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Hunter Group, Intelligent Ragged bow (d6 damage) 6 HP 1 Armor Near, Far The wilds are home to more than just beasts of horn and scale. There are men and women out there, too—those who smell blood on the wind and stalk the plains in the skins of their prey. Whether with a trusty longbow bought on a rare trip into the city or with a knife of bone and sinew, these folk have more in common with the things they track and eat than with their own kind. Solemn, somber and quiet, they find a sort of peace in the wild. Instinct: To survive
- Bring back news from the wilds
- Slay a beast
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High Priest Respected by all who gaze upon them, the high priests and abbesses of Dungeon World are treated with a sort of reverence. Whether they pay homage to Ur-thuu-hak, God of Swords, or whisper quiet prayers to Namiah, precious daughter of peace, they know a thing or two that you and I won’t ever know. The gods speak to them as a hawker-of-wares might speak to us in the marketplace. For this, for the bearing-of-secrets and the knowing-of-things, we give them a wide berth as they pass in their shining robes. Instinct: To lead
- Set down divine law
- Reveal divine secrets
- Commission divine undertakings
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Hedge Wizard Magical Not all those who wield the arcane arts are adventuring wizards. Nor necromancers in mausoleums or sorcerers of ancient bloodline. Some are just old men and women, smart enough to have discovered a trick or two. It might make them a bit batty to come by that knowledge, but if you’ve a curse to break or a love to prove, might be that a hedge wizard will help you, if you can find his rotten hut in the swamp and pay the price he asks. Instinct: To learn
- Cast almost the right spell (for a price)
- Make deals beyond their ken
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Halfling Thief Solitary, Small, Intelligent, Stealthy, Devious Dagger (w[2d8] damage) 12 HP 1 Armor Close It would be foolish, now, to draw conclusions about folks just because they happen to be good at one thing or another. Then again, a spade’s a spade, isn’t it. Or maybe just the goodly, soft-and-sweet type of Halfling have the mind to stay in their grassy-hill homes and aren’t the type you find in the slums and taverns of the mannish world. Perhaps they’re there to cut your purse for calling them “halfling” in the first place. Not all take so kindly to the title. Or they’re playing a game, pretending to be a child in need of alms—and your arrogant eyes can’t even see the difference until too late. Well, it matters little. They’re gone with your coin before you even realize you deserved it. Instinct: To live a life of stolen luxury
- Steal
- Put on the appearance of friendship
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Guardsman Group, Intelligent, Organized Spear (d8 damage) 6 HP 1 Armor Close, Reach Noble protector or merely drunken lout, it often makes no difference to these sorts. Falling shy of a noble knight, the proud town guard is an ancient profession nonetheless. These folks of the constabulary often dress in the colors of their lord (when you can see it under the mud) and, depending on the richness of that lord, might even have a decent weapon and some armor that fits. Those are the lucky ones. Even so, someone has to be there to keep an eye on the gate when the Black Riders have been spotted in the woods. Too many of us owe our lives to these souls—remember that the next time one is drunkenly insulting your mother, hmm? Instinct: To do as ordered
- Uphold the law
- Make a profit
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Fool There’s not but one person in all the King’s court allowed to speak the truth. The real, straight-and-honest truth about anything. The fool couches it all in bells and prancing and chalky face-paint, but who else gets to tell the King what’s what? You can trust a fool, they say, especially when he’s made you red-faced and you’d just as soon drown him in a cesspit. Instinct: To mock
- Expose injustice
- Play a trick
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Bandit King Solitary, Intelligent, Organized Trusty knife (b[2d10] damage) 12 HP 1 Armor Close Better to rule in hell than serve in heaven. Instinct: To lead
- Make a demand
- Extort
- Topple power
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Bandit Horde, Intelligent, Organized Dirk (d6 damage) 3 HP Close Desperation is the watchword of banditry. When times are tough, what else is there to do but scavenge a weapon and take up with a clan of nasty men and women? Highway robbery, poaching, scams and cons and murder most foul but we’ve all got to eat so who can blame them? Then again, there’s evil in the hearts of some and who’s to say that desperation isn’t a need to sate one’s baser lusts? Anyway—it’s this or starve, sometimes. Instinct: To rob
- Steal something
- Demand tribute
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Adventurer Horde, Intelligent Sword (d6 damage) 3 HP 1 Armor Close Special Qualities: Endless enthusiasm “Scum of the earth, they are. A troupe of armored men and women come sauntering into town, brandishing what, for all intents and purposes, is enough magical and mundane power to level the whole place. Bringing with them bags and bags of loot, still dripping blood from whatever poor sod they had to kill to get it. An economical fiasco waiting to happen, if you ask me. The whole system becomes completely uprooted. Dangerous, unpredictable murder-hobos. Oh, wait, you’re an adventurer? I take it all back.” Instinct: To adventure or die trying
- Go on a fool’s errand
- Act impulsively
- Share tales of past exploits
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Acolyte “Can’t all be the High Priest, they said. Can’t all wield the White Spire, they said. Scrub the floor, they told me. The Cthonic Overgod don’t want a messy floor, do he? They said it’d be enlightenment and magic. Feh. It’s bruised knees and dishpan hands. If only I’d been a cleric, instead.” Instinct: To serve dutifully
- Follow dogma
- Offer eternal reward for mortal deeds