Dungeon World DM Screen
Dungeon World DM Screen
Dungeon World DM Screen
DM AGENDA
Portray a fantastic world
Fill the characters lives with adventure
Play to find out what happens
DM PRINCIPLES
Draw maps, leave blanks
Address the characters, not the players
Embrace the fantastic
Make a move that follows
Never speak the name of your move
Give every monster life
Name every person
Ask questions and use the answers
Be a fan of the characters
Think dangerous
Begin and end with the fiction
Think offscreen, too
DM MOVES
DUNGEON MOVES
Change the environment
Point to a looming threat
Introduce a new faction or type of creature
Use a threat from an existing faction or type of
creature
Make them backtrack
Present riches at a price
Present a challenge to one of the characters
BASIC MOVES
HACK AND SLASH
When you attack an enemy in melee, roll+STR. On a 10+ you
deal your damage to the enemy and avoid their attack. At
your option, you may choose to do +1d6 damage but expose
yourself to the enemys attack. On a 79, you deal your
damage to the enemy and the enemy makes an attack
against you.
VOLLEY
When you take aim and shoot at an enemy at range,
roll+DEX. On a 10+ you have a clear shotdeal your
damage. On a 79, choose one (whichever you choose you
deal your damage):
You have to move to get the shot placing you in danger
of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reduce your ammo by 1.
DEFY DANGER
When you act despite an imminent threat or suffer a
calamity, say how you deal with it and roll. If you do it
by powering through, + STR
by getting out of the way or acting fast, + DEX
by enduring, +CON
with quick thinking, +INT
through mental fortitude, +WIS
using charm and social grace, +CHA
On a 10+, you do what you set out to, the threat doesnt
come to bear. On a 79, you stumble, hesitate, or flinch: the
GM will offer you a worse outcome, hard bargain, or ugly
choice.
DEFEND
When you stand in defense of a person, item, or location
under attack, roll+CON. On a 10+, hold 3. On a 79, hold 1.
So long as you stand in defense, when you or the thing you
defend is attacked you may spend hold, 1 for 1, to choose an
option:
Redirect an attack from the thing you defend to you
Halve the attacks effect or damage
Open up the attacker to an ally giving that ally +1
forward against the attacker
Deal damage to the equal to your level
AID OR INTERFERE
When you help or hinder someone you have a bond with,
roll+Bond with them. On a 10+ they take +1 or -2, your
choice. On a 79 you also expose yourself to danger,
retribution, or cost.
SPOUT LORE
When you consult your accumulated knowledge about
something, roll+INT. On a 10+ the GM will tell you
something interesting and useful about the subject relevant
to your situation. On a 79 the GM will only tell you
something interestingits on you to make it useful. The
GM might ask you How do you know this? Tell them the
truth, now.
DISCERN REALITIES
When you closely study a situation or person, roll+WIS. On
a 10+ ask the GM 3 questions from the list below. On a 79
ask 1. Take +1 forward when acting on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PARLEY
When you you have leverage on a GM character and
manipulate them, roll+CHA. Leverage is something they
need or want. On a hit they ask you for something and do it
if you make them a promise first. On a 79, they need some
concrete assurance of your promise, right now.
SPECIAL MOVES
LAST BREATH
When youre dying you catch a glimpse of what lies beyond the
Black Gates of Deaths Kingdom (the GM will describe it).
Then roll (just roll, +nothingyeah, Death doesnt care how
tough or cool you are). On a 10+ youve cheated deathyoure
in a bad spot but youre still alive. On a 79 Death will offer you
a bargain. Take it and stabilize or refuse and pass beyond the
Black Gates into whatever fate awaits you. On a miss, your fate
is sealed. Youre marked as Deaths own and youll cross the
threshold soon. The GM will tell you when.
ENCUMBRANCE
When you make a move while carrying weight up to or equal to
Load, youre fine. When you make a move while carrying
weight equal to load+1 or load+2, you take -1. When you make
a move while carrying greater than load+2, you have a choice:
drop at least 1 weight and roll at -1, or automatically fail.
MAKE CAMP
When you settle in to rest consume a ration. If youre
somewhere dangerous decide the watch order as well. If you
have enough XP you may Level Up. When you wake from at
least a few uninterrupted hours of sleep heal damage equal to
half your max HP.
TAKE WATCH
When you youre on watch and something approaches the
camp roll+WIS. On a 10+ youre able to wake the camp and
prepare a response, the camp takes +1 forward. On a 79 you
react just a moment too late; the camp is awake but hasnt had
time to prepare. You have weapons and armor but little else.
On a miss whatever lurks outside the campfires light has the
drop on you.
CAROUSE
When you return triumphant and throw a big party, spend 100
coin and roll + extra 100s of coin spent. On a 10+ choose 3. On
a 79 choose 1. On a miss, you still choose one, but things get
really out of hand.
You befriend a useful NPC
You hear rumors of an opportunity
You gain useful information
You are not entangled, ensorcelled, or tricked
OUTSTANDING WARRANTS
SUPPLY
When you go to buy something with gold on hand, if its
something readily available in the settlement youre in, you can
buy it at market price. If its something special, beyond whats
usually available here, or non-mundane, roll+CHA. On a 10+
you find what youre looking for at a fair price. On a 79 youll
have to pay more or settle for something similar.
RECOVER
When you do nothing but rest in comfort and safety after a day
of rest you recover all your HP. After three days of rest you
remove one debility of your choice. If youre under the care of a
healer (magical or otherwise) you heal a debility for every two
days of rest instead.
RECRUIT
When you put out word that youre looking to hire help, roll. If
you make it known
that your pay is generous, take +1
what youre setting out to do, take +1
that theyll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an
additional +1. On a 10+ youve got your pick of a number of
skilled applicants, your choice who you hire, no penalty for not
taking them along. On a 79 youll have to settle for someone
close or turn them away. On a miss someone influential and illsuited declares theyd like to come along (a foolhardy youth, a
loose-cannon, or a veiled enemy, for example), bring them and
take the consequences or turn them away. If you turn away
applicants you take -1 forward to Recruit.
BOLSTER
When you spend your leisure time in study, meditation, or hard
practice, you gain preparation. If you prepare for a week or two,
1 preparation. If you prepare for a month or longer, 3
preparation. When your preparation pays off spend 1
preparation for +1 to any roll. You can only spend one
preparation per roll.
LEVEL UP
When you have downtime (hours or days) and XP equal to (or
greater than) your current level + 7, subtract your current level
+7 from your XP, increase your level by 1, and choose a new
advanced move from your class. If you are the wizard, you also
get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change
your modifier). Changing your Constitution increases your
maximum and current HP. Ability scores cant exceed 18.
END OF SESSION
When you reach the end of a session, choose one your bonds
that you feel is resolved (completely explored, no longer
relevant, or otherwise). Ask the player of the character you have
the bond with if they agree. If they do, mark XP and write a
new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you
fulfilled that alignment at least once this session, mark XP.
Then answer these three questions as a group:
Did we learn something new and important about the
world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.
ORDER HIRELINGS
WEAPON TAGS
ARMOR TAGS
MONSTER TAGS
Amorphous: Its anatomy and organs are bizarre and
unnatural.
RANGE TAGS
plus a foot or two.
DAMAGE
OTHER SOURCES OF DAMAGE
It threatens bruises and scrapes at worst: d4 damage
Its likely to spill some blood, but nothing horrendous:
d6 damage
It might break some bones: d8 damage
It could kill a common person: d10 damage
Add the ignores armor tag if the source of the damage is
particularly large or if the damage comes from magic or
poison.
CIRCUMSTANTIAL ARMOR
Temporary or circumstantial armor works the same way
as armor that you wear: 1 armor for partial cover, 2
armor for major cover.
DAMAGE FROM MULTIPLE CREATURES
If multiple creatures attack at once roll the highest
damage among them and add +1 damage for each
monster beyond the first.
STUN DAMAGE
Stun damage is non-lethal damage. A PC who takes stun
damage is defying danger to do anything at all, the
danger being youre stunned. This lasts as long as
makes sense in the fictionyoure stunned until you can
get a chance to clear your head or fix whatever stunned
you. A GM character that takes stun damage doesnt
count it against their HP but will act accordingly,
staggering around for a few seconds, fumbling blindly,
etc.
BEST AND WORST
Some monsters and moves have you roll damage
multiple times and take the best or worst result. In this
case roll as normal but only apply the best (or worst)
result.
If a monster rolls its d6 damage twice and takes the best
result its written b[2d6]. The b[] means best. Likewise,
w[] means worst, so w[3d10] means roll a d10 for
damage three times and use the worst result.
DEBILITIES
Losing HP is a general thing, its getting tired, bruised,
cut, and so on. Some wounds are deeper though. These
are debilities.
Weak (STR): You cant exert much force. Maybe its just
fatigue and injury, or maybe your strength was drained
by magic.
Shaky (DEX): Youre unsteady on your feet and youve
got a shake in your hands.
Sick (CON): Something just isnt right inside. Maybe
youve got a disease or a wasting illness. Maybe you
just drank too much ale last night and its coming back
to haunt you.
Stunned (INT): That last knock to the head shook
something loose. Brain not work so good.
Confused (WIS): Ears ringing. Vision blurred. Youre
more than a little out of it.
Scarred (CHA): It may not be permanent, but for now
you dont look so good.
Not every attack inflicts a debilitytheyre most often
associated with magic, poison, or stranger things like a
vampire sucking your blood. Each debility is tied to an
ability and gives you -1 to that abilitys modifier. The
abilitys score is unaffected so you dont have to worry
about changing your maximum HP when youre sick.
You can only have each debility once. If youre already
Sick and something makes you Sick you just ignore it.
ABILITY SCORES
Score
13
45
68
912
1315
1617
18
Modifier
-3
-2
-1
0
+1
+2
+3
MONSTER TREASURE
Start with the monsters damage die, modified if the
monster is:
Hoarder: roll damage die twice, take higher result
Far from home: add at least one ration
Magical: some strange item, possibly magical (usable by
anyone with similar tastes)
Divine: a sign of a deity (or deities)
Planar: something not of this earth
Lord over others: +1d4 to the roll
Ancient and noteworthy: +1d4 to the roll
Roll monsters damage die plus any added dice:
1. A few coins, 2d8 or so
2. An item useful to the current situation
3. Several coins, about 4d10
4. A small item (gem, art) of considerable value, worth
as much as 2d1010 coins, 0 weight
5. Some minor magical trinket
6. Useful information (in the form of clues, notes, etc.)
7. A bag of coins, 1d4100 or thereabouts. 1 wt / 100.
8. A very valuable small item (gem, art) worth
2d6100, 0 weight
9. A chest of coins and other small valuables. 1 weight
but worth 3d6100 coins.
10. A magical item or magical effect
11. Many bags of coins for a total of 2d4100 or so
12. A sign of office (crown, banner) worth at least
3d4100 coins
13. A large art item worth 4d4100 coins, 1 weight
14. A unique item worth at least 5d4100 coins
15. All the information needed to learn a new spell and
roll again
16. A portal or secret path (or directions to one), and
roll again
17. Something relating to one of the characters and roll
again
18. A hoard: 1d101000 coins and 1d1010 gems worth
2d6100 each
ARMOR
Leather, Chainmail
1 armor, worn, 10 coins, 1 weight
3 armor, worn, clumsy, 350 coins, 4 weight
Plate
Scale Mail
2 armor, worn, clumsy, 50 coins, 3 weight
+1 armor, 15 coins, 2 weight
Shield
GEAR
Adventuring Gear
Antitoxin
Bag of Books
Bandages
Dungeon Rations
Dwarven Hardtack
Elven Bread
Halfling Pipeleaf
Healing Potion
Keg of Dwarven Stout
Personal Feast
Poultices and Herbs
POISONS
Oil of Tagit
Bloodweed
Goldenroot
Serpents Tears
SERVICES
BRIBES
A peasant dowry
Protection for a small business
A government bribe
A compelling bribe
An offer you cant refuse
MEALS
A hearty meal for one
A poor meal for a family
A feast
1 coin
1 coin
15 coins per person
TRANSPORT
Cart and Donkey
Horse
Warhorse
Wagon
Barge
River boat
Merchant ship
War ship
Passage on a safe route
Passage on a tough route
Passage on a dangerous route
50 coins, load 20
75 coins, load 10
400 coins, load 12
150 coins, load 40
50 coins, load 15
150 coins, load 20
5,000 coins, load 200
20,000 coins, load 100
1 coin
10 coins
100 coins
20 coins
500 coins
2,500 coins
50,000 coins
75,000 coins
250,000 coins
1,000,000 coins
1% of the cost
20-Charisma coins
100-Charisma coins
50-Charisma coins
80-Charisma coins
500-Charisma coins
1 coin
55 coins
200 coins
75 coins
105 coins
350+ coins
5,000 coins
HOARDS
A goblins stash
A lizardmans trinkets
A priceless sword
An orc warchiefs tribute
A dragons mound of coins and gems
2 coins
5 coins
80 coins
250 coins
130,000 coins
CREATE HIRELING
Start with a number based on where the hireling was found.
Hirelings in villages start with 25. Town hirelings get 46.
Keep hirelings are 58. City hirelings are 610. Distribute
between loyalty, a main skill, and zero or more secondary skills.
Starting loyalty higher than 2 is unusual, as is starting loyalty
below 0. Choose a cost for the hireling and youre done.
A hirelings stats, especially their loyalty, may change during
play as a reflection of events. A particular kindness or bonus
from the players is worth +1 loyalty forward. Disrespect is -1
loyalty forward. If its been a while since their cost was last paid
they get -1 loyalty ongoing until their cost is met. A hireling's
loyalty may be permanently increased when they achieve some
great deed with the players. A significant failure or beating may
permanently lower the hirelings loyalty.
PROSPERITY
Dirt: Nothing for sale, nobody has more than they need (and
theyre lucky if they have that). Unskilled labor is cheap.
Poor: Only the bare necessities for sale. Weapons are scarce
unless the steading is heavily defended or militant. Unskilled
labor is readily available.
Moderate: Most mundane items are available. Some types of
skilled laborers.
Wealthy: Any mundane item can be found for sale. Most kinds
of skilled laborers are available, but demand is high for m.
Rich: Mundane items and more, if you know where to find
them. Specialist labor available, but at high prices.
DEFENSES
None: Clubs, torches, farming tools.
Militia: There are able-bodied men and women with worn
weapons ready to be called, but no standing force.
COSTS
The Thrill of Victory
Money
Uncovered Knowledge
Fame and Glory
Debauchery
Good Accomplished
SKILLS
Adept Arcane Assistance
Burglar Experimental Trap Disarming
Minstrel A Heros Welcome
Priest Ministry, First Aid
Protector Sentry, Intervene
Tracker Track, Guide
Warrior Man-at-arms
STEADING TAGS
POPULATION
Exodus: The steading has lost its population and is on the verge
of collapse.
Watch: There are a few watchers posted who look out for
trouble and settle small problems, but their main role is to
summon the militia.
Guard: There are armed defenders at all times with a total pool
of less than 100 (or equivalent). There is always at least one
armed patrol about the steading.
Garrison: There are armed defenders at all times with a total
pool of 100300 (or equivalent). There are multiple armed
patrols at all times.
Battalion: As many as 1,000 armed defenders (or equivalent).
The steading has manned maintained defenses as well.
Legion: The steading is defended by thousands of armed
soldiers (or equivalent). The steadings defenses are
intimidating.
OTHER TAGS
Arcane: Someone in town can cast arcane spells for a price.
This tends to draw more arcane casters, +1 to recruit when
you put out word youre looking for an adept.
Blight: The steading has a recurring problem, usually a type of
monster.
Craft: The steading is known for excellence in the listed craft.
Items of their chosen craft are more readily available here or
of higher quality than found elsewhere.
Divine: There is a major religious presence, maybe a cathedral
or monastery. They can heal and maybe even raise the dead
for a donation or resolution of a quest. Take +1 to recruit
priests here.
CREATE STEADING
MAKING A VILLAGE
By default a village is Poor, Steady, Militia, Resource (your
choice) and has an Oath to another steading of your choice. If
the village is part of a kingdom or empire choose one:
The village is somewhere naturally defended: Safe, -Defenses
The village has abundant resources that sustain it:
+Prosperity, Resource (your choice), Enmity (your choice)
The village is under the protection of another steading: Oath
(that steading), +Defenses
The village is on a major road: Trade (your choice),
+Prosperity
The village is built around a wizards tower: Personage (the
wizard), Blight (arcane creatures)
The village was built on the site of religious significance:
Divine, History (your choice)
Choose one problem:
The village is in arid or uncultivable land: Need (Food)
The village is dedicated to a deity: Religious (that deity),
Enmity (a settlement of another deity)
The village has recently fought a battle: -Population, Prosperity if they fought to the end, -Defenses if they lost.
The village has a monster problem: Blight (that monster),
Need (adventurers)
The village has absorbed another village: +Population,
Lawless
The village is remote or unwelcoming: -Prosperity, Dwarven
or Elven
MAKING A TOWN
By default a town is Moderate, Steady, Watch, and Trade (two
of your choice). If the town is listed as Trade by another
steading choose one:
The town is booming: Booming, Lawless
The town stands on a crossroads: Market, +Prosperity
The town is defended by another steading: Oath (that
steading), +Defenses
The town is built around a church: Power (Divine)
The town is built around a craft: Craft (your choice),
Resource (something required for that craft)
The town is built around a military post: +Defenses
MAKING A KEEP
By default a keep is Poor, Shrinking, Guard, Need (Supplies),
Trade (someplace with supplies), Oath (your choice). If the
keep is owed fealty by at least one settlement choose one:
The keep belongs to a noble family: +Prosperity, Power
(Political)
The keep is run by a skilled commander: Personage (the
commander), +Defenses
The keep stands watch over a trade road: +Prosperity, Guild
(trade)
The keep is used to train special troops: Arcane, -Population
The keep is surrounded by fertile land: remove Need
(Supplies)
The keep stands on a border: +Defenses, Enmity (steading on
the other side of the border)
Choose one problem
The keep is built on a naturally defensible position: Safe, Population
The keep was a conquest from another power: Enmity
(steadings of that power)
The keep is a safe haven for brigands: Lawless
The keep was built to defend from a specific threat: Blight
(that threat)
The keep has seen horrible bloody war: History (Battle),
Blight (Restless Spirits)
The keep is given the worst of the worst: Need (Skilled
Recruits)
MAKING A CITY
By default a city is Moderate, Steady, Guard, Market, and Guild
(one of your choice). It also has Oaths with at least two other
steadings, usually a town and a keep. If the city has trade with at
least one steading and fealty from at least one steading choose
one:
The city has permanent defenses, like walls: +Defenses, Oath
(your choice)
The city is ruled by a single individual: Personage (the ruler),
Power (Political)
The city is diverse: Dwarven or Elven or both
The city is a trade hub: Trade (every steading nearby),
+Prosperity
The city is ancient, built on top of its own ruins: History
(your choice), Divine
The city is a center of learning: Arcane, Craft (your choice),
Power (Arcane)
Choose one problem:
The city has outgrown its resources: +Population, Need
(food)
The city has designs on nearby territory: Enmity (nearby
steadings), +Defenses
The city is ruled by a theocracy: -Defenses, Power (Divine)
The city is ruled by the people: -Defenses, +Population
The city has supernatural defenses: +Defenses, Blight (related
supernatural creatures)
The city lies on a place of power: Arcane, Personage
(whoever watches the place of power), Blight (arcane
creatures)
STEADING NAMES
Graybark, Nooks Crossing, Tanners Ford, Goldenfield,
Barrowbridge, Rum River, Brindenburg, Shambles,
Covaner, Enfield, Crystal Falls, Castle Daunting, Nultys
Harbor, Castonshire, Cornwood, Irongate, Mayhill, Pigton,
Crosses, Battlemoore, Torsea, Curland, Snowcalm, Seawall,
Varlosh, Terminum, Avonia, Bucksburg, Settledown,
Goblinjaw, Hammerford, Pit, The Gray Fast, Ennet Bend,
Harrisons Hold, Fortress Andwynne, Blackstone
STEADING EVOLUTION
GROWTH
When a village or town is booming and its prosperity is above
moderate you may reduce prosperity and defenses to move to the next
largest type. New towns immediately gain market and new cities
immediately gain guild (your choice).
AID
OPPORTUNITY
WANT
CLASH
COLLAPSE
CAPTURE
When control of a resource changes remove that resource from the
tags of the previous owner and add it to the tags of the new owner (if
applicable). If the previous owner has a craft or trade based on that
resource they now have need (that resource). If the new owner had a
need for that resource, remove it.
PROFIT
When a steading has more trade than its current prosperity it gets
+prosperity.
SURPLUS
When a steading has a resource that another steading needs unless
enmity or other diplomatic reasons prevent it they set up trade. The
steading with the resource gets +prosperity and their choice of oaths,
+population, or +defenses; the steading with the need erases that need
and adds trade.
EMBATTLED
When a steading is surrounded by enemy forces it suffers losses. If it
fights back with force it gets -defenses. If its new defenses are watch or
less it also gets -prosperity. If it instead tries to wait out the attack it gets
-population. If its new population is shrinking or less it loses a tag of
your choice. If the steadings defenses outclass the attackers (your call if
its not clear, or make it part of an adventure front) the steading is no
longer surrounded.
When two steadings both attack each other their forces meet
somewhere between them and fight. If theyre evenly matched they
both get -defenses and their troops return home. If one has the
advantage they take -defenses while the other takes -2 defenses.
TRADE
When trade is blocked because the source of that trade is gone, the
route is endangered, or political reasons, the steading has a choice: gain
need (a traded good) or take -prosperity.
CREATE MONSTER
INSTANT NPCS
100 INSTINCTS
1. To avenge
2. To spread the good word
3. To reunite with a loved one
4. To make money
5. To make amends
6. To explore a mysterious place
7. To uncover a hidden truth
8. To locate a lost thing
9. To kill a hated foe
10. To conquer a faraway land
11. To cure an illness
12. To craft a masterwork
13. To survive just one more day
14. To earn affection
15. To prove a point
16. To be smarter, faster and stronger
17. To heal an old wound
18. To extinguish an evil forever
19. To hide from a shameful fact
20. To evangelize
21. To spread suffering
22. To prove worth
23. To rise in rank
24. To be praised
25. To discover the truth
26. To make good on a bet
27. To get out of an obligation
28. To convince someone to do their
dirty work
29. To steal something valuable
30. To overcome a bad habit
31. To commit an atrocity
32. To earn renown
33. To accumulate power
34. To save someone from a
monstrosity
35. To teach
36. To settle down
37. To get just one more haul
38. To preserve the law
39. To discover
40. To devour
41. To restore the family name
42. To live a quiet life
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
To help others
To atone
To prove their worth
To gain honor
To expand their land
To gain a title
To retreat from society
To escape
To party
To return home
To serve
To reclaim what was taken
To do what must be done
To be a champion
To avoid notice
To help a family member
To perfect a skill
To travel
To overcome a disadvantage
To play the game
To establish a dynasty
To improve the realm
To retire
To recover a lost memory
To battle
To become a terror to criminals
To raise dragons
To live up to expectations
To become someone else
To do what cant be done
To be remembered in song
To be forgotten
To find true love
To lose their mind
To indulge
To make the best of it
To find the one
To destroy an artifact
To show them all
To bring about unending summer
To fly
To find the six-fingered man
To wake the ancient sleepers
To entertain
To follow an order
To die gloriously
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
To be careful
To show kindness
To not screw it all up
To uncover the past
To go where no man has gone
before
To do good
To become a beast
To spill blood
To live forever
To hunt the most dangerous game
To hate
To run away
100 KNACKS
1. Criminal connections
2. Muscle
3. Skill with a specific weapon
4. Hedge wizardry
5. Comprehensive local knowledge
6. Noble blood
7. A one-of-a-kind item
8. Special destiny
9. Unique perspective
10. Hidden knowledge
11. Magical awareness
12. Abnormal parentage
13. Political leverage
14. A tie to a monster
15. A secret
16. True love
17. An innocent heart
18. A plan for the perfect crime
19. A one-way ticket to paradise
20. A mysterious ore
21. Money, money, money
22. Divine blessing
23. Immunity from the law
24. Prophecy
25. Secret martial arts techniques
26. A ring of power
27. A much-needed bag of taters
28. A heart
29. A fortified position
30. Lawmaking
31. Tongues
32. A discerning eye
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
Endurance
A safe place
Visions
A beautiful mind
A clear voice
Stunning looks
A catchy tune
Invention
Baking
Brewing
Smelting
Woodworking
Writing
Immunity to fire
Cooking
Storytelling
Ratcatching
Lying
Utter unremarkableness
Mind-bending sexiness
Undefinable coolness
A way with knots
Wheels of polished steel
A magic carpet
Endless ideas
Persistence
A stockpile of food
A hidden path
Piety
Resistance to disease
A library
A silver tongue
Bloodline
An innate spell
Balance
Souls
Speed
A sense of right and wrong
Certainty
An eye for detail
Heroic self-sacrifice
Sense of direction
A big idea
A hidden entrance to the city
The love of someone powerful
Unquestioning loyalty
79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
Exotic fruit
Poison
Perfect memory
The language of birds
A key to an important door
Metalworking
Mysterious benefactors
Steely nerves
Bluffing
A trained wolf
A long-lost sibling, regained
An arrow with your name on it
A true name
Luck
Attention of supernatural powers
Kindness
Strange tattoos
A majestic beard
A book in a strange language
Power overwhelming
Delusions of grandeur
The wind at his back and a spring
in his step
NPC NAMES
Finbar, Hywn, One Eye, Alhoro, Arlon,
Yev, Slime, Jocat, Ewing, Lim, Poy, Milo,
Deryl, Medlyn, Astrafel, Daelwyn, Feliana,
Damarra, Sistranalle, Pendrell, Melliandre,
Dagoliir, Baldric, Leena, Dunwick,
Willem, Edwyn, Florian, Seraphine,
Quorra, Charlotte, Lily, Ramonde,
Cassandra, Durga, Aelfar, Gerda, Rurgosh,
Bjorn, Drummond, Helga, Siggrun, Freya,
Wesley, Brinton, Jon, Sara, Hawthorn,
Elise, Clarke, Lenore, Piotr, Dahlia,
Carmine, Hycorax, Ethanwe, Sinathel,
Demanor, Menoliir, Mithralan, Taeros,
Aegor, Tanner, Dunstan, Rose, Ivy,
Robard, Mab, Thistle, Puck, Anne, Serah,
Elana, Obelis, Herran, Syla, Andanna,
Siobhan, Aziz, Pelin, Sibel, Nils, Wei,
Ozruk, Surtur, Brunhilda, Annika, Janos,
Greta, Dim, Rundrig, Jarl, Xotoq, Elohiir,
Sharaseth, Hasrith, Shevaral, Cadeus,
Eldar, Kithracet, Thelian, Finnegan, Olive,
Randolph, Bartleby, Aubrey, Baldwin,
Becca, Hawke, Rudiger, Gregor, Brianne,
Walton