recursal/Fanatic-Fandom huggingface dataset:
Deities

Gods- and their adversaries- are fantastical.  Who they are, what they want and how much direct influence they have in a Dungeon World campaign is as unlimited as your imagination.  In classical DW, only a details are known about most of them.  Gods have domains- specialized conceptual areas of knowledge and activity.  Six are provided in the core book. Gods imbue their champions (such as the cleric) with divine magic. In exchange, the cleric communes with them and petitions them by making sacrifices/offerings in their name that follow the precepts of their religion.

Gods are generally the embodiment of an alignment .  They might be the only deity of said alignment in a campaign world or they might be one of several.  Gods might have other gods as advesaries or it might be powerful demon lords, devils, or alien horror.  The cosmic conflict might have a direct impact on the Fronts going on in a campaign.  It can definitely be discovered and developed through the fiction.

## Classic Domains

* Healing and Restoration
* Bloody Conquest
* Civilization
* Knowledge and Hidden Things
* The Downtrodden and Forgotten
* What Lies Beneath

* good forum discussion on memorable gods

* article on the Living Gods by Christopher Brackett
Discovery Table

(from The Perilous Wilds)

A Discovery should always be interesting, and it’s on the GM to make it so. The result of a Discovery roll is a prompt to imagination—not a blunt fact—and should be interpreted in terms of the local terrain and current state of the fiction. Roll 1d12 three times, for category, subcategory and specific prompt. You may need to make further rolls on tables appearing elsewhere, indicated by smallcaps. Tables listed in smallcaps at the end of a given sub-table are suggestions.

## 1 Unnatural Feature . How does it affect its surroundings?

*Alignment , Magic Type                                 Alignment, Element                          Alignment, Aspect*

## 7-8 Creature

* Not an immediate threat, but might become one. Roll Creature Table

## 9-12 Structure . Who built it? Is it connected to anything else they made nearby

*Creature responsible (1d4+4), Alignment, Aspect*                                       *Creature responsible (1d4+4), Age*                                                                                                                                        *(1d8+4), Ruination, Visibility*
Bash

**Princess Sebastiana**, better known as **Bash**, is a character on ABC's *Once Upon a Time*. She is the second daughter of Soren and Otulissa and the sister of Blythe and Bell.

## History

### Background

Sebastiana was born in the Great Tree of Ga'Hoole in the mid to late 1980s to Soren and Otulissa. She had two siblings: an older and younger sister named Blythe and Bell.
Spellthief

The prerequisite, absorbing magical energy from an unsuspecting creature, can be achieved through any creative means (i.e. a magic item, a wizard's ritual, etc.). Then, the ability to absorb magic using her own power is unlocked, should the character invest in it.

When you sap magic from a surprised or defenseless arcane enemy with a melee attack, roll + INT.

* On 10+, the enemy's magic is temporarily diminished, deal your damage, and choose two tags.
* On 7–9, it's the same, but you only choose one tag.

You may cast the stolen magic into a rudimentary offensive spell which always begins with the magical, touch, unreliable and 3 uses tags. Use INT when you make an attack with this magic, then, 1 use of your stolen magic dissipates.

* hand
* thrown, near
* +1 damage
* remove the unreliable tag
Make Camp

When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. **If you have enough XP you may level up**. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

You usually make camp so that you can do other things, like prepare spells or commune with your god . Or, you know, sleep soundly at night. Whenever you stop to catch your breath for more than an hour or so, you’ve probably made camp.

Staying a night in an inn or house is making camp, too. Regain your HP as usual, but only mark off a ration if you’re eating from the food you carry, not paying for a meal or receiving hospitality.
Races

The fantasy genre is brimming with intelligent (and semi-intelligent) creatures with biology and culture far beyond human.  Classic GW centers on four races: human, elf, dwarf, halfling .  These four were adopted from the early fantasy tabletop games.  GMs are encouraged to start let players help them build a fantastic world where the sentient races are as unique as they feel inspired to make them.

* Dwarves

* Elves

* Halflings

* Humans

## Additional Established Races

The following are four other races that are standard in epic fantary games and easily added to a DW campaign.  Links to material written by the DW community such as playbooks for these races are included.

* Dark Elves/Drow

* Gnomes

* Half-Elves

* Half-Orcs
Class Moves

Class Moves are the Starting Moves , Racial Moves , and Alignment Goal for each class .  They are located in the playbook .  Players select one Racial Move, one Alignment Goal and get all their Starting Moves for the game session.  As characters advance in level, they are able to select from the Advanced Moves list as well.
Follower Tags

* \_\_\_\_-wise: they know all about \_\_\_\_, and can roll +Quality to Spout Lore about it on your behalf. Examples:

Woods-wise, Sea-wise, Herb-wise.

* Archer: they use ranged attacks (notnecessarily bows) effectively and can roll +Quality to Volley on your behalf.
* Athletic: good at running, jumping, climbing and the like.
* Beautiful: they make an impression, drawing admiration and attention.
* Cautious: they are careful and methodical; they avoid acting rashly.
* Connected ( \_\_\_\_ ): they have friends or contacts in \_\_\_\_, a steading or group.
* Cunning: clever and observant. They can roll +Quality to Discern Realities on your behalf.
* Devious: deceitful, treacherous, tricky. Just the sort you want working for you.
* Group: a team, gang, or mob, with all the strengths and disadvantages that come with greater numbers.
* Guide ( \_\_\_\_ ): knows a particular steading or region and can roll +Quality to Spout Lore, Scout Ahead , or Navigate for the party therein.
* Hardy: tough, hard-working, and willing to put up with discomfort. They get +2 Load.
* Healer: they have the knowledge and ability to provide aid to the injured and the sick. When they tend wounds with bandages or herbs & poultice, add their Quality to damage healed.
* Meek: they accept their lowly lot, and will do degrading or unreasonable things without needing to Follow Orders .
* Magical : they are magical by nature or training, and sensitive to the workings of magic. Use at least one of their moves to elaborate on their powers.
* Organized: they make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south.
* Self-sufficient: can live off the land and roll +Quality to Forage .
* Stealthy: can avoid detection and often get the drop on foes.
* Warrior: they take +1 to their damage die roll, and you don’t need to Order Follower to get them to fight (as long as the opposition is not terrifying or overwhelming).
Diseases

In Classic DW, disease is covered by the sick debility without a move to resist it. Diseases in general don't get a lot of coverage in the core book. The cleric rote spell Sanctify will prevent characters from contracting any mundane illness or disease from something they eat or drink.  The 9th level cleric spell Repair will end the effects of any disease.  This custom player move below is provided by Victor Hurtado of Dwarfare Games.

## Magical Diseases

Some monsters are capable of inflicting a magical disease via bite or touch.  Lycanthropes like werewolves and wererats are a good example.  GMs can decide for themselves if magical diseases are resisted as easily (or at all) without some form of magical agency such as prayer.

## Resist Disease (Special Moves)

When you make camp while afflicted by a disease and try to resist the effects, roll +CON

* On a 10+, the disease stage is reduced by 1.
* On a 7-9+, the disease stage remains the same.
* On a miss, the disease stage is increased by 1.

A disease normally starts at stage 1. If the disease enters a new stage, the effects of the new stage normally stacks with the effects of the old one. When a disease reaches stage 3, the effects are permanent unless a cured is found.

## Example Diseases

### Bloodrot [Disease]

* Stage 0: You are cured of the disease
* Stage 1: You move half as you fast as you normally would and you also gain the sick

debility which is ongoing until the disease is cured.

* Stage 2: Your skin becomes saggy and begins to ooze out blood whenever you sweat.

When you take damage, roll twice and choose the highest result.

* Stage 3: You turn into a blob of skin and blood and become a bloodrot amniote.

### Wererat Fever [Disease]

* Stage 0: You are cured of the disease
* Stage 1: Gain the sick debility which is ongoing until the disease is cured.
* Stage 2: The fevers kick in and your appearance begings to change to that of a wererat, gain the awkward tag ongoing.
* Stage 3: You change into a wererat.

Ailments & Maladies is a free supplement created by Marshall Miller which provides additional material related to catching and curing diseases.
Building NPCs

NPCs are people.  They have goals and tools to struggle towards those goals.  Don't make them the core of the fiction- the adventures should be the central cast, the stars of the show.  Use them to illustrate what the world is like, to add color and adventure to the story.  Give the adventurers interesting, nuanced people to interact with and let them change over time.  The adventurer's exploits will cause the world to change, for good or ill, and the people they meet will be affected by the- and possibly remember exactly who's responsible.  Have them act accordingly.

## Types of Specialized NPCs

* Hireling Creation
* Monster Creation

Dungeon World NPC Generator

## Instant NPCs

Sometimes the players will come across someone who becomes important in the moment. When the ritual goes wrong and a poor captive gets the power cosmic what does that villager do with it? Who were they?

When you need a quick NPC all you need is an **instinct** and some way to pursue it. We call that a **knack**, it can be anything from a skill to a title to a debt owed. Combine the two and you have an NPC who has something they want and a way to try to get it—you’re ready to go.

* also see NPC Names
Naming Your PC

Dungeon World contains suggestions for character names on each playbook .  There is also a list of names for hirelings .  But players may prefer a unique name.  Here are a few suggestions.

* Pick something easy to pronounce.  Write down the pronunciation on your character sheet if its not and have the GM do the same.

* Decide with the GM if a surname or clan name is a good idea to include.

* Read How To Create Names In Fantasy Fiction
* Try Fantasy Name Generators or  Wizards of the Coast Character Name Generator
Tags

In Dungeon World, tags are terms used to describe things.  Items, gear, even places and monsters have tags.

Some tags have a specific effect on game mechanics: increasing damage done, decreasing damage taken, providing a bonus to a particular ability modifier, etc.  Other tags simply assist in the construction of the fiction like establishing the length of a weapon and thereby how near your enemies need to be for a character to make a Hack&Slash move with it.

## Types of Tags

* Equipment Tags

* Monster Tags

* Place Tags

* Steading Tags
Time Elemental

*Solitary, Large, Magical, Planar, Amorphous*

**23 HP, 0 Armor**

Withering arm (**d12 damage** *1 piercing, near*)

Time elementals are creatures from a plane most sages are unaware even exists. A time elemental is a powerful creature formed of pure time and matter such as is unknown to even the most learned of sages. It is unknown how or why time elementals enter the Known World , as they cannot be summoned using the standard summoning spells.Time elementals attack by forming a misty or smoky arm from their forms and lashing at opponents. A time elemental can see a few seconds into the future. This ability prevents it from being surprised. Time elementals are immune to all time-related spells and effects.

**Instinct:** Cause Time Ripples

Eliminates Time paradoxes

Can Teleport thru time and space﻿
Cleric Racial Moves

Elf : Your people preach unity amidst the discord. When you deal peacefully with other followers of your god, take +1.

Halfling : our people are fond of dualities. Choose a second domain; when you Commune with
your deity, you can pick which of the two domains you have access to until the next time you
Commune.

Orc:
Your people practice ancestor worship. When you Commune with your deity, you are also
granted the Wizard spell Contact Spirits as a Rote.
Magical Places

**Places of Power** are sites that are themselves possessed of arcane or divine energy.  Wizards can draw upon them for rituals.  Very little detail is provided about them in classic Dungeon World, leaving it up to GMs to work out any details or custom moves involving them.  The following are suggestions and resources put together to help GMs do so.

## Make It a particular power

This could be:

* dedicated to a particular deity and reflecting its domain
* specific to one school of magic
* unholy or infernal; might be *dangerous* for ritual use
* imbued with power from a historical event that relates directly to what happened

## Sample places of power

* dragonic burial grounds
* ancient library
* heart of a forbidden temple
* highest mountain peak in the land
* confluence of ley lines
* central glade in a priomordial forest
* elemental vortex
Free Map Generators

Map Generators allow GMs to make and print maps to use either for Prep or actual play. They might serve as foundation for a campaign map but should have lots of blank spaces to allow for collaborative world building .

## World Maps

* Dave's Mapper
* FlatWorld Mapper
* Hexographer (free version)
* Inkarnate  (free beta)
* Stonesword World Maker
* Fantasy map generator
Drives

**Drives** are a mechanic used in Inverse World, Worlds of Adventure, Unlimited Dungeons, Homebrew World, and other hacks. Drives can be customized into a component for other DW games to replace alignment. Typically the End of Session move is edited to award XP for acting on a drive rather than on an alignment.

List of Drives by Jeremy Sandberg (covers the Classic DW classes)

Drives for TTRPG Characters collected from Cameron Burns, Peter Johansen, Jeremy Strandberg, et al
Character Death

Death stalks the edges of every battle.  A character who is reduced to 0 HP immediately makes a Last Breath move. No living creature knows what lies beyond the Black Gates but capricious Death has sole dominion there.  But even dead characters can rise again under certain circumstances.

## Resurrection

If your character dies you can ask the GM and the other players to try and ressurect you.  The GM will then provide the living ressurections with the opportunity to figure out how to return your poor dead character to life- and the cost.  This might be via the Resurrection Spell or some other means that is woven into the fiction as a plot element.

In classic Dungeon World, even with resurrection as a possible future event, you will need to make a new character.  It might be a hireling who is already part of the party who is removed from GM control and sheeted as an appropriate class.  Or it might be someone who joins the party for whatever reason suits the fiction when the adventurers reach a steading.

Just Remember: Death never forgets a soul stolen from his realm.

## Campaigning Beyond the Black Gates

GMs can always explore the option of letting the adventurers leave the physical realm and continue their adventures in the deathlands themselves, possibly as compendium classes . The Lands of the Dead is a free sourcebook that can be a great inspiration for such a campaign.
Cursed Items

The following are sample cursed items produced by the DW online community. Sense Magic will detect that they are magical  but not by itself provide more insight than that.

Cursed Ring of Optimism by Oglaf

Forces the wearer to always express optimism during any conversation.

The Floodgate Sword by FomorianKing

On the hilt is a chalice-shaped decoration, with the open end facing away from the blade. The chalice constantly fills itself with brackish water until it is full, meaning it will drench everything unless held upside down or stabbed into the ground.

The Monkey Javelin by Balrogg

Any time it is thrown a new monkey is summoned to retrieve it, afterwards they stay by your side until you perish. It's cute at first but eventually you end up with a countless number of monkeys moving together like one big feces throwing blob, making you a social outcast in just about any town. I should mention also that these monkeys are invincible (split a monkey, you get two!) and are incapable of combat.

Puck's Slightly More Dignified Amulet by Akakaze

Slips over the head and is unbreakable. Turns the wearer's head into that of a stag. Removing the amulet requires disentangling it from the expansive antlers. Once removed, the wearer's head reverts.

Soulspike Gauntlets by Unknown

Think iron maidens for your hands, wrought of the blackened bones of a Soulspike Devourer. The effect is simple, but brutal. You gain the ability to shoot out a spike of pure destruction that does 1d6+1 magical, armor-ignoring damage *(hand, close)*. However, any damage you deal? You likewise take in equal measure.
Take Watch

When you’re on watch and something approaches the camp roll+Wis.

* On a 10+, you’re able to wake the camp and prepare a response, everyone in the camp takes **+1 forward**.
* On a 7–9, you react just a moment too late; your companions in camp are awake but haven’t had time to prepare. They have weapons and armor but little else.
* On a miss, whatever lurks outside the campfire’s light has the drop on you.

*{Suggestion: When the watcher misses? The camp doesn't necessarily need to be attacked right then and there. The outcome can be "bad" in another way that effects the fiction after everyone wakes up. -LAS}*
End of Session

1. When you reach the end of a game session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark 1 XP and write a new bond with whomever you wish.

2. Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP.

3. Then answer these three questions as a group:

* Did we learn something new and important about the world? *{Explain its importance}*
* Did we overcome a notable monster or enemy? *{Explain its notability}*
* Did we loot a memorable treasure? {*Explain its memorability}*

*​*For each “yes” answer everyone marks 1 XP.
Curse (Starting Move)

*(from Grim World )*

When you use dark magic to curse someone or something, tell the GM what you’re trying to achieve. Curs﻿es﻿ are always﻿ pos﻿s﻿ible, but the GM will give you one to four conditions﻿, s﻿uch as﻿:

* It requires﻿ the blood of \_\_\_\_\_\_
* It will require a lot of coin
* You’ll need a rare component
* The bes﻿t you can do is﻿ a les﻿s﻿er or limited vers﻿ion
* It will take days﻿/weeks﻿/months﻿ before the curs﻿e takes﻿ effect
* \_\_\_\_\_\_ will know or hear about it
* You’ll need to travel to \_\_\_\_\_
Prep

Before the first session, you should print some stuff.  Included below are some very helpful documents created by GW fans and offered free online.

* a few copies of the basic moves pdf.
* a copy of each core playbook {or other playbooks you prefer}
* one copy of the cleric and wizard spell   lists
* the GM sheet

Don't bring a planned storyline or plot. You don't know the heroes or the world before you sit down to play so planning anything is just going to frustrate you. It also conflicts with your agenda : **play to find out what happens**.

## Getting Started

1. Introduce Dungeon World to Anyone Who Hasn't Played Before

* Cover the mechanical basis of moves
* Introduce the character classes
* Help the players pick their classes
* Walk them through character creation
* Ask lots of questions to find out interesting facts about the characters and let those facts shape the initial fiction.

2. Some Commonly Asked Questions

* Are the characters friends? Not necessarily but they adventure together a team for common goals.

* Are there other wizards(bards, etc.,)? Not really. Your class moves are unique to you alone. No GM character will ever really be the same thing even if the common folk call all workers of arcane magic "wizards".

* What's coin? Coin is the currency of the realm. It will buy mundane stuff just about anywhere. Magic items and other rarities aren't for sale- not for coin any way.

* Do we need to be the same alignment? No. But it helps if the characters have some kind of shared moral ground- or are at least willing to pretend to. If there's no possible way that two character concepts are going to get along well enough to adventure together? Then someone needs to be willing to make their character more compatible with the others.

* What color skin can my elf have? How tall can my dwarf be? You (the player) tell me (the GM) what color skin your elf has and if that's normal for the elves of the Realm. Likewise, if you are the only dwarf player? You get to decide who the tallest dwarf is and if you are playing them. All those details about races or anything else found on the playbook? There are no pre-established answers. Write them down as the answers are provided by people contributing to the fiction.
Bolster

When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or more, take 1 preparation. If you prepare for a month or longer, take 3 instead. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
Blank Sheets/Playbooks

These are sheets that can be used for any character class, classic or custom.  To create playbooks for commercial purposes, we recommend this template from Sandy Pug Games .

* Character sheet PDF by Neceros
* Character Class Spreadsheets by Thorax
* Dungeon World Sheets by Maezar
* Blank DW Sheet by Jeremy Friesen
* Blank Playbook by Pixie1001
* Playbook Template by st33d
Bonds

Bonds represent the feelings, opinions, desires and shared history that make the player characters a party of adventurers and not just a random assortment of people.  Each bond is a simple statement that relates your character to a party member.  A few "fill in the blank" standard bonds are found in each core class playbook with the idea that you can create your own even during character creation and will gain new ones through play.

As a systems component , bonds are intended to facilitate building immediate backstory between two player characters.  They also reward XP by encouraging the player to resolve the bond by acting upon changing circumstances to create narratives which establish that the bond- for better or worse- is gone and replaced with something else.

## Resolving Bonds

**A bond is resolved when it no longer describes how you relate to the other party member**.  In other words: the bond statement was true when the game session began but it isn't by the time the game session is over- and the other player and the GM both agree.  This is handled during End of Session.

## Writing New Bonds

Whenever an old bond is resolved, you can pick a new one.  It may be with the same new character but it doesn't have to be.  In addition, something could have happened during the fiction of the game session to make you feel like a completely new, unrelated bond has developed between your character and a different member of the party.  Write that one down too.  *{Suggestion: Classic DW does not allow (when Read As Written) for more than one bond to be resolved per game session, but if it feels obvious to you that it has, ask the GM if you can resolve all relevant bonds for no additional XP. Then write in the new bonds which represent changes in dynamics between your characters and the others.-LW)*

* Core Bonds
* Alternate Bonds from Truncheon World
* Worldbuilder Bonds by Brennan O'Brien
* Bonds With NPCs
Defy Danger

When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll. If you do it

* by powering through, +Str mod
* by getting out of the way or acting fast, +Dex mod
* by enduring, +Con mod
* with quick thinking, +Int mod
* through mental fortitude, +Wis mod
* using charm and social grace, +Cha mod

* On a 10+, you do what you set out to, the threat doesn’t come to bear.
* On a 7–9, you stumble, hesitate, or flinch: the a worse outcome, hard bargain, or ugly choice GM will offer you a worse outcome, hard bargain, or ugly choice .

You defy danger when you do something in the face of impending peril. This may seem like a catch-all. It is! Defy danger is for those times when it seems like you clearly should be rolling but no other move applies.

Defy danger also applies when you make another move despite danger not covered by that move. For example, hack and slash assumes that’s you’re trading blows in battle—you don’t need to defy danger because of the monster  you’re fighting unless there’s some specific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to hack and slash while spikes shoot from hidden traps in the walls, those spikes are a whole different danger.

Danger, here, is anything that requires resilience, concentration, or poise. This move will usually be called for by the GM. She’ll tell you what the danger is as you make the move. Something like “You’ll have to defy danger first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the necromancer’s magic gets you.”

Which stat applies depends on what action you take and your action has to trigger the move.
Making Almanacs

*(adapted from Perilous Almanacs)*

A regional almanac is a living document that will grow as the related fiction does.  Below are the steps in creating one. Leave room for notes.  Remember that an almanac is only a kind of outline, and a region is always bigger than what’s written on the page.

## Choose A Name For Your Region

Pick something that conveys the flavor or theme of the region.  You can always use the Random Region Table for inspiration.

## Select Region Tags

From Place Tags select one each for:

* Climate
* Terrain Types
* Political Borders (if separate from Terrain)
* Danger Level
* Alignment
* Other

## Create Starting Details

Details are things that may be encountered or noticed at any point during exploration of the region. A detail may be a bit of background color, described by the GM as the characters traverse the landscape (“Against the white sky, you see birds wheeling in and out of nests in the cliff face”); or something that encourages further investigation (“A weird, fluting call echoes off the canyon walls, with no clear point of origin”).  Its easiest to  start with 3 details and then add in more later.

## Create Discoveries By Area, Site or Steading

* Name the Area, Site or Steading
* Give the Area/Site its own **Danger Level** and **Alignment** tag; Give the Steading normal Steading tags.
* Include 2-3 sentences that describe in rich detail what the adventurers will see, smell, hear, etc., There should be something there that will be:
	+ interesting
	+ possibly but not necessarily beneficial to the party
	+ not an immediate threat.
* Make a note by name of any **Danger** to be found in the area as well.
* Include Personages that are likely to be friendly and helpful to the Adventurers.
* Include any custom moves that are created for the area
* Include any **treasure** that might be simply found without requiring a danger to be dealt with first

## Create Dangers

* custom monsters that roam a specific area or the region at large
* hazards such as tainted water, poison mist, rusty bear traps, etc.
* personages (NPCs) who have the means to complicate the lives of the adventurers and might provide either a benefit or a threat depending on how things go.
* include any treasure that might be recovered by dealing with this danger
Dwarves

Classic DW intentionally avoids characterizing the races. Instead, individual GMs are giving free rein to make all of them as unique as they wish. Here are some questions that GMs can think about either while Prepping for their first game chronicle or to ask the players during First Session.

1. How common are dwarves in the the Known World compared to humans, elves and halflings?

2. What are three physical traits that more distinguish elves from the other player races? Is there anything physically unique about them compared to Tolkien or D&D?

3. Are dwarves found in multiple regions in the Known World? What is three important or interesting about the specific dwarven culture closest to where the game session/campaign begins?

4. Are any of the adventurers elves from this or a nearby region? What are three things they were taught about the human race? And the halflings? And the elves?

5.Do the dwarves in the starting area have good relations with the humans? The elves? The halflings? Is there a different race they have good relations with? What about a non-player race or creature that they especially fear or dread?

6. Do the dwarves of the starting region celebrate any special holidays or worship a deity of any kind? What are three important or interesting things about the local elven religion or holidays?
The Black Shield

+1 armor, Dangerous, 2 weight

"So I says to him, I says. Firstly, you take one o'them there bags of holding see, and stretch it 'cross your shield like so..."

A Black Shield is an odd item, it consists of a simple wooden shield, the front of which is a stretched open Bag of Holding held in place by an iron band riveted around the shield's edge. The result appears, from the front to be a round metal ring surrounding a broad impenetrable blackness, a hole into nothingness, in its center, attackers attempting to hit the shield encounter nothing but empty space as far back as, and further than, they can reach. Anything dropped in there (weapons, bodies, evidence) is lost forever.
Read the Fates

**Divination** can be added to a custom playbook or added as a custom move for anyone with a mundane or magical oracle device and the skill at using it.

## Read the Fates

During Make Camp, you can spend some time (an hour or two) attempting divination. Ask a question about the most likely fate of a specific person, location or object.  Roll 2d6 + WIS.

* On a 10+, you receive (from the GM) a detailed vision of images, sounds, smells, etc., of the object of your query and can ask 3 additional questions that the GM will answer honestly.  If any unleashed Grim Portents involve the object, that information may be introduced by the GM if it seems relevant.

* On a 7-9, you are presented with somewhat nebulous and hard to interpret visions of the object of your query and can ask 1 additional question.

* On a 6-, you are presented a disturbing or unclear vision in addition to any GM move.
Discoveries and Dangers

Discoveries and Dangers are two essential components to encounters. Every site (a place of interest) in a game session (within and outside of dungeons ) should have at least one potential encounter centering on a discovery or danger.  They do no have to be pre-planned.  They do not need to be obvious and in plain site.  However, they should be something that can found and prepared for with a successful +10 Discern Realities roll.  What the characters do with the information can trigger additional moves (player and GM).  A discovery can unleash a danger if the characters mistreat it; a danger when defeated might reveal a discovery.

## Discoveries

Anything the party finds that is interesting, but not an immediate threat. It might be:
beneficial like a healing spring or friendly NPC
worth exploring for the sake of potential adventure or accumulating lore.
an obstacle like a broken bridge over a deep chasm that has to be dealt with or navigated around.

## Dangers

Anything which, if left unchecked, may be harmful such as a monster or trap.
might be minor and incidental
could part of or become part of a Danger in a larger Front.
The Known World

The Known World covers the fictional aspects of your DW game/campaign setting.  Its all the places the adventurers can find information about or travel to, albeit not always easily.  All the races  and creatures , landmarks, legends, treasures, steadings and political regimes discovered and collaboratively created through the fiction become part of the Known World.  What the GM knows about the campaign world might sometimes be very different than what the players and/or their characters know, but all of that information can- and should be discovered by the adventurers over time.

Classic DW advocates GMs try to keep the Known World a tabla rosa or blank slate before game begins and let it build during character creation by asking the characters questions about it.  This is an aspect of the agenda **Play To FInd Out What Happens**.  Some GMs prefer to create their own setting, using the **Make Maps But Leave Blanks** principle instead.
Falling

When you fall…

* a few feet (like off a table or a horse), take 1d4 damage
* from a modest height (out a first story window, while climbing a tree), take 1d8 damage
* from a serious height (off a roof, down a ravine), take 1d10 damage (ignores armor)
* onto something soft and yielding (water, pillows), roll twice and take the lower roll
* onto something hard, jagged (rocks, stairs), roll twice and take the higher roll
* onto something sharp and pointy, take an extra die of messy damag
* from a great height (off a cliff, from the ramparts), roll Last Breath

When you try to catch yourself as you fall, roll +STR or +DEX (your choice):

* on a 10+, phew, got it; on a 7-9, you catch yourself but pick 1 from the list below; on a 6-, down you go.
	+ Something you were carrying falls and is lost; ask the GM what it was
	+ Your grip is slipping or your handhold is crumbling; think fast!
	+ Freeze up, holding on for dear life until you overcome your fear
Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.

* The Great Forests
* The Whispering Plains
* The Vast Desert
* The Stinking Mire
* The River Delta
* The Depths of the Earth
* The Sapphire Islands
* The Open Sea
* The Towering Mountains
* The Frozen North
* The Blasted Wasteland

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
World Eater Scale Shield

*Close, +2 Armor, 2 Weight*

This massive dragon’s scale had all the dermis and blood scraped off and some leather strapping woven on (nobody's found out how to rivet the thing).

When you Defend with this shield, you can spend 1 hold to intercept and negate any elemental attack. When you bash someone with this shield, the damage is +forceful.
Nature's Shroud

*0 Weight*
2 Armor

This **Brass Cloak Pin** is adorned with a sky blue Zircon. A magic cloak, resembling the foliage around it forms with the change of every season, perfectly measured to fit the wearer at the time. Despite being made of leaves, branches, and flora, this cloak is capable of stopping attacks even steel armor would struggle against. Should the cloak be set to flames it will manifest itself anew at the start of the next season, so long as someone wears the pin.

### Nature's Mirror

At the start of a new season, the pin will form a new cloak, its appearance a reflection of the plants and foliage around it.﻿
Trigger

Triggers are often fictional actions undertaken by the player characters but they can also be part of character creation or trigger at the beginning or end of a session. Note that a trigger never deals with precise units of time. Time in Dungeon World is a bit fluid, like in a movie where pacing depends on the circumstances. Don’t rely on concrete units either around the table (rounds) or in the fiction (seconds, minutes, days).

Don’t write a move that begins “When you start a round adjacent to a dragon.” There’s no rounds (and adjacent is maybe not the best phrasing, as it sounds removed from the fiction of standing next to a damned fire-breathing dragon). **Prepare Spells** isn’t “When you spend one hour studying your spellbook” for good reason.

Here are some broad types of triggers:

* When a character takes action. Examples: Discern Realities , Arcane Art (Bard ), Command (Ranger ).
* When a character takes action under specific circumstances. Examples: Hack and Slash , Seeing Red (Fighter ), Backstab (Thief).
* When circumstances dictate, no character action. Examples: Order Hirelings , End of Session .
* When a character uses a thing. Examples: Magic items , Heirloom (Fighter).
* From now until circumstances interfere. Examples: Serenity (Cleric), Poisoner (Thief).
Trouble Ahead

When you announce a significantly dangerous ability a potential foe is rumored to have, roll + WIS:

* On 10+, that rumor is probably true; should you ever find that it is, your foreknowledge lets you take +1 when acting in response. Meanwhile, right now the GM will tell you a weakness that foe also has; you take +1 acting on that knowledge, too.
* On 7-9, that rumor is probably correct, but your foreknowledge will let you take +1 if you ever have to act in response.
* On 6-, who knows how reliable that rumor is? Moreover, right now the GM will reveal an unwelcome truth as well as any other action.
General DW Sourcebooks

For organizational purposes, sourcebooks are subdivided into three categories on ADW.

* **\*Setting Sourcebooks** establish a "world" big enough for multiple campaigns for the same GM. They limit collaborative world building by intention and give GMs a strong foundation to create personal campaigns in a more traditional tabletop style.
* **Design Sourcebooks** create new game system components or expand/alter upon existing ones without creating a campaign setting.
* **Hybrid** Sourcebooks provide both

## Free Sourcebooks

* Guild Worlds by Devin White
* Lands of the Dead by Adrian Thoen
* Eberron: Dungeon World Edition

## Purchaseable Sourcebooks

* Grim World by Boldly Games
* Inverse World by Liberi Gothica Games (Hybrid)
* The Perilous Wilds by Lampblack & Brimstone (Design)
* The Wyrd of Stromgard by Lost Dutchman Publishing

## Purchaseable Sourcebooks

* Class Warfare by Johnstone Metzger (Design)
	+ read a review

* Funnel World
	+ read a review

* Grimworld
	+ read a review

* Inverse World
	+ read a review

* Perilous Wilds
	+ read a review

* Sundered World by Awful Good Games
	+ read a review
* The Wyrd of Stromgard
	+ read a review
Last Breath

When you’re dying you catch a glimpse of what lies beyond The Black Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, +nothing).

* On a 10+, you’ve cheated Death —you’re in a bad spot but you’re still alive.
* On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
* On 6-, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when.

The Last Breath is that moment standing between life and death. Time stands still as Death appears to claim the living for his own. Even those who do not pass beyond the Black Gates catch a glimpse of the other side and what might await them—friends and enemies past, rewards or punishment for acts in life or other, stranger vistas. All are changed in some way by this moment—even those who escape.

The key thing to remember is that a brush with death, succeed or fail, is a significant moment that should always lead to change.
Adventurer vs Adventurer

When you attempt to best a fellow party member in a conflict, you both roll+STAT.

* On a 10+, you have shown off your skill and your opponent has not gained any advantage over you.
* On a 7-9, you have put up an impressive display but your opponent has also been able to deal some blows, learn a weakness, or somehow gain an edge over you. Describe how and you gain -1 ongoing until the contest ends (stacking).
* On a 6-, the contest ends, either because you have lost or you have been interrupted by something terrible.
Bardic Lore

Choose an area of expertise:

* Spells and Magicks
* The Dead and Undead
* Grand Histories of the Known World
* A Bestiary of Creatures Unusual
* The Planar Spheres
* Legends of Heroes Past
* Gods and Their Servants

When you first encounter an important creature, location, or item (your call) covered by your bardic lore you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

{Suggestion: If you can't think of a name for the tale itself, offer at location such as the name of an inn in a steading you've visited as the source of the story or song -LAS}

* r/DW discussion of funny/entertaining tomes of Bardic Lore
Compendium Classes

A compendium class is a class only available to higher level characters who meet specific requirements. They’re called compendium classes because they first appeared in the **Compendiums for Dungeon World Basic**. A compendium class is the way to go for a concept that can be layered onto multiple other classes.

The basic structure of a compendium class is to have a starting move that is available only to characters who have had a certain experience, like this:

When you enter the bodily presence of a god  or their avatar the next time you gain a level you can choose this move instead of a move from your class:

Divine Bond
When you write a new bond, instead of using the name of another character you can use the name of a deity you’ve had contact with. Anytime a bond with a deity applies to the current situation you can mark it off (as if it was resolved) to call on the deity’s favor in a clear and decisive way that the GM describes. At the end of the session you then replace the marked off bond with a new one, with a deity or player character.

Note that the move is only available after the character has done a specific thing, and even then only at their next level. Compendium classes are best when they rely on what the character has done, not stat prerequisites or anything that happens without the player’s action. A compendium class that is available to anyone who just gained 5th level doesn’t stand for much; one that only applies if you’ve been to Death’s Black Gates and lived to tell the tale is more interesting.

A compendium class also usually has 2–3 moves that can be taken only if the starting move is taken. These are just like normal class moves, just with the requirement that you have to have already taken the starting compendium class move.

Compendium classes are ideal for concepts that don’t quite inspire a full class. If you can’t think of what the class looks like or how much HP it has, or if the class overlaps with existing classes, it’s probably better as a compendium class.

* see Compendium Class List
Custom Hireling Skills

## Acolyte

An Acolyte is an assistant in the arcane arts, who takes up magic in an almost fanatical sense, obsessed with ritualistic practice.

*Powerhouse* – When given sufficient time and safety the Acolyte can set up a temporary place of power, to perform any kind of magical practice. The condition "The best you can do is a lesser version, unreliable and limited" will always be added to a ritual using Powerhouse, and cannot be vetoed.

*Ritual Assistance* – When performing Ritual, you may choose to veto a number of GM conditions equal/up-to the Acolyte's skill -1. All vetoed conditions will reflect back onto the Acolyte in some negative fashion, sometimes even invoking an Order Hirelings roll due to risk. If 4 conditions are ever vetoed at once, then the Acolyte dies from the magical backlash of the ritual.

## Apothecary

*Applied Theory*-
Any poison the Apothecary uses loses the dangerous tag and gains the mostly harmless tag. When you order the Apothecary to apply a poison to a weapon, drink or object, they take -1 ongoing to any other hireling skill or Loyalty. This effect lasts until they have considerable down time or medical attention to recover from accidentally poisoning themselves.

*Peculiar Brew* -
When you have down time, the Apothecary can brew +Skill worth of any commonly commercially available poison or potion. However any home brew created by the Apothecary will have strange and unwanted side effects.﻿

## Cook

*Bush Tucker -*
When you make camp the Cook can create +Skill amount of temporary rations. These rations are perishable and will last for a day or two at most.

*Celebratory Feast* -
When you Carouse, you can choose to add +1 to the roll by having the Cook whip up a feast. However you now add this to the list of Carouse options to choose from:

* Nobody suffers food poisoning

## Man/Maid Servant

*Porter*- The servant has Load 6+Skill carrying capacity. Anything they carry won't drop or be lost to unforseen circumstances unless they are killed or its forcibly taken off him by another character.

*Domestic Service* - When the party Makes Camp, the servant takes care of the tedious chores involved in settling in for the night.  For each point of Skill, an adventurer can have an extra hour of uninterrupted time for their own personal purposes. The total number of hours uninterrupted skill can be divided between two or more adventurers.
Tinker

When you go to build or create

    something never seen before, tell the GM what you are trying to invent and what it does. The GM will give you one or more of the following conditions and costs:

* It requires considerable study
* You need someone else's expertise to see it to completion
* The components are rare and hard to come by
* The components are expensive
* It will take a very long time.
* It will require continuous experimentation. ﻿