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Almanacs
Adventure-ready regions
for Dungeon World
Contents
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Introduction.............................................................................................. 1
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Ahamaradis, the Pallid Dunes by Josephe Vandel . Edited by Justin Kahler ............ 14
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World and the overland adventure rules These almanacs are intended as ex-
supplement The Perilous Wilds. It is amples, but they’re also ready-to-run
intended primarily for GM use. regions that can be dropped into play.
These almanacs are all organized using Each has a specific terrain and climate,
the basic categories of Details, Dis- as indicated by its tags, so take these
coveries, and Dangers, but the specific into account before you choose where
application of that structure varies to place it in your game world. Sev-
depending on each author’s intent. eral (notably “Kirotoki Marsh,” “The
The primary goal of this collection is Paths of Ateşkazé,” and “Vannrik, the
to demonstrate how the loose template Lake Kingdom”) have specific cultural/
presented in The Perilous Wilds can be linguistic flavor, which may impact or
adapted, embellished, and modified to affect nearby regions.
suit a range of needs.
Keep in mind that specific geographic
Details are things that may be encoun- relationships between places in a given
tered or noticed at any point during region are not pre-defined; they’re usu-
exploration of the region. A detail may ally nailed down during play. Although
be a bit of background color, described as GM you are of course free to define
by the GM as the characters traverse the that stuff ahead of time, the map of a
landscape (“Against the white sky, you region usually gets filled in at the table,
see birds wheeling in and out of nests heightening the sense of exploration and
in the cliff face”); or something that discovery for all concerned.
encourages further investigation (“A
weird, fluting call echoes off the canyon Finally, remember that an almanac is
walls, with no clear point of origin”). only a kind of outline, and a region is
always bigger than what’s written on
Discoveries are anything the party the page. When the characters encoun-
finds that is interesting, but not imme- ter Discoveries and Dangers in a pre-
diately threatening. A Discovery might written region, you have three options:
be beneficial, like a freshwater spring or
patch of healing herbs; something worth 1) Refer to the almanac. Use one of the
investigating, like an overgrown ruin or Discoveries or Dangers created by the
cave mouth; or an obstacle, like a bog almanac’s author.
or chasm. 2) Make something up. Improvise a
Dangers are anything which, if left Discovery or Danger based on the
unchecked or unnoticed, may be harm- context provided by the almanac.
ful to the characters. Traps and hostile 3) Roll something up. Use the tables in
creatures are the most common types The Perilous Wilds to roll a Discov-
of Dangers, but a Danger might also be ery or Danger, and integrate the
something like a rockslide or region- result into the context provided by the
specific disease. almanac.
Happy exploring!
—Jason
1
Kirotoki Marsh
Temperate, Wetland, Difficult, Perilous, Neutral
Written & illustrated by Donna Almendrala
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1d12 Find
Details .............................................................................................................
.............................................................................................................
1-2 an animal skeleton, in repose
U Extremely humid 3 a broken tool (spade, axe, etc.)
U Insect hum, amphibian croaking 4 1D4 rations wrapped in oilskin
U Thick mist obscures everything 5 a bracelet worth 1D6x10 coins
U Abundant peatland, hanging moss 6 a sealed bone tube holding a scroll
U Cypress groves carpeted with fern 7-8 a tunnel leading deeper
U Dark sap, weeping from odd plants 9-10 a trap, natural or constructed
---------------------------------------------------------------- 11-12 a dangerous creature
Discoveries .............................................................................................................
.............................................................................................................
Area . The Corpseway
Area . Kirotoki River Perilous, Chaotic
Unsafe, Neutral Decaying corpses and moss-covered
While foot travel on patchy land or skeletons of various shapes and sizes
through shallow water is possible, the hang on braided vines from the trees,
furthest reaches of the Marsh would be appearing every few hundred feet to
most swiftly reached via the river. But those who penetrate the deepest parts of
instead of a single course, this water- the swamp. The freshest are dined upon
way offers a myriad of interconnected by carrion monkeys; the next-freshest
streams, channels, and kettle ponds. in the process of being scoured clean by
Negotiating these confusing waterways buzzing clouds of swamp-flies.
proves difficult without a map. .............................................................................................................
3
The Ancient Alvar
Temperate, Sparse Woodland, Windy, Perilous, Neutral
Written & illustrated by Rachel Kahn
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1-3 You draw the attention of a flock a treacherous landscape for outsiders.
of Magpie Hawks. They live solitary lives, and will trade
4-6 You’re blown off course and for hunting equipment, food, or warm
become lost blankets. But they do not like talk.
.............................................................................................................
4
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Dangers
.............................................................................................................
U Echoes that carry for miles 1 a cave-in; maybe you can dig
U Rumbling beneath you, all around through?
U Crunch of porous stone underfoot 2-3 a contraction, only a few feet
U More damn tunnels wide; maybe you can squeeze?
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4 a sheer rock face, as if the earth
just shifted
Questions 5-6 a precipitous drop; into what?
.............................................................................................................
U What do they make in distant Göyez 7 a vast chasm, a rift in the earth,
that drives the merchants and cara- your passage continuing on the
vans to brave these tunnels? far side; maybe there’s a bridge?
U What about the mountains above 8-9 a chimney, going up/down well
makes these tunnels a safer choice beyond your light
U You don’t believe the tales that a 10 a flooded chamber; maybe there’s
massive fire-worm carved the Paths, an exit underwater?
do you? 11 a brittle crust of hardened
U What properties are the plants of magma, still pulsing with heat
Orman Mağara said to possess? 12 a pocket of foul (dangerous?) air
U How much lamp oil have you
.............................................................................................................
6
.............................................................................................................
good. Kinda invincible; on a 7-9, you
Steading . Seyyah Cay, Pilgrim’s Tea
feel dreamy and euphoric for a few mo-
Village, Moderate, Growing, Militia,
ments, then snap out of it; on a 6-, mark
Oath (Göyez), Resource (food, water),
XP and fall into a stupor until violently
Need (timber, fuel, supplies)
shaken or injured—ask the GM a ques-
tion about the glory of Ateşkazé; your A thin stream of clean water flows
answer will come in visions and dreams. through Orman Magara, and after
some miles drains into a deep under-
When you drink again from the waters
ground lake in a vast cavern. A great
of Hayal Soluk, you do not heal but must
tube enters one side of the cavern and
still roll +CON as above.
............................................................................................................. exits on the far side of the lake. The
Area . Orman Magara, lakeshore is lined with crude buildings
the Forest Caves of stacked stones, and a wide, flat-
(OR-man MAH-ha-ra) bottomed barge—built long ago and
Warm, Forest, Cave, Perilous, Neutral, at great expense by merchants from
Difficult Göyez—ferries merchants and travelers
across the placid water.
In a past age, the caverns here collapsed
and an entire forested valley fell into The village is home to a few old families
the earth. A stream still falls from the —pale, soft-spoken, and bug-eyed. A
surface, catching sunlight for a few few newcomers also live here, as a last
hours each day. The shadowy reaches of resort. There’s water and bottom-feed-
this subterranean wood are home to the ing fish aplenty, but the villagers are
Pale Monkeys. in constant need of candles, lamp oil,
cloth, tools, and wood. Spices and “ex-
U Miles of narrow, rugged cavern otic” meats are a luxury here, though
teeming with life most villagers do not even recognize
U Sheer rock walls, hundreds of feet fruits and vegetables as food. Coin is
high, dotted with tunnels worthless, except among other travelers;
U A stream pouring in from the sur barter is the only means of trade.
face, dissolving into spray
U Thick fog at night U Who was it you heard had taken
U A gray mist, even by day refuge here?
U A deep pool of pure water, shock- U What treasure have you heard is
ingly cold sunk at the bottom of this deep lake?
U Ferns and vines, sprouting from
every crack
U Skinny trees, reaching up forever
U Echoing screech of monkeys, must
be dozens of them
U Something growling in the bush
7
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----------------------------------------------------------------
A pass leads through the mountains, at-
tempted only by the hardy or desperate. Area . The Face of Judgement
.............................................................................................................
At its highest, it traverses the faces of Unsafe, Difficult, Chaotic
three inhospitable peaks before descend-
ing to the lowlands on the far side. The peak of judgement stares down,
---------------------------------------------------------------- ready to test any who dare leave the
foothills and follow the trail upon her
Details
............................................................................................................. snowy shoulders.
U A small cairn, the only trail marker
When you prepare your soul for the
U A bleak tumble of shale, not a green peak’s judgement, roll +WIS: on a 7-9,
leaf in sight hold 1. On a 10+, hold 3. Spend hold to
U Patchwork of rock, crusts of snow avoid falling or dropping something.
U The peaks rise impossibly high, .............................................................................................................
11
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A tall wall, topped with the skulls of Discovery . Site
Goatkin and Storm Seals, protects Sealnest
an orchard and lush garden of strange Perilous, Evil
plants, laden with heavy black fruit. The tip of the Face of Secrets catches
A stone arch (the only entrance) is sunlight and glints like a jewel. It ap-
blocked by the gatekeeper, an outra- pears topped by a great sphere of water,
geously stocky man in a dirty cowl. forty yards in diameter. A thin crust
He upholds Shelek’s ban on visitors of ice and slush ripples in strong wind.
resentfully, taking his duty to passive Storm seal minnows wriggle through the
aggressive extremes. water. Let’s hope the flock is not near.
.............................................................................................................
Danger . Creature
path. It cuts down several hundred feet,
Steam Gnome
narrowing to a tight gap before drop-
Group, Small, Intelligent, Organized
ping into a blue cavern of ice.
Damage Pickax 1d8 (close, piercing 1)
An expanse of black water awaits at the
HP 6 Armor 2
bottom. A lamplit leviathan might come
Special Qualities None
to investigate unusual sounds.
Inside the steam gnomes’ tunnels, all .............................................................................................................
12
Illo of all the Saddle, lowlands in distance
---------------------------------------------------------------- .............................................................................................................
U Bone-white sand, bright with the sun ments of the dunes, which ebb and
U Gentle wind, like whispers of the dead flow to a hidden pattern beyond mortal
U Tall chalkstone formations understanding.
.............................................................................................................
U Pale-feathered carrion birds
Area . Valley of the Dome
U Fossilized trees, hard as steel
Unsafe, Evil
U Indistinct, low-frequency humming
Among whirling dunes lies a valley of
U A lone figure atop a flowing rise
windstill ruins, the remains of a vast
U Rainy season: white grass grows
dome that once spanned nearly half a
and dies rapidly
mile. No known civilization could have
----------------------------------------------------------------
created this wonder. Strange iron chains
Discoveries of great length snake hiter and yon,
.............................................................................................................
imbued with some dark energy; what-
Site . The Lonely Light-Tower
ever they once bound may still roam
Safe, Neutral
this place. The sands sweep over heaps
The sole landmark of note on the coast
of rubble, among which may be found
of Ahmaradis, a crumbling spire whose
intact rooms and stairwells descend-
ageless arcane light shines bright in the
ing into the earth: one connects to the
night. Members of The Pallid Ward
Halls of Silent Vows and another to
maintain a shrine here, and warn those
the the Necropolis of Balredim.
who put ashore not to enter the sacred .............................................................................................................
dunes. They trade precious silken fab- Area . Halls of Silent Vows
ric, produced in their sanctum, for food Safe, Holy, Lawful
and herbs from itinerant merchants. The Pallid Ward built their temple out
.............................................................................................................
of marble blocks—carved with a confu-
Encounter . The Pallid Ward
sion of waving lines and circles—scav-
Lawful
enged from the Sunken City. Unlike
An ancient order of paladins who seek
their brethren elsewhere in Ahamara-
revelation by observing the movements
dis, all but one of the two score paladins
of the dunes. Peaceful but honoring the
dwelling here have taken an oath of
ways of the sword, they are charged
silence. The one who has not guards the
with the protection of the Sunken City,
front gate, warning off those who would
where their order originated. They are
disturb the peace.
well-equipped to defend against raiders
and fortune hunters. Anyone who speaks within earshot
.............................................................................................................
of the Pallid will be escorted out and
Area . The White Sea forbidden to return. Anyone speaks out
Unsafe, Holy, Neutral of earshot will be visited at night by the
The dunes and heat of the desert play Silent Sisters.
tricks on the traveler’s mind. The way
is easily lost, and some are doomed to
wander in circles. Even those familiar
14
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Site . Lutterskog
(LOO-tur-skoke, “Luther’s Wood”)
Forest, Perilous, Neutral
The mainland south and east of Nyby
is dominated by a hardwood forest, the
wood from which is particularly excel-
lent for the crafting of musical instru-
ments. However, Raderfroste have
been known to haunt the place, preying
upon travelers and logging parties alike.
16
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practice without distraction. Bards
Steading . Nyby
are employed by nobility far and wide
(NEE-bee, “New City”) as record keepers, as well as aids in a
City, Moderate, Steady, Garrison, variety of other tasks—land cultivation,
Market, Guild (Bards), Oaths (Fiskbin, forestry, and so on.
trading port to the north), Lawful
U What is rumored to have happened
The largest island in the archipelago, in the Academy in recent history,
circumscribed by tall stone walls, which respectable folk refuse to
broken by gates to the north and south discuss?
which open onto bridges connecting the .............................................................................................................
17
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Donna Almendrala is a cartoonist who usually likes to draw chimps and submarines,
but by day she works at the Schulz Studio, so lately she’s been working more on her
Snoopys and Charlie Browns. She spends most of her free time playing or obsessing
about board games and RPGs.
You can find her work at donnaalmendrala.name and follow her RPG adventures
on rollpluswis.tumblr.com
...................................................................................................................................................................................................................................
Jeremy Strandberg has opinions about role playing games, especially Dungeon
World. Some are nitpicky, others grandiose, and still others downright hereti-
cal, but he’s usually willing to share them. You can find him at plus.google.
com/+JeremyStrandberg or by posting at the Dungeon World Tavern.
...................................................................................................................................................................................................................................
Michael Prescott codes by day, games by night, and squeezes in a little illustration
and writing on the side. He publishes a collection of two-page adventures at blog.
trilemma.com
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Josephe Vandel is an illustrator and mapmaker who has scribbled maps since he
could hold a pen. He still has many worlds to explore, like those in his Patreon proj-
ects at www.patreon.com/mapforge
...................................................................................................................................................................................................................................
Sophie Yanow is a cartoonist and lover of many things fantastical, although her
usual work tends towards “reality.” She is thrilled to have finally written a small
world for adventurers to explore. Her more mundane projects can be seen at www.
sophieyanow.com