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Rules & Supplements

This is a Dungeon World game. We’re using three supplements, but since they each replace some rules, knowing which one takes precedent can be important. Most of the rules that overlap are for the GM, but you might want to know what you can expect.

Dungeon World

Dungeon World

by Sage LaTorra & Adam Koebel

The base game that the other supplements build on top of. This provides the basic structure of our game and most of the rules we’ll be using regularly at the table.


Class Warfare

Class Warfare

by Johnstone Metzger

A supplement for Dungeon World for creating custom characters. See the page on character creation on this wiki for the procedure to create a character. It’s mostly just as described in this book, though we’ve replaced races with heritage moves from Planarch Codex Note that the “Monstrous Heritage” specialty in Class Warfare is a bit redundant after that. Some of the other specialties, like Householder or Landed Gentry, are a more difficult fit with the premise of freebooters desperately trying to make it in the city of Dis. As always, begin and end with the fiction. Each of the specialties are available as a compendium class, though, so while those choices may not make sense for a starting character, they may make absolute sense for you later on.


Class Warfare

The Perilous Wilds

by Jason Lutes

A supplement for Dungeon World for exploration, especially for wilderness areas and overland travel. It’s not entirely published yet — only in a pre-release PDF available to Kickstarter backers — but it provides a lot of great options for wilderness exploration and hirelings, as well as some random tables that the GM may rely on. If you decide to push beyond Dis’s beachheads in the planes it’s currently consuming and beyond the urban areas you find on the other side, we’ll use the rules in this supplement to explore those planes. This supplement also provides a few additional compendium classes that you may want to pursue.


Planarch Codex: Dark Heart of the Dreamer

Planarch Codex: Dark Heart of the Dreamer

by Jonathan Walton & Friends

A supplement for Dungeon World for “worldly fantasy.” It provides the seeds for the setting as well as a new agenda, some new principles, and new moves (both for the GM and for the other players) to reinforce themes of globalization, colonialism, urbanization, cultural transformation, migration, and other aspects of real human societies.

Moves

Languages

We’ll explore the parishes of Dis in play. Some of them may have a one-to-one correlation with another plane that Dis is devouring or has devoured, while others may be more complex, like Ditchwater. When we see a new parish for the first time that connects to another plane, we’ll use the procedure from Planarch Codex to begin fleshing it out, using a passage from Italo Calvino’s Invisible Cities as a seed. Calvino’s name is what that city is called in Disian, though. The inhabitants of that city speak their own language. For that, we’ll use the language creation rules from Joshua A.C. Newman’s Shock: Human Contact.

We’ll go around the table twice, so that each player contributes two syllables to a list.

Consider all the sounds you can make, not just the ones from English. Think about the Scottish “gh,” Japanese “r,” Indian “dh,” and German “ch,” as well.

This will give the language a specific sound. The first thing we’ll do with this list is use it to give the language, the city, and the plane a name with it. We’ll use it to name people, places, and things in that language. If we notice anything special about its grammar or other rules, we can put those down to, but we can also just play to find out. Your character probably won’t know most of these languages, though. You can use the acculturation move to learn it.

In Dis, these languages have to contend with Disian. Enclaves of speakers may live together, resisting assimilation. The language may take on Disian loan words, and inhabitants of Dis may even appropriate words from that language (which conservatives in Dis will certainly lament as the downfall of their beloved city).

We’ll also play to find out more about the language, how it works, and what it reveals about the people who speak it and the world they inhabit as part of our unfolding planar anthropology.

You might also notice that certain sounds come up in certain situations. Maybe every character whose name starts with “Kuw” is a woman, so it’s a marker of gender. Or perhaps place names are always hyphenated words, leading you to conclude that places are named for the constellation of mountains that can be seen from that spot.

As you explore a plane beyond the particular city that Dis has begun its invasion through, you will encounter other groups of people with their own traditions and their own languages. Come up with the new language using the same procedure.

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