By Sage LaTorra, Adam Koebel
Dungeon international is a global of wonderful event. a global of magic, gods and demons, of excellent and evil, legislations and chaos. courageous heroes enterprise into the main harmful corners of the land looking for gold and glory.
Adventurers take many shapes in Dungeon international. The races of elves, males, dwarves, and halflings all have their heroes. a few are near-invincible beasts of conflict encased in iron armor. Others are extra mysterious, conjuring up and wielding the robust forces of magic. Treasure and glory are sought by way of a holy cleric, a difficult thief, a strong paladin, and more.
It isn’t all effortless heroics and noble bravery, notwithstanding. at any time when the ranger publications his buddies during the historic woods there are 100 issues ready to chunk his head off. Slavering hordes of goblin troops, probably. Or is that this the Cursed wooden, the place dwells the grey Witch? Or the throngs of hateful lifeless, seeking to drag a meaty corpse again to their lair? frightening, definite, yet there’s treasure, too.
More gold and jewels and magic misplaced to guy have fallen among the cracks on the planet than you could think. Who larger to retrieve it than a band of stalwart heroes?
You and your folks are these heroes. You pass the place others can’t or won’t. There are giant issues lurking on this planet. Are you prepared to stand them?
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Extra info for Dungeon World
Most simply go about the business of replaying the same actions, night after night. Some simply appear, silently. Grief and regret are more common motivations for these ghosts than anger. The consequence of seeing a ghost might just as easily be a crippling, debilitating sadness as much as a physical peril. This has its own hazards, particularly for the Uratha, who, although spiritual beings, tend to respond to threats with violence. How can you fight sorrow with tooth and claw? How can you run away from grief?
There are no hard and fast rules for dealing amicably with the dead. Most Uratha (and vampires, and mages) avoid it if they can, but, all too often, they have no choice: the dead are too many to avoid every time. The night people in the more haunted areas collect such lore, if only to be able to survive in their hometowns. 36 Chapter One-The Lie of the Land Commoner Elodoth maintain oral traditions, passing them on to their packs and their children’s packs. Awakened Consilii keep information in manuscripts, filing cabinets or magically protected servers.
Few Uratha get a good deal from a flock of magpie-spirits. A further complication is that magpie-spirits can only deal in certain ways if they appear in certain numbers. Jackdaw-spirits, on the other hand, do know many gifts, but are best avoided, since they are compelled to bring disaster on those who give less than what the spirits think a Gift is worth. The spirits of owls and nightingales often teach Gifts of soothsaying and death. Neither one, however, is as knowledgeable in the field of death as the spirit of the black rabbit.
Dungeon World by Sage LaTorra, Adam Koebel