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  • And Also Flat!It’s obvious really. Everyone1 knows it.

    The Disc rests on the back of four giant elephants, who in turn stand on the back of Great

    A’Tuin, the only turtle to form the basis of an entire branch of astrophysics.

    For many years, events on the Discworld have been chronicled in the works of Terry Pratchett. Fans have enjoyed

    the adventures of Rincewind the incompetent wizard, Granny Weatherwax (known to trolls as “She Who Must Be Avoided”), Commander Sam Vimes, Susan Sto Helit (granddaughter of Death), Moist von Lipwig, and a cast of other strange and unique characters.

    Now, with the aid of this completely revised and updated edition of the Discworld Roleplaying Game (with special thanks to Mr Moist von Lipwig for his assistance with all the restructuring), roleplayers can once again venture to the far end of the probability curve and . . .

    THRILL to the distinctive sights, sounds, and smells (especially smells) of Ankh-Morpork, most dubious city in the multiverse! SAIL the Circle Sea in pursuit of glory, pirate gold, or a suntan! INTERVENE in the cultural interactions of trolls and dwarves (watch out for flying axes)!

    AVOID the attentions of Death, Fate, the Lady, and the Patrician! CAMPAIGN for goblin rights! WONDER why they bought a second meat pie from Mr Dibbler! RUN AWAY from an angry Swamp Dragon (two feet of mindless fury and high-explosive digestion)! LEARN why the second-greatest lover on the Disc needs a stepladder.

    Complete with a brand-new Discworld magic system, Things from the Dungeon Dimensions, Gaspode the Wonder Dog, and a Thousand Elephants. (Well, maybe

    we exaggerated a bit about the elephants.)

    1 Except the devout followers of the Great God Om, who firmly believe it’s a sphere.

    The

    Wor

    ld Is

    Rou

    nd . . .

    DIS

    CW

    OR

    LD R

    oleplaying Gam

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    01-2500

    The Discworld Created by Terry PratchettGURPS Game Adaptation by Phil Masters

    Additional Material by John M. Ford and Terry PratchettEdited by Sean Punch Cover Art by Paul Kidby

    Interior Illustrations by Paul Kidby and Sean Murray

    2ND EDITION, 1ST PRINTINGPUBLISHED NOVEMBER 2016ISBN 978-1-55634-806-8

    $39.95 SJG 01-2500 Printed in

    Hong Kong

  • STEVE JACKSON GAMESISBN 978-1-55634-806-8 1 2 3 4 5 6 7 8 9 10

    Adventures on the Back of the Turtle

    ®DISCWORLDROLEPLAYING GAME

    Lead Playtester: Jeff Wilson Assistant Lead Playtester: Roger Burton West

    Playtesters: W. “Ian” Blanton, Frederick Brackin, Peter V. Dell’Orto, Scott Harris, MA Lloyd, Alden Loveshade, Garðar Steinn Ólafsson, Andrew Rivett, Scott Rochat, Kristof Sardemann, William H. Stoddard, Antoni Ten Monrós, Hans-Christian Vortisch, and Bryan Weaver

    Discworld and Terry Pratchett are registered trademarks, used under license. All rights reserved. GURPS, Discworld Roleplaying Game, Pyramid, Warehouse 23, the pyramid logo, and the names of all products published by

    Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Discworld Roleplaying Game is copyright © 1998, 1999, 2001, 2002, 2016 by Steve Jackson Games Incorporated. All rights reserved. Printed in Hong Kong. Second Edition (November 2016).

    The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

    GURPS System Design ❚ STEVE JACKSONGURPS Line Editor ❚ SEAN PUNCH

    Asst. GURPS Line Editor ❚ JASON “PK” LEVINEGURPS Project Manager ❚ STEVEN MARSH

    GURPS FAQ Maintainer ❚ –––––––VICKY “MOLOKH” KOLENKO

    Managing Editor ❚ MIRANDA HORNERAsst. Art Director ❚ BRIDGET WESTERMAN

    Cover Design ❚ ALEX FERNANDEZProduction Artist and Indexer ❚ NIKOLA VRTISPage Design ❚ LILLIAN BUTLER, JACK ELMY,

    PHIL REED, JUSTIN DE WITT, MONICA STEPHENS, NIKOLA VRTIS

    Chief Executive Officer ❚ PHILIP REEDChief Operating Officer ❚ SAMUEL MITSCHKE

    Director of Sales ❚ ROSS JEPSONLicensing Manager ❚ ELISABETH ZAKES

    Prepress Checker ❚ MONICA STEPHENSPrint Buyer ❚ PHILIP REED

    The authors gratefully acknowledge the help of that invaluable guide, The Discworld Companion, by Terry Pratchett and Stephen Briggs.

    The Discworld Created by TERRY PRATCHETT

    GURPS Game Adaptation by PHIL MASTERS

    Additional Material by JOHN M. FORD and TERRY PRATCHETT

    Edited by SEAN PUNCH

    Cover Art by PAUL KIDBY

    Interior Illustrations by PAUL KIDBY and SEAN MURRAY

    Discworld Map by STEPHEN PLAYER

    Ankh-Morpork Map by STEPHEN BRIGGS

    Port Duck Map by ERIC HOTZ

  • Somewhere . . .There is a flat, circular world which rests on the backs of four

    elephants, which in turn stand on the back of a giant turtle, whichswims through space. Magic works here. Well, most of the time.Some of the time, anyway. There are gods and heroes.

    It is a fantasy world, albeit with odd similarities to our own,and a setting for fantasy stories. Some of these stories have beentold over the last quarter-century or so in a series of novels – andthe occasional short story, novella, and so on – by Terry Pratchett.(For convenience, this body of stories is hereafter referred to asthe chronicles.) The Discworld Roleplaying Game enables you tocreate Discworld stories of your own, in the form of games, withthe collaboration of your friends.

    The Discworld is a comedy setting, but with room for occa-sional bits of tragic relief. Hence, this book is about running com-edy games, and getting the atmosphere right. But these stories arealso about people, and stories told and games played in this set-ting can be as complex and character-driven as any you could setanywhere else.

    So dive in. Don’t eat the meat pies, don’t frighten the swampdragons, and be careful how you refer to the Librarian.

    What Is a Roleplaying Game?As some Discworld fans who buy this book may not know

    much about these “roleplaying game” things, a word of explana-tion is in order.

    Non-computer roleplaying games (RPGs) – sometimes called“tabletop” or “pencil-and-paper” RPGs – go back to the 1970s,preceding the Discworld by just a few years. They’ve sometimesbeen described as “collaborative improvised radio drama”; agroup of people get together, take the parts of characters, andcreate a story by describing what happens and what those char-acters do in response to events. But it’s just as accurate (some-what, but not very) to compare them to computer games,including “first-person shooters” and, yes, “roleplaying games”;the game provides an environment, in which each player oper-ates one character, usually an adventurous sort, who can gothrough the game world, exploring or fighting or trading or talk-ing to other characters. Apart from anything else, unlike radiodramas but like computer games, tabletop RPGs have rules andsystems to determine whether the characters succeed or fail intheir actions.

    An important way in which RPGs differ from either of thoseother things, though, is in the presence of a Game Master (GM).Like the designer of a computer game, the GM defines settings,creates situations to which the player characters (PCs) mustrespond, and manages the use of the rules. Unlike a computer-game designer, however, the GM is present in person; amongother things, he gets to play all the non-player characters (NPCs),giving them dialogue and personality. He’s a bit like the directorof that radio drama, except that he plays characters – often manycharacters – and he doesn’t have the right to tell anyone else whatto do, although he does make rules decisions and subtly steerevents to keep the story interesting.

    And that’s why tabletop RPGs are so exciting. As there arehumans on both sides of things, every character can have per-sonality and individual mannerisms. Since the GM has the free-dom to make decisions and improvise, the PCs can go off track ortry unexpected tricks – but because there are rules and systems,things are fair, and the PCs’ successes have the taste of real victo-ries. You can fight monsters if you want, and those fights can beas exciting as in any computer game or radio play, but you canalso talk, trade, or sneak around, and that’s just as important asfighting, if you want it to be.

    ROLEPLAYING ON THE DISCThe Discworld Roleplaying Game does what it says; it enables

    you to play an RPG with the Disc as its game world. Over thedecades and dozens of novels, the Disc has developed into a hugeand detailed setting – an ideal location for roleplaying. (Actually, it’sa whole collection of settings, from the scholar-pirate nation ofKrull to the jungle kingdoms of Howondaland, the snows of theRamtops, the swamps of Genua, the ancient Agatean Empire, andthe Fourecksian Outback.) At the same time, the legion of readerswho’ve enjoyed the chronicles provide a ready-made supply of play-ers who are familiar with the world, and who therefore won’t needmany explanations before they start – although it’s perfectly possi-ble to play here without having read any of the stories, and indeedto treat a game as your introduction to the Disc.

    The only snag with this is that some people may feel intimidatedby the idea of creating their own stories in a setting with so muchdepth, which people love so much. Please don’t! The Disc is meantto be a place for readers to enjoy, where stories happen. The entirepoint of this book is to help you have fun making up your own.

    THE GURPS RULESThis game uses a set of rules based on the current (fourth) edi-

    tion of GURPS, the Generic Universal RolePlaying System, fromSteve Jackson Games. See Chapters 2-5 for these. GURPS is versa-tile and allows you to define characters in enough detail to makethem interesting individuals, with real advantages and problems,and unique abilities, skills, and flaws.

    INTRODUCTION 5

    INTRODUCTION

    “How can you hope to win without sacrificing the occasional pawn?”

    “Oh, I never play to win.” She smiled. “But I do play not to lose.”

    – Fate and the Lady, in Interesting Times

  • There are plenty of other GURPS books (starting with the two-volume Basic Set, which contains a more comprehensive set ofrules), which will be of interest to those who want to get deeperinto the system or who desire more detail in particular areas ofplay. See the Bibliography (pp. 402-403).

    WHAT ELSE YOU WILL NEEDTo use the rules, you’ll need at least three ordinary six-sided

    dice, pencils, and scratch paper. You may want to run off a fewphotocopies of the blank character sheet on p. 24 (you have ourpermission to do so for your personal use) – at least one copy perplayer – or download a similar sheet from the Steve JacksonGames website and print copies of that. Other Discworld-relatedbooks are of course strongly recommended; again, see theBibliography (pp. 402-403).

    This BookThe first chapter of the Discworld Roleplaying Game is a

    basic introduction to the Discworld, for the benefit of gamers whodon’t know the setting well and anyone who wants a refresher.Chapters 2-5 are about the game part, providing most of the rules.The next five chapters explore the setting in greater detail, with

    reference to those game mechanics; they cover society, nonhu-man races, geography, the supernatural side, major charactersfrom the chronicles, and animals. Chapter 11 puts everythingtogether, discussing how to run games set on the Disc, and illus-trating this with a number of example settings and adventures.The book wraps up with a bibliography.

    PUBLICATION HISTORYThe original Discworld Roleplaying Game was released in

    1998, initially under the title GURPS Discworld, and was followedin 2001 by a companion volume, GURPS Discworld Also. Thebook in your hands is the second edition, which combines contentfrom both of those earlier works, adds material from the latest nov-els, updates the rules to the most recent version of GURPS, andincludes a new magic system. All of which should answer the ques-tion of why there’s a new edition – the Discworld doesn’t stand still,and neither do we.

    This book refers to all of the “adult” Discworld novels publishedup to the time of writing, plus a few short stories and such. Forpractical and stylistic reasons, though, it doesn’t encompass any ofthe “younger readers” books set on the Disc.

    Some WarningsSpoiler Alert: We don’t set out to spoil anyone’s pleasure in the

    chronicles, or to give away the plots gratuitously. We’d rather thatyou read and enjoyed everything. However, it’s impossible to talkabout the current state of the Disc without mentioning howthings got that way and how important events turned out. Inother words, reading this book from cover to cover means you’rein for fewer surprises if you read the novels later.

    What It’s Not: This book isn’t an attempt to retell the entire his-tory of the Discworld, or even the entire history-so-far of the chron-icles. It merely attempts to give a feel for most parts of the Disc,with some interesting specifics.

    About the AuthorsPhil Masters has been roleplaying and writing for RPGs for more

    than three-fifths of his life, which is a thought he finds . . . verystrange. He is the author, co-author, or compiler of several booksfor GURPS and other RPGs (including Champions, Ars Magica,and Eclipse Phase), and is line editor for the Transhuman Spacehard-SF, near-future GURPS sub-line. He lives in England with awife who is smarter than him and a computer which he still sus-pects of ambition.

    Terry Pratchett, it turns out, wrote his first RPG scenario whenPhil Masters was still running around the playground. It had atoilet in it. It also had an intelligent box called The Luggage,which walked around on legs. Some ten years later, when he hadthe idea of writing a fantasy novel that’d be an antidote to toomany bad fantasy books, he remembered it . . .

    Since then, the Discworld series has sold about 85 millioncopies (but who's counting?) in 38 languages worldwide, thebooks have achieved bestseller status in the U.K. and U.S. main-stream lists. Sir Terry was knighted for services to literature byQueen Elizabeth II. His numerous awards include a CarnegieMedal, Locus Awards, and an Andre Norton Award, while hisdocumentaries have garnered a Grierson Award, several BAFTAs,and an International Emmy.

    6 INTRODUCTION

    (More) About GURPSSteve Jackson Games is committed to full support

    of GURPS players. Our address is SJ Games, P.O.Box 18957, Austin, TX 78760. Please include a self-addressed, stamped envelope (SASE) any time youwrite us! We can also be reached by e-mail:[email protected]. Resources include:

    New supplements and adventures. GURPS contin-ues to grow – see what’s new at gurps.sjgames.com.

    Warehouse 23. Our online store offers GURPSadventures, play aids, and support in PDF form . . .digital copies of our books, plus exclusive materialavailable only on Warehouse 23! Just head over towarehouse23.com.

    Pyramid (pyramid.sjgames.com). Our monthlyPDF magazine includes new rules and articles forGURPS, systemless locations, adventures, and muchmore. Look for each themed issue from Warehouse 23!

    Internet. Visit us on the World Wide Web atsjgames.com for errata, updates, Q&A, and muchmore. To discuss GURPS with our staff and your fel-low gamers, visit our forums at forums.sjgames.com.The web page for the Discworld Roleplaying Gamecan be found at gurps.sjgames.com/discworld.

    Bibliographies. Many of our books have extensivebibliographies, and we’re putting them online – withlinks to let you buy the resources that interest you!Go to each book’s web page and look for the “Bibli-ography” link.

    Errata. Everyone makes mistakes, including us –but we do our best to fix our errors. Up-to-date erratapages for all GURPS releases, including this book, areavailable on our website – see above.

    IntroductionWhat Is a Roleplaying Game?This Book(More) About GURPS

    Some WarningsAbout the Authors

    On the Back of FouElephants Why a Disc? Why the Turtle?Great A’TuinThe Power of StoryOther Worlds

    Morphic FieldsBut Really . . .

    Practical BasicsDirectionsWeather and TemperatureTimeDiscworld LightDiscworld Holidays

    History (Slightly Frayed)PrehistoryHuman CivilisationsThe History Monks

    Basic GeographyThe Circle SeaHubward LandsHub and Rimfall

    The Far Rim

    Living and AdventuringLanguagesOggham

    TechnologyTravel

    MedicineThe Position of MagicCaroc Cards

    WarfareCurrencies

    Making CharactersGURPSThe Example Characters

    GlossaryCharacter BasicsConverting Existing CharactersCharacter PointsCharacter SheetSkill Bonuses and PenaltiesExample: Jemzarkiza of Krull

    Basic AttributesExample: Jemzarkiza of KrullSecondary CharacteristicsCharacter SizeBasic Lift (BL)Damage

    Image, Looks, and PhysiqueHandednessExample: Jemzarkiza of Krull

    Social BackgroundTechnology Level (TL)Character Age

    LanguageExample: Jemzarkiza of Krull

    Culture

    Wealth and InfluenceWealthStarting Funds

    ReputationImportanceRegarding Female CharactersSpecial Cases for Status

    Friends and FoesExample: Jemzarkiza of Krull

    AdvantagesWorking for The Lady?Example: Jemzarkiza of KrullInspirations

    PerksExample: Jemzarkiza of Krull

    DisadvantagesBenefits of the Barbarian LifestyleExample: Jemzarkiza of Krull

    QuirksMental QuirksExample: Jemzarkiza of Krull

    Physical/Social Quirks

    SkillsBuying SkillsUsing a Skill With a Different Attribute

    Defaults (Skills You Don’t Know)Skill ListCombat SportsMagical CheatingExample: Jemzarkiza of Krull

    Nonhumans and Occupational TemplatesTraits for Nonhuman CharactersAttribute and Secondary Characteristic ModifiersRacial and Personal AppearanceExample: Hunchbroad Modoscousin

    Racial AdvantagesSupernaturally Powered Beings

    Racial PerksRacial DisadvantagesRacial QuirksRacial Skills

    Racial TemplatesHunchbroad Modoscousin: The DwarfDwarfsGargoylesGnomes and PictsiesBansheesElf-KinGoblinsGnollsSupernatural Personifications as Characters

    GolemsSapient AnimalsTrollsTroll Sizes

    VampiresYetis

    Werewolves and WolfmenOther Therianthropes?

    ZombiesMummies

    Other PossibilitiesAnimated Skeletons

    Occupational TemplatesLow-Powered CharactersMedium-Powered CharactersHunchbroad ModoscousinFairy GodmothersOther Interesting Occupations

    High-Powered CharactersHunchbroad Modoscousin

    Going ShoppingPlayer Characters and PossessionsTravel CostsWhat Cost of Living Gets YouLiving ExpensesWeaponsImprovised Monster-Slaying Weapons

    Melee WeaponsThrown WeaponsMissile WeaponsDwarf Bread Weapons

    ShieldsArmourArtillery

    General EquipmentMagical GearShopping (or Not Shopping) as an AdventureSapient PearwoodExample of Shopping: Jemzarkiza of Krull

    Special CasesExample of Shopping: Hunchbroad ModoscousinShapeshifter Garments

    Completed Sample Characters

    Doing StuffRolling the DiceSuccess and FailureRepeated AttemptsContestsResistance RollsDamage RollsOther Dice RollingSettling Rules Questions

    Physical FeatsClimbingHikingJumpingEncumbrance and Move

    Lifting and Moving ThingsRunningSwimmingThrowing

    Mental FeatsSense RollsWill RollsMental Stunning

    Social ConcernsReaction RollsInfluence RollsCharacters With Jobs

    CombatTurn SequenceFree Actions

    ManoeuvresUntrained Fighters

    TimingRange, Reach, and Close CombatSize Modifiers, Reach, and Weapons

    AttackingMounted CombatUnarmed CombatRelative Sizes in CombatDeceptive Attacks

    DefendingParrying Heavy WeaponsUnarmed Defence

    Damage and InjurySpecific Hit LocationsGetting Inside Armour

    Injury, Illness, and FatigueInjuriesBiting AnimalsKnockback

    RecoveryDrinkingKlatchian Coffee and KnurdnessInstant Cures for Drunks and Knurdness

    FatigueOther HazardsAgeing

    Messin’ With Reality �(The Magic Rules)Basic Abilities for Magic-WorkersDeciding an EffectStaffs and Personal StyleLong-Distance ModifiersOther Power SourcesMirror Magic

    Casting the SpellRitual CastingMagical Fumble TableThe FormsStandardised SpellsSpell-Like EffectsNaming SpellsNonmagical Fortune-TellingSubtle Duelling in MagicFlashy Duelling in Magic

    Playing and Running the GameCharacter ImprovementBuying Success

    Life and LandsDisc SocietyGovernments and PoliticsCrime and Law EnforcementGender Politics

    The Semaphore RevolutionAstronomy and Astrology

    Uberwaldian Domestic Surgery

    Nonhuman RacesDwarfsDwarf Bread”Clang”

    TrollsThe Battle of Koom ValleyMr. Shine

    Creatures of the NightMinor Races

    GeographyThe Sto Plains RegionThe Forest of Skund

    Across the Circle SeaBrigadoonsD’regsOver the Rim

    Toward the RamtopsKrullLoko

    Widdershins RegionsThe Dark EmpireOceans

    The Hub and BeyondThe Lost Continent of Ku

    The Counterweight ContinentEcksEcksEcksEcks

    Wellcome to �Ankh-Morpork”HistoryThe SmellThe Patricians

    Current GovernmentPublic TransportNewspapers and Printing

    GeographyAnkhHubwards MorporkDisastersThe Unreal Estate and the Thaumatological Park

    The Isle of GodsRimwards Morpork and the ShadesThe Port Business

    The Patrician’s PalaceBloody Stupid JohnsonGuards and Dark Clerks

    Law and Order and DefenceThe WatchCity LawMagical Law

    The Regiments

    The GuildsOrdinary Trade GuildsThe Merchants’ GuildOrphans

    The Assassins’ GuildBankingThe Breccia

    The Thieves’ GuildDisorganised Crime

    The Beggars’ GuildThe Fools’ GuildThe Dogs’ GuildThe Rats’ GuildSome Other GuildsBanned and Irregular GuildsThe Lady Sib

    Food, Drink, and LodgingTroll and Dwarf BarsMrs. Cake

    The Supernatural SideThe BasicsThe Foundations of RealityAlternate Realities, Alternate CreationsThings in Residence

    MagicThe Roundworld Project

    Working SpellsTypes of Magic-WorkersHoroscopesUses and Abuses of MagicFamiliars

    SpellsHeadology

    Exploiting the Laws of RealityWhen It All Goes WrongMagic ItemsOctironAjandurah’s Wand �of Utter NegativityOther Items

    Magic LevelsWandering Shops

    Unseen UniversityRival UniversitiesAdministrationUniversity ServantsUniversity LawThe Department of Post-Mortem Communications

    TeachingRoom 3B

    The Tower of ArtThe LibraryInvisible Writings

    High-Energy Magical ResearchEmergency ResponsesNon-Wizardly Studies”Numbers” Riktor

    University-Based Campaigns

    WitchcraftAlchemists

    Major PersonificationsDeathThe Old High Ones

    The Other HorsemenFung Shooey

    The Auditors

    Gods, Religion, and Related IssuesThe Power of BeliefThe Small GodsForgotten Gods

    PantheonsNational Gods and One GodsDeath and the GodsThe Afterlife

    Nature GodsLife on Cori CelestiInter-Faith Relations

    Priests and the PriesthoodHermits

    Other LegendsFate and The Lady

    DemonsAstfgl and Vassenego

    Suicidally Gloomy When Sober, Homicidally Insane When Drunk”Citizens of Ankh-MorporkThe PatricianRufus Drumknott

    Leonard of QuirmMoist von LipwigThe RustsThe Aristocracy

    William de WordeSacharissa CripslockOtto ChriekAdora Belle DearheartC.M.O.T. DibblerMr. SlantOther Dibblers

    Gaspode the Wonder DogFoul Ole Ron and Friends

    The WatchCommander Samuel Vimes (The Duke of Ankh)Lady Sybil Vimes

    Captain CarrotCaptain AnguaSergeant ColonSergeant DetritusSergeant Cheery LittlebottomCorporal NobbsOther Notable Watchmen

    Noteworthy WizardsMustrum RidcullyRincewindPonder StibbonsThe LibrarianThe UU Faculty

    The BursarHenry the Ex-Dean

    LancreLancre Castle StaffKing Verence IIQueen MagratGranny WeatherwaxThe Lancre Coven

    Nanny OggAgnes “Perdita” NittThe Oggs

    GreeboOther Witches

    Wanderers and ForeignersCount Giamo CasanundaEvil Harry DreadPastor OatsCohen the Barbarian

    Polly PerksSusan Sto HelitTwoflowerOther Rulers

    Beware the Ambiguous Puzuma(Relatively) Ordinary AnimalsEquestrian EquipmentDisc FloraTroll Animals

    Dragons (of All Sizes)Supernatural BeingsBogeymenDryadsElvesElfland Animals

    GeniesRarities and Unique Creatures

    GhostsMr. Ixolite

    Bad Food, No Sleep, and Strange PeopleRunning for Your LaughA Touch of HorrorPlaying the GamePlot/Campaign Categories1,000,000-1Campaign Theme: WatchmenAdventures vs. StoriesSitcom Campaign Ideas

    To Bear in Mind . . .Campaign Theme: The Press

    Sample Campaign Setting: The Brown IslandsCanon ConcernsFung Shooey in Port DuckTrade and PiracySwashbuckling (of Several Sorts)

    Port DuckThe Agatean Repeating CrossbowLlapffargoch-Wokkaiiooii

    Prop LeeScenario: A Little Job

    Scenario Seeds

    More SettingsWadi El-RuklCart WarsScenario: Rug AddictionThe XCDANew Smarlhanger

    Sample Scenario: Lost and FoundBackground ResearchCampaign Theme: Travelling Professionals

    More Scenario IdeasFull Court PressSektoberfest in NoThingfjordAnd More!Campaign Theme: Working for a MonasteryCampaign Theme: League Football

    A Brief GlossaryBibliographyIndex