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Twelve Fiefdoms

Written by Jeff Pierce using the solitaire Random World Generation rules


Although one can allow the charts to create a truly random World to explore, on some occasions, you already have an idea of what setting in which to place your Heroes. In this case, it's a “furry fantasy” world – think D&D with funny-animal characters as the main protagonists. So we'll select the genre and size of the World to fit that concept:


GENRE: [6, 10, 4] – Alternate-History Magical Fantasy

SIZE: [6] – A large kingdom in an alternate Earth with both humans and anthropomorphized animals


Now let's let the Mythic dice fill out the details of this World....



DESCRIPTION: Theme [Trick/Failure] – Magic is starting to fade from the world!


This is a pretty obvious connection to make, and a very significant one. In a world where magic has long been taken for granted, it's gradual disappearance is not only a mystery, but a potentially catastrophic event! How will everyone, including the Heroes, react to this?

Well, let's first find out what sort of additional backstory our World has up to the point we want to start adventuring.


BACKGROUND [Number of Backstory Events: 5]


#1 [New World Character/Oppress/Allies] – An evil overlord seeks to conquer the allied races one by one.


At this point, I don't know who the “allied races” just yet, but the idea of an Evil Overlord is a classic concept of fantasy stories, so we'll roll with it.


#2 [New World Character/Praise/Dispute] – An organization supports and champions those who can successfully fight against the Overlord.


Rather than praise the dispute itself, I chose to interpret the Mythic roll to mean the World Character is taking sides in the dispute, favoring one over the other. This will work well as one of the possible Hero Affiliations later on!


#3 [New World Thread/Usurp/The Intellectual] – The wisest and most learned are in danger of being overthrown in some way.


This is a fairly straightforward interpretation, though who the “wisest and most learned” are is a matter subject to further thought. Are they religious figures? Magicians and wizards? Caretakers of the lost knowledge of earlier civilizations?


#4 [New World Character/Truce/Evil] – A powerful NPC in the kingdom has worked out a deal with the Overlord to aid him in his conquest.


Once again, an obvious choice based on the Mythic results. Just who this NPC is will be something for our indomitable Heroes to discover....


#5 [World Negative/Persecute/Status Quo] – The king and his nobles face possible rebellion on top of the external threat.


Well, this is going to complicate matters. As if the Overlord isn't bad enough, apparently someone else wants to “persecute the status quo” – and if that doesn't suggest a revolution, I don't know what does!

So now that we have the World and its backstory more or less fleshed out, let's settle on the Heroes' main characteristics:


HERO TYPES: [Rolled 5] Since we rolled so many types, we can make them the ones typical for such a fantasy genre: Knight; Ranger; Cleric; Mage; Thief

HERO RACES: [Rolled 3] This might normally limit our choices, but by focusing on categories of beings, we can still provide our Hero Player with plenty of options. We'll call the available races Furry (of various species); Reptilian (various, but we'll exclude dragons); and Mythological (various creatures drawn from classical mythology). This suggests, by the way, that Humans could be the race of the Evil Overlord! Hmmm....

HERO AFFILIATIONS: [Rolled 4] Okay, here we can either go with random Mythic results, or simply create ones based on the circumstances of the World we've created. I'll go with the former in this case, except for the first one, which is based on the second Backstory event rolled up above:


#1 – A holy order specifically seeking to destroy the Overlord and his dominion

#2 – [Communicate/The Mundane] = A bureaucratic agency or some other ordinary medieval guild.

#3 – [Abandon/Outside] = A monastic society of some sort.

#4 – [Extravagance/Leadership] = The hereditary nobility.


Okay, we're ready to put it all together now! Given what we know, I'm getting the vibe of a multi-racial confederation that's desperately trying to maintain its freedom against a threat from abroad, but its chief defense – its reliance on powerful magic – is fading away, leaving it vulnerable. Combine this with the threat of internal political upheaval, and we have a most interesting World to play in!


WORLD DESCRIPTION: “To Save the Kingdom!”

Genre: Alternate-History Magical Fantasy
Setting: The Twelve Fiefdoms (what would be called France today), a large kingdom in an alternate Earth containing multiple anthropomorphic species, in the approximate equivalent of the mid-15th century.

In a world of savage blades and mystic powers, the Twelve Fiefdoms have been a bulwark of relative peace amid the political and religious intrigues of the age. Under the benign rule of the Blackmuzzle Dynasty, this feudal alliance has managed to unite the Furred and the Furless into a league of mutual protection and prosperity. Defended by both powerful mages and the white magic of the Universal Church, it has fought long and hard against the evil depredations of the Human Overlord to the east.

But now a crisis has come. The mages and mystics are starting to lose their power as, for some unknown reason, magic in general is becoming harder to perform, with lesser results. Seeing his chance, the Overlord has begun to send his minions on raids across the frontier of the Great East River, testing the defenses of the Twelve Fiefdoms; meanwhile, he marshals his forces for an all-out assault while the kingdom is vulnerable.

Worse, there are dangers growing inside the kingdom, as well. Those who thought themselves wise in lore and skilled in the ways of magic are being challenged by others with new ideas – the 'natural philosophers' and mechanics. Merchants who have recently contacted far distant lands and the valuable goods they possess are getting very wealthy...and they are turning that money into power. And those who see inevitable defeat at the hands of the Overlord are harboring thoughts of treachery.

Never before have the Twelve Fiefdoms had such a need for heroes! Beset by threats from within and without, can the champions of the kingdom's various races turn the tide of history, even as their most powerful weapon – the manipulation of magic – slowly ebbs away?