Draw the Map Making the world together Lead the Way Rules for hirelings and followers See the World Traveling from place to place Weather the Storm Simple moves for handling weather Live to Tell the Tale Compendium classes Ask the Fates Rolling dice to reveal the unknown Plumb the Depths Building dungeons on the fly Name Every Person A collection of cultural name lists This supplement details a system for cre- ating and exploring a campaign setting using the Dungeon World rules.
As such, it presumes familiarity with those rules. You should find it easy to choose which ones If there is no desire or call for a ques- you want to incorporate into your own tion, but the fiction demands advance- play, and which ones to ignore. With that in mind, mix things up is felt, you are exhorted the first step of world-building in The to roll.
Perilous Wilds is ask. Rolling dice for moves is already inte- The GM should ask the players questions gral to seeing what happens in a game about the their characters and their of Dungeon World, and The Perilous surroundings whenever she feels like it, Wilds adds more opportunities for roll- knowing that every answer deepens the ing by introducing a host of randomized involvement of everyone at the table.
And given its answer; others treat any question as focus, this would be a poor supplement fair game, making the players and GM indeed if that feeling were not exploited co-authors at close to the same level.
With new rules comes new terminology. An alma- The foundation of overland adventure is nac is a living document which can grow the map, a drawing or diagram showing and change over the course of play. Areas are subdivisions as places. Like the region landscape with a set bound- that contains it, an area ary, or outline. For everyone together. They come into play as a reult general impressions, obstacles, hazards, of certain moves see pages , or and anything else of interest.
A Discovery is anything the party finds Terrain type that is interesting, but not an immedi- A region, area, or site is usually tagged ate threat. It might be beneficial, like with a descriptor that sums up its pre- a freshwater spring; something worth vailing landscape or political organiza- investigating, like an overgrown ruin; tion. Since making a comprehensive list or an obstacle, like a bog or chasm. Traps and A region defined by a natural bound- hostile creatures are the most common ary might be Oak Forest, Farmland, or types of Dangers.
A Danger encoun- Snowy Mountains, while one defined by tered in the course of a journey may be a political border might be a Kingdom, incidental, or it may become a Danger Barony, or Tribal Lands. An area within a Forest region might Place tags possess the terrain type Blighted Woods, Elf Hunting Grounds, or Rocky Hills.
Regions, areas, and sites may be as- A site within a region or area might signed tags to help guide the fiction, have the tag Ruins, Cave, or Landmark.
The list here is intended as a Danger level starting point, and should by no means A given place usually possesses a tag be considered exhaustive. Ultimately, the GM decides ways in which a region, area, or site can whether a given move qualifies as dan- be tagged. On page 7 you will find an example of how a region can be defined entirely by Safe: A civilized land, refuge in the a nested listed of places and tags. Frigid: the coldest part of the world, Perilous: Here be monsters.
Be vigilant, often covered in ice and snow. Temperate: mild, with temperatures Alignment generally ranging from warm to cool, As characters in Dungeon World pos- and usually subject to the four seasons sess specific alignments, so may places of spring, summer, fall, and winter. While most parts of the natural world are considered Neutral by Torrid: the hottest part of the world, in- default, a civilized kingdom might be cluding arid deserts and humid jungles.
Following are some Difficult: hard to traverse swampland, examples; you are encouraged to invent dense jungle, steep hills, etc. Enchanted: imbued with arcane energy Barren: lacks abundant water and fertile that causes some particular effect. Foraging see page 25 on Barren terrain is difficult. Holy or Unholy: blessed by some divine power or stained by blasphemy. Blighted: cursed, poisoned, or diseased by some malificent force. See the following page spread for an example of a more detailed almanac.
Chalkwood Downs Temperate, Wooded Highland, Perilous, Neutral Details Area. Perilous, Evil U Severe, rocky hills A narrow ravine slicing fifty feet down U Jutting slabs of pale stone through rock to a clear trickle of water. U Sparse, slender, white-leaved trees A desiccated corpse is wedged in a nar- U Roots like snakes, reaching into rock row spot halfway down.
Upstream, the U Knee-high yellow grass water emerges from a break in the rock U Spring: carpet of pale yellow flowers that opens into a natural cave system. U Summer: Pale stone, blindingly bright Something glitters in the streambed. Skysplitter GM what. Perilous, Neutral A needle-like spire of rock, rising aber- Site. The Toothy Stair rantly from the surrounding downs, vis- Perilous, Neutral ible at a great distance, always further A natural stair ascending a cliff face, away than it appears.
U What are the roots of the mountain Perilous, Evil Two large openings side-by-side in a Encounter. Missionaries rocky hillside overlooking a wooded vale Good lead into a set of caves which are home A pair of priests escorted by four mem- to a mated pair of White Walkers. Amongst the detritus in their Site.
Unsafe, Neutral Treasure. Seal of Sardoza A colonnade of curved white pillars 1 weight, coins resembling the ribcage of some great A stone disc one hand wide, carved with beast, half-submerged in the earth. Of great value to col- lectors, historians, or scions of Sardoza. Dangers Monster. Horde Site. In one such depres- attack the wounded as well as the dead. HP 16 Armor 2 What do you do? Special Qualities Vulnerable to fire and sunlight Bone-colored bipeds that stalk the Downs at night like the ghosts of giants.
Their bellowing can be heard echoing from ridge to ravine at dusk and dawn. A map of some kind is essential for at some point after play begins, taking overland adventure, and can be drawn a break from the action to define the on anything that works for your group: wider world. The main thing a map needs to convey Since all judgements of travel time and is the geographic relationship between distance will be made by the GM on a different places regions, areas, stead- case-by-case basis, an accurate scale of ings, and sites.
Specifically, it needs measurement is unnecessary. However, to show which regions are adjacent to if the GM is a stickler for realism and which other regions, and roughly where consistency, you may find it helpful to known areas, steadings, and sites are use a hex grid for your map, and use a located within each region.
The rela- scale that fits your vision of the playable tionship of these places to one another world 3 or 6 miles per hex is common. If your map is preexisting i. Have you gathered in a village The GM may wish to write up an alma- on the frontier? Have you just emerged nac for one or more regions, or leave from a ruined temple in the wild?
If no their contents to be discovered during one has an idea, or the GM has a great play. Ask everyone what your starting point To get started, place a blank map in is called and write down the best name. If you Add regions think your group would benefit from A region is a large swath of land will need to name lots of things. The or sea, defined by either its prevailing most direct approach is to give a thing terrain type dark forest, desert, frozen a name in plain English that describes highland, etc.
More defined by its terrain or a political bor- colorful and poetic names are great if der, and then write its name on the map you are so inclined. Consistent and sensible use of language can tie a setting together in subtle ways that contribute greatly to the overall atmosphere as demonstrated by a certain Oxford professor , whereas generic fantasy names with no lingusitic basis tend to have the opposite effect.
You can forego this consideration and just name things however you see fit, or take the time to create a naming strategy, like the one outlined here. Using the will be based on Welsh. However you vilage, town, keep, or city. If note or drawn icons trees, hills, etc. To add a region, draw a closed outline A site is a point of interest or landmark, of any shape. Once places have been added ous person added a huge, continent- to the map, move on to the next step.
Add personal places When the map comes back around Five is a oldest character, each player not the good minimum, but if you feel like your GM names two things: one place they characters would know more about the call home, and one place that is signifi- world, send the map around the table cant to them.
When you choose your home, you can make it some place already on the map, Step 3 or add a new steading or site and add it Add places to the map. When you name a significant place, Starting with the player with the most you can choose an existing place or add well-traveled character, each person a new one rolling it up on the Ran- adds an area, steading, or site to the dom Place table on page 17 if you feel map.
The GM gets to add stuff too. Mark it on the map and say An area is a sort of sub-region, defined what happened there. It should be one by its terrain or political significance, of if not the most important thing that but contained within an existing region.
When you add an Once every player has said these two area, place it within an existing region things, move on to the next step. Step 5 Step 6 Add connectors Share rumors and legends Starting again with the player with the Starting with the player who has the most well-traveled character, add con- most knowledgeable character, each nectors to the map. This else that connects things in the world. When you draw a river or other returned from the Eastern Deeps.
Ideally, this conversation should be Keep in mind also that settlements re- in character. Ask clarifying ques- quire fresh water to survive, so consider tions; chide the speaker for giving any drawing rivers and streams that pass credence whatever to such malarkey; through steadings already on the map.
Once connectors have been added, What if it really is true? Step 7 Set forth into a world of adventure! We note these things right on the map. As each region is added, we talk about what kind of terrain defines it. Step 6: rumors and legends are shared. Throndir tells us that the last expedition to the Citadel never returned; Swallows-His-Fear claims that an artifact belonging to his people resides at the bottom of the Pit; Octavia relates that the Three Fingers are a pilgrimage site, representing the virtues of faith, honor, and courage.
The stage is set. Random Region When you need to create a new region and need inspiration, roll one up.
First, roll 1d12 for the region name template. Then, roll for each component of that template until you have a complete name. Random Place When you need to create a new place and are at a loss, roll one up.
First, roll 1d12 for the place name template. Quality represents how effective the follower is, particularly in the areas defined by their tags and moves. A follower of average competence has a Quality of 0. The rules in this section cover the Loyalty tracks how committed the creation, recruitment, and usage of fol- follower is to you and your cause.
Note that Loyalty is a support in the form of porters, hunt- resource to be used up by the GM like ers, guides, and guards, not to mention any other. Followers er to follow. Although a strong leader or are those individuals people, beasts, or worthy cause can be motivating factors, monsters who offer such assistance, ac- all but the most selfless followers do the companying the party on their exploits dirty work in exchange for coin or other about the world.
Note that followers can deal and take Like monsters, followers have HP, damage. They do so like a monster armor, damage, and instincts. They does. When they they act. Unlike monsters, they have are reduced to 0 HP, they are out of the three additional statistics: Quality, action and probably dead or dying— Loyalty, and Cost.
Follower moves Instead, use the moves on the next page. When you go looking to hire help, tell GM chooses 1 from the list below. A group is a follower like any other, but U You can tell at a glance they are less with the Group tag. Which might involve you these parts: grilling them, right now. U They complain loudly, now or later, and demand something in return When a follower does something chancy U Caution, laziness, or fear makes that falls beyond the scope of their tags or them take a long time to get it done moves, or does anything on their own, the GM will tell you what happens.
The Ranger any potential consequences. Write moves for the follower that Give each follower a name, roll on one further describe their behavior and or more of the NPC tables pages abilities. These are for you, the GM. When it comes time to de- the players look to you to see what the termine specifics, follow the instructions follower does, or when they give you a under the relevant entry below.
If you golden opportunity. Optionally, you can replace a 12 Avoid danger or punishment tag with an extra move see next step. Choose shield, according to who they are and one, make one up, or roll 1d where they come from The o Hides or leather: 1 armor higher their Loyalty, the more o Scale or chain: 2 armor extreme the cost.
The higher their Qual- How dangerous are they in a fight? Pick ity, the more direct and tangible one according to who they are, or roll: the payback they require.
In addition to arms, armor, and any other tools of their trade, human-sized Glory: defeating a worthy foe in followers have a Load of 2.
Equip them battle. The higher their Quality, based on their circumstances and the the more worthy the foe must be. Prosperity of their home steading. Possibly limited to certain enemy types demons, barbarians, etc. Set its Loy- 12 Good: suffering alleviated, inno- alty as with any new follower. Choose or make up a Cost. Add The higher their Quality, the any tags you deem appropriate, greater the good required. How resilient are they? Pick one or roll Hardy: tough, hard-working, and will- Follower tags ing to put up with discomfort.
Examples: ability to provide aid to the injured and Woods-wise, Sea-wise, Herb-wise. Meek: they accept their lowly lot, and will do degrading or unreasonable things Athletic: good at running, jumping, without needing to Follow Orders. Magical: they are magical by nature or Beautiful: they make an impression, training, and sensitive to the work- drawing admiration and attention. Use at least one of their Cautious: they are careful and methodi- moves to elaborate on their powers. Devious: deceitful, treacherous, tricky.
Just the sort you want working for you. Stealthy: can avoid detection and often get the drop on foes. Spout Lore, Scout Ahead page 26 , or Navigate page 27 for the party therein. This section provides guidelines for tra- party bent on treasure hunting or long versing the world, as well as new moves distance travel, this factor can play an related to travel and exploration.
The estimation of travel time and team—perhaps turning the most no- distance for purposes of these moves is table into followers see page Players may wish to keep a written re- See the name lists starting on page 66 cord of travel times from place to place, for ideas for naming your mounts.
Mounts and other transport As noted in the glossary, central to Too much full of adventure. Tagged: dungeonworld osr indie. The Perilous Wilds by Jason Lutes is a supplement for Dungeon World that expands upon that games rules for wilderness travel. The best RPG books are those that are useful beyond the games they are intended for. The book borrows from what I would call the Vornheim aesthetic.
There are random tables galore. The writing is terse, but evocative. The layout is smart: spreads are assembled with care and thought as to what rules, writing, and images appear together on each set of pages. This sort of attention to detail is rare in RPG books. Browse Categories. Wolfenoot Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources.
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