Public Dungeon World Cheat Sheets (Selective)

Weapons & Armor


Weapon Ranges

Hand: Something within your reach, no further.

Close: Something at arm’s reach plus a foot or two.

Reach: Something that’s several feet away—up to ten.

Near: Useful for attacking if you can see the whites of their eyes.

Far: Useful for attacking something in shouting distance.

Weapon Tags

# Ammo: Counts as ammo for appropriate ranged weapons. The number does not represent individual arrows or sling stones, but represents what you have left on hand.

Forceful: It can knock someone back a pace, maybe even off their feet.

+# Damage: When you deal damage, you add # to it.

Ignores Armor: Don’t subtract armor from the damage taken.

Messy: It does damage in a particularly destructive way, ripping people and things apart.

# Piercing: Subtract # from the enemy’s armor for that attack.

Precise: You use DEX to Hack and Slash with this weapon, instead of STR.

Reload: After you attack with it, it takes more than a moment to reset.

Stun: When you attack with it, it does stun damage instead of normal damage. 

Thrown: Throw it at someone to hurt them. If you Volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.

Melee Weapons

name

range

tags

cost

weight

Axe

close

8 coins

1

Battle Axe

close

+1 damage

15 coins

2

Club, Shillelagh

close

1 coin

2

Dagger, Shiv, Knife

hand

2 coins

1

Dueling Rapier

close

+1 piercing, precise

50 coins

2

Flail

close

+1 damage

15 coins

2

Halberd

reach

+1 damage, 2-handed

9 coins

2

Long Sword

close

+1 damage, 2-handed

15 coins

2

Mace

close

8 coins

1

Rapier

close

precise

25 coins

1

Short Sword

close

8 coins

1

Spear

reach

thrown (near)

5 coins

1

Staff

close

two-handed

1 coin

1

Throwing Dagger

near

thrown

1 coin

0

Warhammer

close

8 coins

1


Ranged Weapons

name

range

tags

cost

weight

Crossbow

near

+1 damage, reload

35 coins

3

Fine Bow

near, far

60 coins

2

Hunter’s Bow

near, far

100 coins

1

Ragged Bow

near

15 coins

2

Ammunition

name

ammo

cost

weight

Bundle of arrows

3 ammo

1 coin

1

Elven arrows

4 ammo

20 coins

1

Armor

name

armor

tags

cost

weight

Leather, Chainmail

1

10 coins

1

Plate

3

clumsy

350 coins

4

Scale Mail

2

clumsy

50 coins

3

Shield

+1 armor

15 coins

2

Armor Tags

# Armor: Subtract your armor from damage taken. If you have more than one item with # Armor, only the highest value counts.

+# Armor: Add # to your total armor.

Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative

Poisons

name

method

effect

cost

Oil of Tagit

applied

The target falls into a light sleep

15 coins

Bloodweed

touch

The target deals -1d4 damage until cured

12 coins

Goldenroot

applied

The target treats the next creature they see as a trusted ally, until proved otherwise

20 coins

Serpent’s Tears

touch

Anyone dealing damage to the target rolls twice and takes the better result

10 coins

Hoards

name

cost

A goblin’s stash

2 coins

A lizardman’s trinkets

5 coins

A “priceless” sword

80 coins

An orc warchief’s tribute

250 coins

A dragon’s mound of coins and gems

130,000 coins

Gear & Rations

name

description

uses

cost

weight

Adventuring Gear

A collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use.

5

20 coins

1

Bag of Books

When your bag of books contains just the right book for the subject you’re spouting lore on, mark off a use, and take +1 to your roll.

5

10 coins

2

Halfling Pipeleaf

When you share halfling pipeleaf with someone, expend two uses and take +1 forward to parley with them.

6

5 coins

0

Bandages

When you have a few minutes to bandage someone, heal them 4 damage.

3

5 coins

0

Poultices & Herbs

When you carefully treat someone’s wounds, heal them 7 damage.

2

10 coins

1

Healing Potion

Heal 10 damage or remove one debility.

1

50 coins

0

Antitoxin

Cure one poison affecting you.

1

10 coins

0

Items & Services

Food

name

uses

cost

weight

Dungeon rations

5

3 coins

1

Dwarven hardtack (req. Dwarf)

7

3 coins

1

Elven bread

7

10 coins

1

A hearty meal for one

1 coin

A poor meal for a family

1 coin

A feast (per person)

15 coins

Services

name

cost

A week’s stay at a peasant inn

14 – Charisma coins

A week’s stay at a civilized inn

30 – Charisma coins

A week’s stay at the fanciest inn

43 – Charisma coins

A night’s “companionship”

20 – Charisma coins

An evening of song and dance

18 – Charisma coins

A week’s unskilled mundane labor

10 coins

A month’s pay for enlistment in an army

30 coins

A custom item from a blacksmith

Base item + 50 coins

Escort for a day along a bandit-infested road

20 coins

Escort for a day along a monster-infested road

54 coins

A run-of-the-mill killing

5 coins

An assassination

120 coins

Healing from a surgeon

5 coins

A month’s prayers for the departed

1 coin

Repairs to a mundane item

25% of item’s cost

Transportation

name

cost

load

Cart and donkey

50 coins

20

Horse

75 coins

10

Warhorse

400 coins

12

Wagon

150 coins

40

Barge

50 coins

15

Riverboat

150 coins

20

Merchant ship

5,000 coins

200

War ship

20,000 coins

100

Passage on a safe route

1 coin

Passage on a tough route

10 coins

Passage on a dangerous route

100 coins

Bribes

name

cost

A peasant dowry

20 – Charisma coins

“Protection” for a small business

100 – Charisma coins

A government bribe

50 – Charisma coins

A compelling bribe

80 – Charisma coins

An offer you can’t refuse

500 – Charisma coins

Gifts and Finery

name

cost

A peasant gift

1 coin

A fine gift

55 coins

A noble gift

200 coins

A ring of cameo

75 coins

Finery

105 coins

A fine tapestry

350+ coins

A crown fit for a king

5,000 coins

Equipment Tags

Applied: It’s only useful when carefully applied to a person or to something they eat or drink.

Awkward: It’s unwieldy and tough to use.

+Bonus: It modifies your effectiveness in a specified situation.

# coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.

Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.

Ration: It’s edible, more or less.

Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.

Slow: It takes minutes or more to use.

Touch: It’s used by touching it to the target’s skin.

Two-handed: It takes two hands to use it effectively.

n weight: Count the listed amount against your Load. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.

Worn: You have to wear it to use it.

# Uses: It can only be used # times

GM Guide

Agenda

 – Portray a fantastic world

 – Fill the characters’ lives with adventure

 – Play to find out what happens

Principles

 – Draw maps, leave blanks

 – Think offscreen, too

 – Ask questions and use the answers

 – Think dangerous

Make a move when:

 – everyone looks to you to find out what happens (soft)

 – the players give you a golden opportunity

 – the players  roll a 6-

Damage

If it has a damage die, roll it. For other cases:

– If it threatens bruises and scrapes at worst: d4 

– If it’s likely to spill some blood, but nothing horrendous: d6 

– If it might break some bones: d8

– If it could kill a common person: d10

Add the ignores armor tag if the source is magical, poisonous, or particularly large.

Circumstantial Protection

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

A PC who takes stun damage is defying danger to do anything at all, the danger being “you’re stunned.” This lasts as long as makes sense in the fiction.

A GM character doesn’t count it against their HP but will act accordingly.


Moves

 – Use a monster, danger, or location move

 – Reveal an unwelcome truth

 – Show signs of an approaching threat

 – Deal damage

 – Use up their resources

 – Turn their move back on them

 – Separate them

 – Give an opportunity that fits a class’ abilities

 – Show a downside to their class, race, or equipment

 – Offer an opportunity, with or without cost

 – Put someone in a spot

 – Tell them the requirements or consequences and ask

Dungeon Moves

 – Change the environment (the theme of the area)

 – 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

Monster Moves

 – Raise the alarm, Advance as one

 – Summon reinforcements, Order minions

 – Strike at a moment of weakness

 – Pass on demonic influence

 – Drive the pack into a fervor

 – Fight with abandon, Revel in destruction

 – Fly into a frenzy, Attack unrelentingly

 – Destroy armor or protection

 – Make a sacrifice and grow in power

 – Give protection of earth, power of fire, 

    swiftness of water, clarity of air

 – Poison them

 – Command beasts of ________

 – Rip something (or someone) apart

 – Swarm, Use overwhelming numbers

 – Charge, Drive them back

 – Turn ________ into a weapon/against them

 – Meld into (darkness/earth/water)

 – Take to the air

 – Fling someone or something

 – Put a plot into motion

 – Snuff out light

 – Encircle prey, Corner them

 – Cast forth the elements

Monsters

– What is it known to do? (create a move)

 – What does it want that causes problems for others? (instinct)

 – What is its most common form of attack?

How does it hunt or fight?

description

number

damage die

base hp

In large groups

horde

d6

3 HP

In small groups

2-5

d8

6 HP

alone

solitary

d10

12 HP

Size

description

size

range

effects

Smaller than a housecat

tiny

hand

-2 damage

About halfling size

small

close

Human sized

human

close

As big as a cart

large 

close, reach

+4HP

 +1 damage

As big as a small house or larger

huge

reach

+8HP

+3 damage

Defenses

description

armor

Cloth or flesh

0 armor

Leathers or thick hide

1 armor

Mail or scales

2 armor

Plate or bone

3 armor

Permanent magical protection

4 armor, magical

Traits (choose all that apply)

description

effect

Unrelenting strength

+2 damage, forceful

Skill in offense

Roll damage die 2x and use higher

Skill in defense

+1 armor

Deft strikes

+1 piercing damage

Uncanny endurance

+4 HP

Deceit and trickery

Stealthy & write a move

Environmental adaptation

(wings, gills, etc)

Add a special quality

Divine favor

+2 damage and/or +2 HP

Spells & magic

Write a spell move

Form of Attack

description

effect

Obvious vicious armaments

+2 damage

Keep enemies at bay

Reach range

Small and weak

Reduce damage die size

Slicing

Messy, +1 piercing

Pierces metal

+3 piercing

Armor doesn’t help

Ignores armor

Prefers ranged attacks

Near / far range

Which of these describe it?

description

effect

Dangerous for reasons besides wounds

Devious, reduce damage die, write a move for the danger

Organizes into large groups that it can call on for support

Organized, write a move for calling for help

As smart as a human

intelligent

Actively shields itself

Cautious, +1 armor

Collects valuables 

(gems, coin, secrets)

hoarder

From beyond this world

Planar, write move about otherworldly power/knowledge

Kept alive by something other than biology

+4 HP

Made by someone

Construct, 1-2 special qualities, write its purpose

Disturbing appearance

Horrifying quality

No organs / anatomy

Amorphous, +1 armor, +3 HP

Ancient (older than humans, elves, or dwarves)

Increase damage die

Abhors violence

Roll damage die 2x and use lower

Monster Tags

Devious: Its main danger lies beyond the clash of battle.

Amorphous: bizarre and unnatural anatomy and organs

Organized: It has a group structure that aids it in survival. Defeating one may cause the group’s wrath. May sound alarm.

Intelligent: It’s smart enough that some individuals pick up other skills. The GM can adapt the monster by adding tags to reflect specific training, like a mage or warrior.

Hoarder: It almost certainly has treasure.

Stealthy: It can avoid detection and prefers to attack with the element of surprise.

Terrifying: Its presence and appearance evoke fear.

Cautious: It prizes survival over aggression.

Construct: It was made, not born

Planar: It’s from beyond this world

Monster Creation Template

Name

Group

Size

Range

Damage

HP

Armor

Moves

Traits

Instincts

Treasure

Roll the monster’s damage die.

Hoarder: roll twice, take higher result

Far from home: add at least one ration

Magical: some strange item

Divine: a sign of a deity (or deities)

Planar: something not of this earth

Lord over others: +1d4

Ancient and noteworthy: +1d4

roll

treasure

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 2d10×10 coins, 0 weight

5

Some minor magical trinket

6

Useful information (in the form of clues, notes, etc.)

7

A bag of coins, 1d4×100 or thereabouts. 1 weight per 100.

8

A very valuable small item (gem, art) worth 2d6×100

0 weight

9

A chest of coins and other small valuables. 

1 weight but worth 3d6×100 coins.

10

A magical item or magical effect

11

Many bags of coins for a total of 2d4×100 or so

12

A sign of office (crown, banner) worth at least 3d4×100 coins

13

A large art item worth 4d4×100 coins, 1 weight

14

A unique item worth at least 5d4×100 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: 1d10×1000 coins 

+1d10×10 gems worth 2d6×100 each

Dungeon Traps

Create a logical pattern of traps that can be recognized and rewarded.

Choose a unique recognizable location type:

  • Places which cannot be patrolled (Sunlit, pitch black, exterior walls, streams)

  • Hiding places (rubble, vines, darkness)

  • Unique dungeon features (pairs of statues, paintings, lanterns)

  • Control points (crossings, gates, stairwells, windows, tunnels, balcony)

Choose one or two basic traps:

  • Caltrops, poison darts, log ram, blade swing, arrow trap, retractable spears, falling rocks, poisonous rodents/plants, pits, illusory mist, flames, net, alarm.

Choose one special trap:

  • Rigged support beams that collapse.

  • A fragile floor, above a quicksand pit.

  • A locked door with pit on the other side.

  • A weighted net with water to follow.

  • An overgrown floor filled with grasping vines, poisoned hooks, and barbs.

  • A narrow grate over lit flames, which spring up when a bellows is pumped.

  • A ragged bottomless pit, with massive tooth marks, and a deep breathing sound coming from within.

  • A man hanging from chains that tighten when you approach.

  • Two heavy retracted chains that must be held together to open the door.

  • A table with two chairs and a statue of a broad chested dwarf that comes alive and starts pouring drinks. Outdrink him.

Magic Items

1. Eye of Truth – This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, this gem confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects, sees invisible creatures or objects, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.

2. Amulet of Hope – Shines as bright as a candle, but only when there are no other light sources.  Light points back towards dungeon entrance, vaguely.  Hums reassuringly when clutched, and warms your hand.

3. Dust of De-Appearance – Can make things invisible, but wears off if the object moves, is moved, or even wiggles a bit. Best used on inanimate objects or people who can hold really, really, still.

4. Black Leaf – When smoked, it creates a huge cloud of smoke and allows the smoker to see through smoke and fog.  Can be smoked for 5 minutes (or 5 one-minute segments).

5. Saint's Bones – About the size of a cigar box.  Contains mandible and some carpals.  Will rattle ominously when a lie is uttered nearby.

6. Bottle of Light – When swung overhead (a small chain is attached for this purpose) the bottle absorbs ambient light.  Later, the bottle can be unstoppered to allow the light back out again.  Can hold up to 5 rounds of light.  Special properties of light are preserved: moonlight can induce lycanthropy, for example.

7. Vial of Nightshade – When drunk, it puts the body into a deep coma and ejects the spirit.  You can now roam around, incorporeal, until you return to your body. Every hour role to avoid danger (Body possessed by an outsider, fall into a coma, soul lost forever, etc).

8. Cheater's Coin – When flipped, it will give whatever result the owner wishes.  This is not limited to heads/tails–it can also give results of king, dragon, treasury, pilgrims, etc.

9. Ring of Petrification – Putting this ring on will turn a person to stone, except for the ring.  Someone else can remove the ring, and thereby return them to flesh.

10. Seed of Ice – If dropped in a body of water, will "freeze" an area up to 20' diameter. If swallowed, you die. If touched, save or die. Leaves awesomely frozen corpses that are not cold to the touch and never thaw.

11. Assassin’s Ring – The magic of the ring, however, is to produce a tiny handful of dust once per day. When you gently blow on the ring a magical cloud of dust fills the area nearby, concealing yours and other peoples passage such that it appears no one has pass through the area for several years. This magical ring also contains a non-magical secret compartment designed to hold a dose of poison.

12. Bell of Freedom – When you ring this cracked handbell any creature within earshot immediately may escape any and all of their physical and/or magical bondage. The prison doors open, the manacles spring loose, and the spell of holding ends; They are free. After one ringing, the crack in the handbell spreads and the bell shatters.

13. Bladed Gloves – A pair of black leather gloves each adorned with a silver dagger charm. When wearing these gloves and you whisper the word “Blade” while touching one of the silver dagger charms, a spirit dagger materializes in your hand. The spirit dagger behaves like a normal dagger but can also affect creatures that are insubstantial. Any daggers created by the gloves fade from existence within a minute or two after leaving your grasp.

14. Chalice of Fealty – A silver chalice etched with a pattern of entwined snakes and fantastical creatures.

When you pour red wine into the Chalice of Fealty and you give a command to another creature drinking from the chalice, roll+CHA.

When commanding an NPC, *On a 10+ that creature will do what you command. *On a 7-9 that creature will do what you command but will most certainly twist your words.

When commanding a PC, *On a 10+ choose two. *On a 7-9 choose one. *On a 6- your treachery is immediately revealed.
? If the PC does it, the PC marks XP.
? If the PC refuses, the PC takes -1 ongoing until they next dine with you.

15. Tricksy Rope – A rope that listens. Does tricks, too, like a smart and more obedient snake might. Tell it “Coil” or “Slack” or “Come here, rope” and it will.

16. Arrows of Acheron – Crafted in darkness by a blind fletcher, these arrows can find their target in even the deepest darkness. An archer may fire them blind, in the dark, with his eyes bound by heavy cloth and still be assured of a clean shot. If the light of the sun ever touches the arrows, however, they come apart like shadows and dust.

17. The Carcosan Spire – None know from whence this spear of twisted white coral comes. Those who bear it too long find their minds full of alien dreams and begin to hear the strange thoughts of the Others. None are impervious. Used against any “natural” target (men, goblins, owlbears and the like) the Spire acts as a mere mortal spear. Its true purpose is to do harm to those things whose strange natures, protected against mundane weapons. Used thus, the Spire can wound foes otherwise invulnerable to harm. The wielder will recognize these twisted foes on sight—the Spire knows its own.

18. Coin of Remembering – What appears, at a glance, to be a simple copper coin is, in truth, an enchanted coin. Its bearer can, at any time, redeem it to know immediately one fact that has been forgotten. The coin vanishes thereafter. It does not have to be a thing forgotten by the bearer, but it cannot be “known.” Interpretation of this stipulation is left to the gods. If the coin is unsuccessful, it will still paint an image in the mind’s eye of someone or something that does remember what was sought.

19. The Echo – A seemingly empty bottle. Once unstoppered, the whispers of another plane resound once and fall silent. In the silence, the bearer learns in his soul the coming of one great danger and how he can avoid it. At any point after you use the Echo, you can ignore the results of any single die roll—yours or another player’s—and roll again. Once opened, the Echo is released and gone forever.

20. Barb of the Black Gate – A nail or spike, twisted and forever cold, said to have been pried from the Gates of Death. When hammered into a corpse, it disappears and ensures that corpse will never be risen again—no magic short of that of Death himself can reignite the flame of life (natural or otherwise) in the body.

Hirelings

Where was the hireling found?

location

rating

Village

2 – 5 points

Town

4 – 6 points

Keep

5 – 8 points

City

6 – 10 points

Distribute points between loyalty, a main skill, and zero or more secondary skills.

Adept

Arcane Assistance: Enhances the range, duration, or potency of a spell. Announce the effect beforehand. Negative impacts of the spell are focused on the adept.

Burglar

Experimental Trap Disarming: When the burglar leads, they almost always detect traps. If the trap is sprung, the burglar takes the effects and players get +skill to their armor and rolls when dealing with the trap. Most traps leave a burglar in need of immediate healing. If you Make Camp near the trap, the burglar can disarm it by the time camp is broken.

Minstrel

A Hero’s Welcome: Subtract the minstrel’s skill from all prices in town. In a place of food, drink, or entertainment you will be treated as a friend, unless you prove otherwise.

Priest

Ministry, First Aid: When you make camp, heal an additional +skill HP. When a priest staunches your wound heal 2 x skill, but take -1 forward.

Protector

Sentry, Intervene: When protecting you, you get +skill to your armor, they reduce skill by 1 until they have time to heal or mend. If a protector helps you Defy Danger, you may take +1, but a 10+ counts as a 7 – 9.

Tracker

Track, Guide: When a tracker is given time to study a trail while Making Camp, they can follow the trail to the next major change in terrain, travel, or weather. When a tracker leads the way you automatically succeed on any Perilous Journey of a distance (in rations) lower than the tracker’s skill.

Warrior

Man-at-arms: Take +skill to your damage when a warrior aids you. The Warrior takes the brunt of consequences.

Loyalty

Starting loyalty higher than 2 or below 0 is unusual. 

 – A particular kindness or bonus from the players is worth +1 loyalty forward.

 – Disrespect is -1 loyalty forward.

 – If it’s 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 hireling’s loyalty.

Cost 

Choose one

 – The Thrill of Victory

 – Money

 – Uncovered Knowledge

 – Fame and Glory

 – Debauchery

 – Good Accomplished

Inspiration

Names

Esen, Tod, Caoimhe, Philip, Laurentinus, Corin, Gon?al, Baxter, Alkmene, Angie, Ethelyn, Cindi, Bóthildr, Cherie, Eléonore, Francene, María, Mette, Dagrún, Alesha, Hilda, Thomas, Aidan, Hieu, Lycurgus, Wolfgang, Clay, Barukh, Kazue, Lise, Maximilian, Seleukos, Malene, Grania, Kory, Brando, Salman, Merete, Gytha, Mattan, Alexandra, Quintus, Feliu, Jet, Priam, Freja, Avraham, Septimus, Aloysius, Asia, Raine, Phineas, Simon, Marietta, Janne, Fionnlagh, Constant, Phoibe, Nehir, Mira?, Nadine, Bridger, Semih, Hulda, Fritzi, Inma, Ruth, Aina, Marike, Günter, Mikki, Sherwood, Brian, Jemmy, Miquel, Nicol, Reynaud, Stephanos, Hagne, Hans, Kerem, Thalia, Thora, Issachar, Amelia, Ellery, Derry, Samuel, Iulia, Deitra, Cyrillus, One Eye

Traits

Disfigured, Well-dressed, Diseased, Caring, Scrawny, Naive, Bloodshot Eyes, Artistic, Emaciated, Skeptic, Paranoid, Easygoing, Peaceful, Awkward, Kind, Spendthrift, Dreamer, Clean, Allergic, Asthmatic, Rude, Alienated, Antisocial, Absentminded, Weather-beaten, Handsome, Nervous speech, Bad leg, Shabby clothes, Angry, Youthful energy, Fast speech, Empty smile, Graceful, Squeezes a locket around their neck, Abnormally large, Passive face, Intelligent eyes, Tall, Long hair, Thick moustache, Beady eyes, Hums out of tune, Bushy eyebrows, Low-pitched speech, Calculating eyes, Short, Crooked teeth

Instincts

Spread religion, Make money, Seek payback, Question authority, Lord over others, Act impulsively, Be cautious, Defy death, Save someone, Teach, Settle down, Preserve law, Discover, Keep quiet, Die gloriously, Reunite with a lover, Pillage, Indulge, Make the best of it, Find love, Destroy an artifact, Show off, Entertain, Restore their name, To battle, To give into temptation, To atone, To spread news far and wide, To defend their family’s legacy, Reclaim their throne, To uncover secrets, To retire, To get just one more haul

Knacks

Criminal connections, Skilled warrior, Hedge wizardry, Local info, One-of-a-kind item, Hidden knowledge, Magical awareness, Muscle, Special destiny, Balance, Speed, An eye for detail, Heroic, A hidden entrance, A powerful lover, Speaks to animals, Exotic weapon skill, Charismatic, Reputable, Sense of direction, Has a backup plan, Poison, An arrow with your name on it, Bloodline, Piety

Steading Names

Graybark, Nook’s Crossing, Tanner’s Ford, Goldenfield, Barrowbridge, Rum River, Brindenburg, Shambles, Covaner, Enfield, Crystal Falls, Castle Daunting, Nulty’s 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, Harrison’s Hold, Fortress Andwynne, Blackstone

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