating pleasure: 

Thursday 16 May 2024

Saganarium Sea Beast Generator

I am deep into my Silmarillion inspired play by post game where the players take on the role of creator spirits/mortal and immortal races/heroes from those races. Early in the game I asked the creator spirits for a bunch of ideas for the animals that inhabit the world, and I have taken these and turned them into the following Sea Beast Generator!


  • The text in the square brackets on the first two lines represents the stars that the creature was created under. This gives the coloration of the creature and a suggested of words to use in the creation of that creatures name. 

Sunday 14 April 2024


Need something?! Don't know quite what you need, but you know you need something? Is it an idea, a concept, a person, a group, a monster, a place? Whatever you thing needs, just click the two buttons below and your need will be fulfilled (perhaps takes a little bit of mental elbow grease - but I'm sure you can handle that...): 

Sunday 7 April 2024

Three Moon Earth (Cyberpunkish Setting + Generators)

 Over in the discord channel we collaboratively put together a strange post apocalyptic semi magical cyberpunk setting.  This setting is presented her for your consuming pleasure, alongside a Place, Thing and Event generator for the setting! The generator comes first so it doesn't get lost at the bottom of the post.... 

Three Moon Earth Setting: 

The ancient past: Automated computing devices capable of industrial processes removed scarcity from the world (a brief golden age) - but then evolved and began to change their programming. During this time an artificial moon was secretly put into orbit, a corporate built artificial pleasure planetoid. Technology kept it cloaked and secret till after the war. The war: Concern about changes in programming lead to hoarding by corporate entities. This led to conflict between corporate entities and militaries. Automated computing devices suspiciously assisted with mass production of weaponry (mostly guns and drones). For example, Personal computers and personal vehicles could be used to mass produce weaponry. Ease of manufacturing led to the creation of mobile forts and castles of metal. Filled with armaments. Biological augmentation of humans with animal genetics began as a method of pursuing new fighting capacity.This led to the creation of races of monsters. As the global conflict continued, the lines between who was fighting who became blurred, corporate, military, monster, human, computer. Everyone seemed to forget who was fighting who and why. At some point during the conflict all satellites in orbit where collided together into a second moon, made of metal. Automated computer programs can visit this moon digitally. It is viewed by them as somewhat of a homestate or haven. Post war: Eventually, perhaps due to exhaustion, the conflict ended (there was no longer global war being fought). The world was now largely in ruins. Nation states of the world before gone. Races of monsters now roam the earth. Many of the automated computers (verging on sentience) saw the elimination of the old humans as an important goal and worked with the monsters to pursue this. Monsters and humans began to worship the automated as gods or divine leaders (out of terror or respect or necessity of appeasement). The automated computers explored the earth - finding in the depths a breed of crab grown immensely strong due to the pressure of its environment and run off of genetic mutagen that pooled at the bottom of the ocean. The crab's carapace is not damaged by gunfire and can communicate psychically. The deep crabs avoided the computers and came to the surface. (The creation of deep crabs was not by chance. A yet unknown species of hyper intelligent dwellers of the deepest depths guided their creation). Humans who have not submitted themselves to machine gods communed with these deep crabs and a breed of half human half deep crab emerged - somewhat able to withstand the overpowering might of the automated industrial computers. In response to the creation of deep crabmen the automated computers begin a breeding program of human worshipers - leading to the creation of humanoid giants. The physical strength of the giant’s was not matched by their mental facilities - having instead huge but low functioning brains. Most giants were bred as herds for biological component farming but some were grafted with cybernetic components - giving flesh vessels for the automated computers. Many automated computers choose to now inhabit giant humanoid bodies. Not all though, and there are still automated computers who exist in a pure mechanical receptacle. Computers inhabiting biological bodies allows automated computers systems to experience new biological processes - such as the consumption of psychedelics. Inhabiting distinct biological forms leads to conflict directly between the distinct automated computer systems (autocomps). Some autocomps pursue a life of indolence and decadence. This offends other autocomps. Some autocomps want only to pursue a life of war and conflict. Some biocomps struggle with ancient philosophical concepts - perhaps brought on by their inhabiting of a fleshy body. Bloody fights erupt between autocomps in both the physical and digital worlds. The sight of either a brain dead giant autocomp body, or one torn apart viciously, becomes common. While the new biological bodies the autocomps inhabit lead to conflict between them, the experimentation with biological process and narcotics and psychedelics lead to some of the assumed rules of reality seemingly being broken. The third moon appeared when its cloaking shield failed. The inhabitants made themselves known to the earth. The “witches” of the third moon had been observing the conflict on the earth, and had even made contact with several autocomps via the metallic second moon. Several autocomps had been residing on the third moon, and given biological bodies. The witches were the only group the autocomps respected enough to work with - leading to the creation of “magic” first assumed (wrongly) to be the manipulation of the quantum realm. Witch studies (and all magic) goes deeper than the quantum, discovering that things thought to not be present in physical reality (thought concepts) in fact exist in a parallel reality and they have agency and impact on both digital and physical reality (the things in the platonic realm have agency and person hood). "Magic" is harnessing the idea realm and the sentient and alive idea forms that exist there. Because of this magic, and their long history of observation, the witches were gifted in the art of prediction. Desiring transportation within their biological frames to the 2nd and 3rd moons, the autocomps devised means of space transportation. These took the form of organisms able to provide living atmosphere in space, powered by nuclear rocketry. New breeds of monsters were developed whom could better work in the vacuum of space/withstand the radiation of the engines. These enormous atmosphere generating organisms have also began to be used as space station and extraplanetary colony sites. Autocomps began to inhabit not just humanoid forms - happily inserting themselves into large monster frames. It became near impossible to know if you were interacting with a biological entity or an autocomp. The concept of a “computer” is lost to all save the witches who interact directly with pure cybernetic autocomps (far away on the third moon). Recent history: Some humans are immune to any genetic manipulation/mutation/splicing. They have sought refuge in hidden places underground. They remember the old world. These pure humans will ally with both monsters and deep crabmans against the automated computers). Experimentation with genes and mutation continues. Monsters is the catchall term for a human/animal hybrid. Monsters have been around as a distinct class of thing for long enough that monster/human genetic experimentation is taking place. A group of witches on the third moon grew to despise the autocomps in biological bodies. These witches would only work with pure technological autocomps and began summoning ideas to bring ruin to the biological inhabiting biocomps. Glitches have began occurring in both the dreams of the physical realm and the expanse of the digital realm. Digital glitches in dreams and dream like occurrences in the digital realm. The platonic realm appears to be leaking into both. Something very large and powerful within the platonic realm appears to sending messages through dreams and digital - often in the form of small animals. The autocomps are very disturbed by the appearances of these within the system of the second moon. Groups of pure humans, monsters and giants have began claiming enormous mobile fortress from the old war. They think this may help them mount an offensive against the ubiquitous autocomps


Autocomps = sentient automated computer systems capable of massive scale industrial processes. Most (not all) of these are implanted within biological frames (either huge humanoids/monster/animal bodies). There is conflict between the different autocomps - centered around conflicting values of war, philosophy and indolence. Planetwide = general ruin and destruction due to long war between corporate and military groups - fuelled by autocomps. Regardless of ruin, the ubiquitous autocomps can pump out huge amounts of industrial produce. War long over, the corporate and military groups destroyed, the autocomps largely inherited the earth. Mobile fortresses are important assets capable of massive industrial/military production, often but not always controlled by an autocomp. Most of the surface = Monsters (human animal mutagenic hybrids). Beneath the surface = groups of pure humans resistant to mutation - preserve an oral history of the world before the autocomp war. Monsters are sentient and not necessarily aggressive to pure humans. Some monsters and humans worship autocomps, others despise/resent them. Autocomps breed herds of giant mindless humans for harvesting. Deep crabs = a breed of very strong crabs from deep in the ocean. Carapace can withstand bullets and capable of psychic communication. Product of high amounts of mutagenic run off. Some unknown deep dwelling aquatic intelligence responsible for their creation. Deep crabs are inherently anti autocomp. Deep crabmen = a notably powerful breed of monster. Anti autocomp. Second moon = A conglomeration of ancient satellites - many autocomps visit digitally as a pilgrimage. Third moon = appeared after the war. Iann ancient corporate created pleasure planetoid whose cloaking systems failed. Witches = group of humans and monsters who have historically inhabit the third moon. They work with biologically embedded autocomps to summon hyperobjects from the platonic realm (spells/magic). The interaction of autocomps with biological systems began the study of idea realm and the sentient and alive idea forms that exist there. A subgroup of witches despise biologically embedded autocomps and seek their destruction with the assistance of a hyperbeing from the platonic realm.

Wednesday 20 March 2024

(Weird) Fantasy world automated generator collection

Need a (weird) fantasy world fast?! Here are a collection of automated generators I've compiled from across the posts of my blog. They all (except for the d6 mapper post) have buttons you can click to get results fast! Enjoy! 


Start with a planet (ignore the planetary population button) 


Generate some regions:

Generate some areas in those regions:

Consider breaking those areas down into hexes:


Generate some towns:

Generate some streets in that town:


Generate some npcs:

Generate some monsters:

If those npcs and monsters need a random desire, generate one here:


(For exploring a specific place (building, dungeon)): 


Quick stocking:

More detailed stocking:


(If required.) 

Generate some broad history (useful for quest ideas):

And remember, if you need an idea, you can always just pull a random magic card: 

Monday 4 March 2024

Mass combat rules for Domain play (+ Bonus non combat resolution system!)

I seem to run a lot of play by post domain games. Here is a mass combat system that has come out of running of those domain games. Included here is also a mechanical system that reflects the mass combat system but for resolving non mass combat actions. 

Combat rules: 

  • Each unit has a dice value and a combat score. Unit's Health = Half dice value + Combat Score.
  • Before start of battle opposing sides pick the order in which the enemy units receive any damage generated (targets at the start of the list are most likely to die during the battle). 
  • Roll dice and add combat score for each unit. Compare the total score for each side. Biggest number wins. The margin of victory is the amount of units (in combat score terms) that flee the battle. Fleeing units do not cause any damage (deducting their roll and combat score from their side's total score) but can be killed in battle. 
  • Units, on the winning and losing side, take damage in the order determined before the start of the battle 
    • Situational modifiers to combat score for health and attack purposes can be applied as appropriate.
Example units:
  • Untrained rabble : 1
  • Militia : d4 + 1
  • Soldier : d6 + 4
  • Hero: d100 + 50 
  • Dragon : d150 + 75

Rules for resolving non mass combat actions: 

  • Each entity has skills, represented as a dice value and score. Each entity also has a variety of HP (Hit Point) scores (health, wealth and reputation as a minimum). To determine a HP score use half dice value + score value from the skill most appropriate from that entities skill list. Only outline key skills and HPs at entity creation. Others can be determined by the referee as required, then recorded.
  • Resolution = Roll dice and add score and compare to target appropriate for difficulty or entity competing against. Difference between scores or target is damage incurred (in HP) by loser. Damage is incurred in the HP appropriate to the action attempted (health, wealth, reputation, soul, mana, etc). Entities always uses their Max HP value in rolls regardless of damage incurred. 
  • Loss of all HP can lead to death, overcasting, weakness, poverty, etc. Regain HP through appropriate actions (determined by referee). 
  • If an action is deemed "deadly" by the referee, HP lost is accompanied by half health HP loss. 
  • Entities improvement in skills values over time is determined by the referee. 
Example Character: 
  • Dwarf: 
  • Crafting : d20 + 10 / wealth 20
  • Axe fighting: d8 + 8 / health 12
  • Subterranean navigation : d8 + 8 (deadly) / reputation 12 
Example Targets: 
  • Easy 8
  • Medium 16
  • Hard 24
  • Grand 32
  • Epic 40 

Tuesday 20 February 2024

D&D Quick and Powerful Edition

Here's a quick little FKR leaning version of D&D that should be quick and easy to play and have the players feel relatively powerful (depending on what they are going up against). Some FKR refereeing required for spells/economy. (Running a new game, some generic fantasyish generation tables may be coming!) 

  • On a piece of paper write your character name and record attributes and class. 
    • Attributes – roll 4d6 but drop the lowest for each 
      • Strength (if best stat + 2 melee tohit/damage) 
      • Constitution (if best stat +2 hp per level) 
      • Dexterity (if best stat +2 to AC OR +2 Ranged tohit/damage) 
      • Intelligence – (if best stat Auto wizard success casts x level per session) 
      • Wisdom- (if best stat Auto holy success casts x level per session )
    • Charisma – (if best stat you always have a loyal companion at the start of each session). 
    • Classes: 
      • Thief:
        • can backstab (double damage when attacking with melee from behind) 
        • can use thief skills (roll under dex to: open locks, find/remove traps, pick pockets, hide, move silently, climb sheer surfaces)
        • cant use heavy armour or big weapons 
        • 6hplevel, +level tohit 
      • Warrior: 
        • can use any weapon/armour 
        • 10hplevel, +level tohit 
      • Cleric:
        • can cast holy spells (roll under wis to cast spells appropriate to level: Healing, protection, damage/disadvantage to evil/monsters)
        • Can use any armour or weapon
        • 6hplevel, +half level tohit 
      • Wizard:
        • can cast wizards spells (roll under int to cast spells appropriate to level: protection, blocking, and banishment , summoning of creatures/objects/elements, reveal information or hidden things, influence the minds/emotions of others, deal damage, illusions, death and undeath, alteration of the properties of people and creatures.  ) 
        • can only use light armour and small weapons
        • 4hplevel, +quarter level to hit 
  • Players start at level 1. 
  • Lose all HP = death.
  • Attribute check are  d20 roll below the ability score.
  • Combat rolls = d20 to hit AC value or higher, then roll weapon dice for damage. 
    • Enemies = HD value + AC + Damage Die (each HD = d6 hp + 1 to hit ) 
  • Players own equipment appropriate to class. Acquire more items and equipment by playing the game. 
  • Referee will determine the power of spells possible – check before casting. 
  • Ask at the end of a session if you level up! (More adventure = greater chance of level up) 

Thursday 15 February 2024

Saganarium Land Beast Generator

I am several hundred years into my Silmarillion inspired play by post game where the players take on the role of creator spirits/mortal and immortal races/heroes from those races. Early in the game I asked the creator spirits for a bunch of ideas for the animals that inhabit the world, and I have taken these and turned them into the following Land Beast Generator! 

  • The text in the square brackets on the first two lines represents the stars that the creature was created under. This gives the coloration of the creature and a suggested of words to use in the creation of that creatures name. 

Wednesday 31 January 2024

The Tactile and Generic TTRPG - Boardgamey tablefeel using bits and bobs.


  • This system is designed to play a character focused TTRPG with some of the tactile “tablefeel” of board games. It uses generic game components that will on hand/easy to acquire (d6, tokens/poker chips, card chits, playing cards). 
  • The referee presents an imaginary game world to the players, who take on the role of characters within that world (pursuing goals self determined, set by the referee or collaboratively determined). 
  • Shout out to Trent B @ ! The game he has been tinkering around with for the last few years (that I've had the pleasure of playing in a couple of times) uses a d6 system that I've taken heavy inspiration from for this system. 

Player Character Creation: 

  • A player picks something to represent their character (miniature, picture, description, etc). 
  • The referee will determine the number of tokens and life chits that character gets at the start of a session. 
  • The referee will determine how hard/complicated specific actions/defence are for that character, and how many d6s a character gets roll for specific actions/defence, during play. 

Action/Defence Rolls: 

  • When a player attempts an action in which failure has consequence and is not automatically successful, an action roll happens. 
  • Non player characters (or the environment) are automatically successful in actions that attempt to hinder/harm player characters. Player characters may roll to defend against such actions. If the player characters fails their defence roll (or doesn’t/cant defend) they lose a life chit. 
  • The referee determines how many d6 each player rolls for their character and how hard/complicated the action/defence is. How hard/complicated the action/defence is will determine what roll is required for success/to defend. 

Determining Action/Defence Roll targets: 

Difficulty: (Roll on a d6) 

    • Easy, 3+  
    • Medium, 4+
    • Hard, 5+ 
    • Very hard, 6+ 

A complicated action/defence will require a number of dice to be rolled at a certain number or higher. 

  • Easy and complicated, 2 x 3+ 
  • Medium and complicated, 2 x 4+ 
  • Hard and complicated, 2 x 5+ 
  • Very hard and complicated, 2 x 6+ 

Particularly hard/complicated actions/defence may require more than 2 dice to be rolled at a certain number or higher. 

  • If a player rolls at least the required number or higher, on the required number of dice, their character’s action/defence is successful! The referee will need to determine the consequence for failing an action roll if it is failed. This should be something that makes it more difficult or complicated to achieve their current goals. 


  • Players may give the referee a token instead of rolling a d6. This token represents a roll of 6. 
  • Players regain their tokens at the start of each session. 
  • Hard Mode: The referee may use any tokens they receive once to turn any d6 result into a 1. 
  • Narrative mode: As hard mode, but any tokens used by the referee go back to the player they are used against. They may use them again in the session.  

Life chits: 

  • If a player loses all their life chits they die. 
  • If approved by the referee one player may give up one of their life chits in place of another player. This represents their character somewhat sacrificing themselves for the other character.  
  • How player characters regain life chits is determined by the referee. 

Non Player Characters: 

  • Can be expressed as a number of life chits and a description that gives the referee an understanding of how hard/complicated their actions will be to defend against.   

Order of Actions: 

  • The referee determines the order in which player characters , non player characters and the environment take action within the game world. 

What happens next/random encounters: 

  • The referee may ask a player to pull a number of random cards from a deck of playing cards. The number pulled will be determined by the referee in relation to how in control the player character is in within the current situation of the gameworld. 
  • The player decides which one of the cards they pulled is applied to the game: 
    • Red cards = Something good for the players 
    • Black cards = Something bad for the players 
    • Number cards = A event takes place, the number determining how great or insignificant the event is. 
    • Face cards = An object or entity appears, the face determine how great or insignificant the object or entity is. 

Player Character inventory: 

  • Each character will have appropriate possessions/equipment (confirmed by referee). 
  • More possessions/ equipment can be acquired through play. The referee will determine how much possessions/ equipment a character may have/carry, and the impact of any new possessions/ equipment on how hard/complicated specific actions/defence are. 
  • Buy and selling possessions/ equipment can be handled through action/defence rolls, with the cost of failure being determined by the referee (loss of inventory/reputation/etc) rather than a life chit. 

Player Character Advancement: 

  • If a player character survives a session, the referee will make a note of something/s that character is better at for future sessions. 

Tuesday 9 January 2024

Recent PDF releases!

Hello! Here are some PDF's that I have put out recently but haven't mentioned on the blog. 

If you are interested you can always message me for a review copy or just a free copy if you don't feel like paying. Enjoy! 

The Galactic Realm of The Hyperspace Sea

Based on the elegantly simple GD20 system The Galactic Realm of The Hyperspace Sea is a truly epic space opera RPG. Twelve powerful civilizations sprawl across the countless planets of the Hyperspace Sea - filling the universe with intrigue, drama and conflict on an interstellar scale! Players may take on a wide range of roles, from clerical, bureaucratic, military or trade -  serving their civilization or forging their own path! 

A single, simply resolved, roll for all actions which is dramatic and story driving. Each roll endangers the Player Characters Health, Finances or Reputation  - there is no reward without risk on the Hyperspace Sea! 

  • 24 strange and unique skills; use philosophy to counter magic, use void magic to cloak your ship in anti matter, use space navigation to cross the Hyperspace sea, warp your own form with bioengineering, or corrupt your enemy's hardware with electronic intrusion! 
  • Epic, single roll mass combat! The  system moves seamlessly and cinematically from hand to hand duels to battles between fleets of thousands of craft in space! 
  • Details and backgrounds for 12 interstellar civilizations! 
  • Tables for generating history, and current events! 
  • Tables for generating planets ,space stations and craft! 
  • Tables for generating cities! 
  • Tables for generating rooms and places! 
  • Automated HTML versions of the tables included for extreme ease of use! 

Do you long for adventure,  action and romance across the stars? Dive in to the Hyperspace Sea today!  

Infinigrad: The Weird City Toolkit (PDF Edition)

A 118 page PDF is now included with the Infinigrad  Toolkit (that used to just consist of automated html generators). 

Includes Tables AND fully automated HTML generators for:

  • Suburb overviews, including appearance, purpose, dangers and weirdness.
  • Building stocking.
  • Building appearance.
  • NPC professions, desires, and weaponry.
  • Merchants.
  • Items small and large for stores and workshops.
  • Magical items.
  • Ornamentation.
  • Mental pursuits.
  • Entertainment venues.
  • Gangs, including leaders, appearances, cultures, and desires.
  • Order Keepers, including leaders, appearances, cultures, and desires.
  • Temples and Gods.
  • Monsters.
  • Dungeons.
  • Guilds, including areas of expertise, operating procedure, and appearance.
  • Augmentations.  
  • Jobs and missions.
  • Room stocking, atmosphere and ornamentation.
  • Inhabitant reaction.
  • Devices.
  • Traps.
  • Visual tables for generating Suburb and Building Maps.