Priests who took vows of pacifism. They are all issued apostate bodyguards to inflict and deflect harm on their behalf.
The princess in the tower was the worst monster of all and contained all life, the only way to stop her was a physical and metaphorical rape, sullying the universe forming inside her. Even the king of the dead refused to do this.
Humans from the end of time who seed the past with immense fighting machines, intended to be recovered by enclaves of their people and used to prevent the future they have. Their technology is not accurate so they form communities and pass on the locations as prophecy.
A group of nomads who run from their past. Their past chases them and all their stories are true. Towns they camp near have children stolen by changelings and trolls move in under their bridges.
Magicians travel between worlds regularly, understand actual science, every wizard tower you plunder is a monumental loss to humanity.
The undead siege an unsiegable sea wall. Months and months, bodies on bodies. Eventually they will walk over.
The Friendly Sea leads directly into the Deamon Sea, this is where all drowned sailors go, where all the treasure ships have sunk and also explains why it is so dangerous. The waters pour down a daemonic drain. The shores of the primary sub-realm are littered with these treasures.
The world is infinite, as is each sub-realm and realm above. The daemons worship us as gods but we do not understand their ways. Do we kill our gods as we worship them?
The world is shaped like a trampoline with a bowling ball in the middle. At these points the worlds touch, but they are very steep.
At any one time there are 4 or 5 things that might end the world.
Vornheim is a spaceship, buried face down in the side of a mountain.
Rats have a secret world with overlays our own. They have kings and countries and wars.
Magic-Users aren't real wizards until level 20, whereupon they retreat from the banal and petty world to pursue things we can't appreciate. Up until then they can barely claim to be apprentices or dabblers.
You get yourself pulled in so many directions, sometimes you have to shake it off.