Lamashtu

In Mesopotamian mythology, Lamashtu (Akkadian dLa-maš-tu) was a female demon, monster, malevolent goddess or demigoddess who menaced women during childbirth and, if possible, kidnapped their children while they were breastfeeding. She would gnaw on their bones and suck their blood, as well as being charged with a number of other evil deeds. She was a daughter of the Sky God Anu. Lamashtu is depicted as … Continue reading Lamashtu

Ninhursag

Ninhursag (or Ki) is the Babylonian Antu, and is known in the Western lands as Juno. Ninhursag was connected with all aspects of the life of women, most particularly married life, fertility, and matriarchy. Ninhursag’s spouse was Enki. Ki’s spouse was An, and Enki was descended from her. Incestuous lot, that pantheon. In a triparte maiden / mother / crone taxonomy, Ninhursag is mother and … Continue reading Ninhursag

Eastern Paladins

The Paladins in Perilous Paths emerge from the monastic traditions of the Holy Church, and their vows of poverty, humility, and obedience. Paladins (the important ones anyway) are also known as Justicars, and their most important function in society is to deliver Justice. The Red Paladins of Mithras and the Blue Paladins of Venus do have significantly differing views on what Justice looks like (Red … Continue reading Eastern Paladins

Custom Move: Research a Spell

Based on the Wizard Starting Move “Ritual” “Research New Spell” Requirements: It requires the night of the new moon It requires a place of power You’ll have to disenchant the relevant magical scroll (or spellbook) to do it Note: Wizards gain access to one new spell every time they gain a level. In this case, the requirements to disenchant the scroll or book are waived.When … Continue reading Custom Move: Research a Spell

“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