“Powered by the Apocalypse”, some implications

As discussed yesterday, the core mechanic of Dungeon World is a Move. When a character triggers a Move; you get a Full Success, Partial Success, or a Miss. I’ve come to love the Partial Success result since I started playing Talislanta in the previous century, so this is was an easy transition to make. But the “Miss” result is where things get complicated and deep … Continue reading “Powered by the Apocalypse”, some implications

“Powered by the Apocalypse”, the Basics

The core player mechanic in Dungeon World is a Move. A Move tell you the conditions required to make the Move (the Trigger), modifiers to your roll (usually an Ability Score modifier), and the specific results on Full Success (“You do it with little trouble”) or Partial Success (“You do it, but with complications or trouble.”). You get a Full Success when you roll 10 … Continue reading “Powered by the Apocalypse”, the Basics

The Undead of Lyonesse

As previously discussed, you’ve got your Edimmu (Ghosts, Shadows, Banshee, and Spectres) Gallûs (Ghouls and Ghasts) Rabisu (Vampires, Mummies, and Raksasa) All of those are “unnaturally occurring”. You’ve also got your Skeletons and your Zombies, which are raised by the sorcery of a necromancer. Then you’ve got a variety of creatures that only the Church has categorized, such as the Draugr, Mohrg, and Wight-Wolf. Continue reading The Undead of Lyonesse

Witchcraft

In deference to modern sensibilities, Perilous Paths has witches, but they’re not the agents of chaos, evil, and depravity that the historical context would indicate. The loan word in Parsik and Common for darkling witches of either gender who practice infernal sorcery is “ýâtu”, and their dark art “ýâtavô”. The Code of Hammurabi (1.) has things to say about witchcraft, and the context is specifically … Continue reading Witchcraft

Language and Literacy in the Empire

The common (trade) tongue is Latin. In the Empire, pretty much everyone regardless of caste (including the Ardu) can speak Latin, plus whatever regional dialect is local to them. The Mushkenu (middle class) of the Empire were literate in the common tongue as well. This was one of the defining features of the Mushkenu, in fact. So, scholars and scribes and teachers may be penniless … Continue reading Language and Literacy in the Empire

Perilous Paths Campaign Three: The Saexa Menace

“The adventurers are a band of Mushkenu mercenaries (a quite small band, as it happens). Mercenary work is legal in the land of Brycheiniog, and can be* entirely honest. You are known in Bridegford, and to a lesser extent northern Brycheiniog. The glory and treasure that are the lifeblood of adventurers will further your reputation, and the border regions between the civilized kingdoms of the … Continue reading Perilous Paths Campaign Three: The Saexa Menace

BACKGROUND: CYMRY

This is the native culture of the humans of Lyonesse that predates the arrival of the Holy Empire Names: Bleddyn, Cadwgan, Einion, Gwyn, Ieuan, Llywarch, Meurig, Rhiryd, Rhys, Seisyll, Trahaearn Angharad, Dyddgu, Erdudfyl, Gwerydd, Iwerydd, Morfudd, Morfyl, Myfanwy, Perweur, Tangwystl Starting Moves Bard When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their … Continue reading BACKGROUND: CYMRY