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SHADOWS OF UMBERTO JOE BANNER

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SHADOWS OF UMBERTO

JOE BANNER

2

Dawn rises over salteD Dunes, bands of gold and crimson across a sapphire sky.

A point of light grows ever larger on the horizon, brighter even than the rising sun. It is the capital of Umberto: the so-called “Fortunate City”. You pray it is fortunate for you, and spur the convoy onward.

Your comrades yawn, stretching chilled limbs in the early light. Rest has come too rarely for you all. You have shared dark dreams: visions of shadow and flame, a king’s blood spilled, and burning rubies lost in endless sands.

You do not know what to make of them, but perhaps the world-famous mystics of Umberto can help with your plight.

SHADOWS OF UMBERTO

3

HOW TO USE THIS BOOKShadows of Umberto was part of the first

campaign I GM’ed for Dungeon World, back in

Summer 2013. All told, we played maybe half a

dozen games in and around a city that would

become known as Umberto. (I can’t even

remember why I called it that now, other than

the fact it sounded cool. And no, I don’t recall

why I didn’t call it Echoes of Umberto either.)

Notable monsters were overcome, memorable

treasures were looted, and we learned lots

of new and important things about the world

we’d created together. So much in fact, I

thought I’d write a book about it.

Since 2013, I’ve learned lots of new and

important things about how to put together

a series of adventures for Dungeon World,

which I’ve tried to take into account for this

second edition. Some elements and names

have been changed to bring the experience

in line with later releases; some content has

been stripped out to make room for improved

versions. (If you never read the first edition

and you’re interested what’s different, drop

me a line and I’ll send you a copy.)

KICKSTARTING A CAMPAIGNThe book is writted with the intention of

providing a framework for a rookie GM’s first

Dungeon World campaign. (I have no doubt

other game systems would

also be compatible.) You

might, after reading this book

(and maybe re-watching

Aladdin once or twice) read

the introduction to your

players, offer them a classes, and get playing.

Or, you might start a brand new campaign

with your players and have need for a mystical

desert land you can plonk onto the game map.

From there, play to find out what happens.

If the party aren’t interested in desert-themed

antics right now, you can keep these rules to

one side and roll with whatever they feel like.

In all things, work with your players to make

your world as unique and fantastic as possible.

USING IT PIECEMEALThe tables and custom moves herein might

be useful in any kind of bustling city setting.

There’s plenty of flavour written for arabian-

nights style settings out there; I’d hope my

humble efforts can be something you can

throw into the mix, give a good stir and see

what comes out.

WRITING INSPIRATIONYou may be reading all this because, hey,

you’re going to write your own amazing

adventures one day and for the sake of a

few dollars, it pays to keep an eye on the

competition, right? If so, put the book down

and start writing. Like, right now.

It’s never been easier to become a published

game designer, and there’s never been more

ways to find help, support and encouragement

(not to mention a paying audience) for your

work. Come find me online (joebanner.co.uk)

and I’ll happily help critique your work. But

first, you’ve got to write something!

4

ECHOES, IN FIRE AND SMOKE

The party, seeking answers to the troubling visions seen in their

dreams, have travelled together to Umberto. They arrive at the

desert capital on the brink of civil war.

The cunning and power-hungry magi council seek to depose their

young and naive caliph, Ertan II, who has pledged to improve the

lives of his people. Far from being grateful, many of the people are

sick of oppression by the magic-wielding nobility and unsure of the

new ruler’s intentions.

The most dangerous of them have formed an insidious cult to

summon Baphomet, prince of the Infernal realm, who would see

the caliph’s blood spilled and the entire mountain capital turned

to dust. Given he is as big as the palace, he might just do it - if the

cult isn’t stopped.

The only allies the young caliph has are his wazir, advisers and

warriors from across the world. But their numbers are few, and

skills too diverse, to take on the magi council and the cult alone.

STAKESWhat will our campaign resolve? What may be

lost or changed forever?

� How far will the magi go to claim the

throne?

� Can the wazir save their noble caliph?

� Will the people side with their caliph,

the magi, or the demons?

5

QUESTIONSWhat might be interesting and relevant in the next few games?

� Do dreams mean a lot to your people?

� Are your people at war with Umberto? If so, over what?

� How is magic treated where you are from?

� How has millenia of magic use changed how Umbertoans look?

� Have you ever met a wandering wazir? What answers did they

seek on behalf of the caliph?

UNDERSTANDINGSThings every party member knows, without needing to spout lore

� Umberto is a desert city, known for mystics and demon-

summoning. The young ruler - Caliph Ertan II - only recently

took the throne.

REWARDSYour eternal reward...

� A respite from darker dreams

� The gratitude of whoever rules Umberto, should you help them

Untold treasures found in the souks of the city

ENCOUNTERSWhat creatures or situations are you likely to face?

� A mix-up with the local guard, or an overzealous wazir

� An audience with the caliph, with or without his magi council

� Dark rituals in the city, with deadly consequences

� A desperate race to the palace to stop a titanic demon prince

6

THE CITY AND THE MOUNTAIN

An elderly mAn in rAgs kneels before a marble throne. The

throne dwarfs its occupant: Ertan II, the young caliph, only

thirteen years old. His eyes are sky-blue, wide, intelligent and

innocent. His brow, furrowed with concern, barely fits the royal

crown. Ertan does not know how best to help his people, like this

poor old man. This troubles him. A spindly magus in red robes

stands over the caliph, whispering advice. (Unlike the king, the

magus cares little for this old man’s troubles.)

The palace stands atop an ancient plateau. The old man’s

daughter waits in line, nearby. She has come here every day for

a month to petition his release. The view across the Iron Dunes

still takes her breath away - she has lived her whole life in the

cavernous city below. Her father has been accused of dealing

with daeva, the infernal, yet they have served the city faithfully

for generations. Though she arrives each day at dawn, the

queues are too long - she is yet to see anyone. She waits as

patiently as she can. It is all she can do.

Far below the palace her son conducts a ritual in blood and

fire. He is foolish and naive. All his life his family has toiled

for scraps in the souks of Umberto. The cult found him,

and promised an end to the foolish, uncaring royal family

that caused his family such misery, and he believed them.

His flesh twists perversely, skin scorched by crimson balefire.

Before his sanity is stripped away forever, the son thinks of

his beloved grandfather, smiling.

7

GENERAL KNOWLEGE OF THE CITY, TO INFORM AND INSPIRENote the following is more a collection of ideas rather than hard-and-

fast rules, and any of them can (and should) be tweaked to best fit

your campaign.

Prosperity: Wealthy

Population: Growing

Defences: Guard (the wazirs)

Trade: The world (spices, reagents, gems, glass, etc.)

Arcane: The magi council

Personages: The young caliph, Ertan II

Oaths: The Iron Marches

“Umberto” is the name of the the mountain, the nation and the city.

The mountain came first, then the city, then the nation. The idea

of any two surviving without the third is tantamount to heresy.

(Generally, the mountain and the city are both referred to as

“Umberto City” and the nation is simply “Umberto”.)

The city has not always been the capital, but it has always been

the cultural and religious centre of its people. When a native of Umberto far from home faces the mountain to pray at dawn, gain

1 knowledge. When you have need of it spend 1 knowledge and gain

+1 to Spout Lore. You may only hold 1 knowledge at a time.

The city is human-centric, though elves from distant Xi or other

realms are not unknown. Being a nation mostly occupied with

the arcane, traditionally-minded dwarves are rare. The city is

connected to the coast by the northern river, and it is a world

leader in trade.

8

The other developed nations of the world, particularly Chalcedon

and Mirkasa, are racing to provide the world a reliable, poweful

source of refined, magical energy. This steampunk industrial

revolution is yet to reach Umberto; the secrets of Umbertoan

sorcery are hoarded by the nobility and treated with suspicion

by the rest; thus, there is little call for it. However, the caliph has

learned much of these new technologies from the knowledge his

wazirs has gathered.

The palace is balanced on top of the mountain, surrounded by a

corona of protective magical energy that keeps the air cool and

fresh. Below, the narrow mountain holds tens of thousands of

Umbertoans, many of whom have never seen the outside world.

The interior is criss-crossed with stairways natural and otherwise,

alongside homes, the occasional barracks and the endless souks for

every kind of trade you might need.

In the souks, showing a merchant your open hands is regarded as

a sign of disrespect - it implies you have no money and are thus

wasting their time, and may be taken as mockery, as many traders

lose a hand for short-changing the wrong customer. That said,

keeping another trader’s fingerbones around ones’ neck is said to

be a mark of good fortune - a spare finger or so for the guardsman,

as it were.

Save the palace itself, the richest folk live at ground level, where the

air is coolest and one gets “first pickings” at any new visitors to the

city. The least fortunate live directly below the palace; where the

magi go to buy grave salt, children’s blood, and other less salubrious

substances for their rituals. As has already been implied, for the

right price, anything can be bought.

9

10

AREA: KHORZUQ MARKET

The tenth level of Umberto, a

square mile of teeming bazaar

that never sleeps.

CONNECTIONS � Stairs and rough a climb to the palace � Rope elevators to ground level � Secret passages to odd gatherings

IMPRESSIONS � Swarthy merchants � Tables of useless baubles � The odd diamond, in the rough � A brief sight of the desert beyond � Crowds above, below, side-to-side... � Headstrong guards and harsh justice � Swarthy folk from distant lands � Your purse, missing

DISCOVERIES � Secret rituals behind closed doors � Broken copper seals on a sluice gate � A magus in disguise on secret business � Zulf, A palace guard who could be bribed � A half-starved dog, treated badly � Schran, an idiot thief (see _hirelings_)

MOVESWhen you buy anything, pay twice the market price or roll+chA and haggle. On a 10+, you get it at regular price and it doesn’t take a long time to buy. On a 7-9, pick one.

When you look for something illegal, magical or rare it’s available, but the GM picks 1-3: * You’ll owe someone a favour to get it * You’ll spend days tracking down the right guy * There’s a good chance someone will find out you’re looking for it.

When you scan the crowds for a specific person, roll+wis. On a hit, you see them first and they aren’t in trouble. On a 7-9, the GM picks which is true and which isn’t.

GM MOVES � They’re accused of cheating � They spot something tantalising � They pay over the odds � They come to a sheer drop � A horde of crooked guards come to

arrest them (p.22) � Several wretched vessels come to

silence or recruit them (p.23) � A demonic lieutenant makes a big

entrance (p.23)

11

TEN STRANGE OBJECTS, OFFERED FREELY WITH YOUR PURCHASE

1 A bundle of aromatic spices, sweet-smelling. There’s a 1-in-6 chance a sprig of goldenroot (applied, next creature target sees is considered a trusted friend) is hidden within.

2 Two tiny matching shells, one in an ear stud, the other in a ring. See The Shells of Albrecht.

3 A dusty book. The first page reads (in an ancient tongue, requires successful spout lore) “Stay a while, and listen.” See The Book of Cain.

4 A delicate vase, in mint condition. When you go to sell the vase on, roll+chA. On a 10+, it’s worth 50 coin. On a 7-9, it’s worth 10 coin.

5 A ball of lead, suspended on silver wire. See Focults Pendulum.

6 Three large eggs, wrapped in silk. The sellers claims they are dragon eggs. Two are chicken eggs, and one is a manticore’s.

7 A furry animal with large ears in a gilded cage. It abhors sunlight. Don’t get it wet. Don’t feed it after midnight.

8 A fine wine from the buyer’s hometown, no matter how far away they live.

9 An artist’s impression of a group of adventurers, unnerringly similar to the party.

10 A chipped and weathered red ruby. See Pzitorac’s Ruby.

12

MAGIC ITEMS

THE BOOK OF CAINThis seemingly infinite tome on

all things arcane and diabolical

is an arresting read. When you make camp, if you read from the

book, take +1 ongoing to Spout

Lore. If you don’t read from the

book, you become distracted (-1

wis ongoing.)

PZITORAC’S RUBYA chipped ruby holding the soul

of Pzitorac, a demon who defied

his brothers to defend the

mortal realms.

While holding the gem

any actions - attacks

or otherwise - are

considered forceful.

Should the bearer turn the

demon’s strength against itself

and crush the gem, their body

will become the next host for

Pzitorac’s essence.

THE SHELLS OF ALBRECHTThese tiny shells, each smaller

than a thumbnail, come set into

a facial piercing of the player’s

choice - noserings and earrings

are common. The wearer can

communicate with any other

wearers neaby, friend or foe.

FOCAULTS PENDULUMA ball of lead suspended on

silver wire. The ball will gently

sway when held aloft, leaving a

trickle of salt in its path.

When you observe the

pattern of salt after a few

minutes, roll+int. On a 7-9

the GM will answer one

question of your choice; on

a 10+, all three.

� What plane of existence or physical realm am I in?

� Which direction will lead me home?

� Where is the nearest ocean?

13

AREA: UMBERTO PALACE

The shimmering capital of the

nation, unbroken for millenia.

CONNECTIONS � Below to the city � Beyond to the desert � Through boiling sigils to the plane of fire � Via an unassuming door to the city of Dis

IMPRESSIONS � Breathtaking views � A haze of magic in the air � Protective runes � Arcane servants � Marble thrones � Cold glares from the magi � A warm welcome from the caliph

CURIOUS ROOMS � A section of preserved pyramid � Disturbing hieroglyphs on a wall � A giant snake in a glass vivarium � An old prisoner, chained with cold iron

CUSTOM MOVESWhen you petition the council, the GM gives you a number (5,4,3,2 or 1) and roll(+wis-number.) If you’ve petitioned the council before or arrive at dawn, take a lower (better) number. On a 10+, you’re seen after a few hours. On a 7-9, you’re kept waiting all day. On a miss, mark XP and your impatience gets the better of you.

When you are interrogated by a magus, roll +con. On a 10+ you reveal nothing. On a 7-9 you reveal a previous crime or compromising secret. On a miss, you reveal to the magus exactly what they want.

When you parley directly with the caliph, you can use “an answer to a mysterious question” as leverage.

GM MOVES � The caliph misunderstands their intent � A wicked scream from a distant tower � A magus’ twisted experiment goes wrong � Their dreams are taken as ill omens � The caliph’s blood is on their hands � A cabal of council magi try and stop

them (p22) � Their dreams come true, with terrible

consequences

14

WAZIRS

Everyone knows the magi council can’t give sage advice, because

they are power-hungry, cunning and self-serving. So when the

young caliph needs an honest answer, he asks a wazir.

When the caliph asked “why do the tarpits of Rhamdesh still

bubble, even after so long in the summer sun?” seventeen wazirs

went to find the answer. Only one returned, but was rewarded with

all the riches of his fellows.

Another time, the caliph asked “why does my foolish cousin control

the courts of Zarrakech?” Two days later, the cousin was found

dead, an unfinished meal of saffron rice, raisins and nuts in front of

him. It is known a wazir was honoured soon after, but their name

has been forgotten.

Once, when the caliph was bored and in his cups, he asked “why

am I not entertained?” The revels were long and arduous, and no

wazirs survived.

A wazir is expected to travel far and wide, as his Caliph commands.

In all places, they must present themselves as an upstanding citizen

of Umberto. They must be equal parts diplomat, entertainer, rogue

and assassin, and sometimes all at once. Many are not natives of

the desert, but all are expected to honour

Umberto’s gods and customs, like praying

to the Fortunate city every day. There is

no formal method of becoming a wazir, save

pleasing the caliph in some fashion.

15

EXAMPLE WAZIRSKaysi Ai was a beautiful golem,

her soapstone skin polished and

gleaming. She claimed to find

herself lost in the soft sands

north of Tokapi after a great

cataclysm destroyed her city.

When brought before the caliph,

she broke the nose of the Guard

Captain and called the magi

council incestous curs. For the

first, she was tortured for seven

days; for the second, she was

made a wazir.

She was last seen in Chalcedon,

attempting to answer “what

relationship do you have with

the quartzkin of the west?”

Wallace Beasley was a

Chalcedoni engineer who

delighted the caliph with the

steam-powered toys of his

people. When he fell out of

favour in his homeland, he fled

to Umberto and offered his

services to the caliph instead.

His research into combining

Umbertoan sorcery with

Chalcedoni science answered

many questions of the royal

court, but tragically led to his

downfall when Wallace was

found dead of a heart attack in

his laboratory.

Though his work was subse-

quently archived, they say his

ghost still haunts the bronze

gears and pulleys of every

Chalcedoni toy in the city.

Katib Dahrir was a powerful

wizard raised in the souks

of Umberto city. Her rough

manners put her at odds the

court, but earned the caliph’s

trust. When a jealous rival

stripped her of her magic, the

caliph took pity and placed her

among his wazirs instead.

Katib travelled the world on

diplomatic missions, even

travelling to mysterious Xi

where she tragically met her

end. Even in death she did her

duty, returning to the caliph in

dreams to inform him of the Xi

emperors duplicitous intentions.

16

COMPENDIUM CLASS: WAZIR

When you earn the favour of the caliph of Umberto or start a new

character in Umberto city, the next time you level up you may you

may choose this move:

UMBERTOAN WAZIRYou are a servant of the Royal Court of Umberto, charged with

answering the great questions of the world for your caliph. You

carry a seal of office (0 weight), describe it. At the start of a session,

your GM may deliver a question from your caliph; when you answer

it, mark XP.

THINGS TO NOTE:

� The caliph will only send one question at a time, and if multiple

PCs are wazirs they’ll all get the same question.

� The player can get a message back to the royal court within a

few days, at most. Ask the player how: carrier dove, or mystical

charm? Does it have anything to do with their seal?

� Add “The wazir loses their seal of office” to your list of GM moves.

� If the party don’t answer the question in a reasonable amount

of time (say a week in-game, and however many sessions that

might translate to in real life) or a rival answers it first, the

party risk the Court’s displeasure. This probably won’t mean a

death sentence, but it certainly might draw unwanted attention

from the royal guard.

� Rival wazirs are a great foil to throw into any adventure!

� As noted in the examples, wazirs don’t have to be natives to

Umberto, they could have come from anywhere.

18

REGION: THE IRON MARCHESTorrid, Arid Desert, Barren, Perilous, Chaotic

IT CAN BE FOUND...WEST of Umberto city, called “the Fortunate City” by some; SOUTH

of Mahima D’utari, the borderlands of Mirkasa; NORTH of the

Malachite Mines, source of the caliph’s vast wealth.

IMPRESSIONS � By day: relentless sun, endless dunes, wavering dots on the

horizon (friend or foe?)

� By night: a full, alabaster moon; flickering witchlights, the whispers of djinni and hashshashin

� Savage sandstorms

� Clear blue skies

� Circling carrion birds

� The occasional mesa, and the shelter it may offer

� Eroded pyramids, looted of any wealth

� Untouched pyramids, undiscovered in centuries

DISCOVERIESA lush oasis, safe but coveted by all travellers. How long do you

dare stay here? What claim from another party has already been

embedded in the soft earth?

A soft place, where the sand is deadly and the dunes seemingly

endless. What lies beneath the sand layer for those that fall through

it? What time-spanned souls have been lost here, helpless, for

centuries? How might the party escape?

19

A mile-wide crop of cactus, each plant several feet tall. When you navigate through the field, roll+dex. On a 10+ your clothing is

torn, but nothing of value is lost. On a 7-9, something important is

hooked - leave it behind or spend the necessary time to get it free.

When you travel around the field instead, you risk wasting time

and drawing unwanted attention.

A desert ironwood, maybe a thousand years old. What might a

druid ask it? What marks of ancient conflict scar it’s bark? What is

said to happen when the ironwood blooms? Is it blooming now?

An outpost of foreigners, perhaps a Chalcedoni legion or grove

of Green-scar Godsworn. What might the foreigners want in

exchange for shelter or safe passage?

By default, the outpost is Poor, Shrinking, Guard, Need (Supplies),

Oath (it’s parent nation). Also, choose or roll one:

1d12 DETAIL

1-3 The foreigners are hated by the locals, and raided at every opportunity: +Blight (nomads)

4-5 Built on the site of an ancient curse: +Blight (cursed earth), +Need (exorcists), -Population

6-7Formerly a town, captured and fortified by the foreigners, its former residents enslaved: +Population, +Safe, +Defences, +Blight (would-be rescuers)

8-10 The outpost was a prison for exiled criminals: +Lawless

11-12 The outpost’s occupants are odder than usual: (choose) +Elves, +Dwarves, +Antfolk (etc.)

21

PERILOUS TRAVELSave the hidden paths of the desert nomads, travel across Umberto

is always perilous: above and beyond your supplies and rations for

the dungeon, you need stout transport, reliable guards, and enough

food and water to survive the unforgiving sands.

When you travel across Umberto to a perilous location, roll. If you...

� ... spend 100 or more coin in supplies, +1.

� ... take it slow (arrive 2 days later than intended), +1.

But if you...

� ... have drawn unwanted attention in town, -1.

� ... will be travelling for more than 3 days, -1.

� ... spend less than 30 coin on guides and gear, -1.

On a 10+, you get there, no problem. On a 9 or less, you’re not there

yet - the GM will describe what’s blocking your path and ask what

you do. On a 6-, your lack of preparation has also left each of you

with a debility of the GM’s choice.

The Iron Marches was originally printed as part of Perilous Deeps by Jason Lutes. If you’re

looking for more exploration-based gameplay, I highly recommend The Perilous Wilds and

Freebooters on the Frontier. All of these can be bought from Jason’s DriveThruRPG store,

Lampblack & Brimstone.

22

CREATURES

CROOKED GUARDHorde, 3hp, 1d6 damage

Nothing is free in Umberto. Thus, the streets

are only guarded where the traders can afford

to pay stout men to guard them. Of all the

things one might find in Umberto, it would

seem loyalty is the one that is truly priceless.

Instinct: to move trouble on

� Look the other way for a price � Double-cross an employer � Do their job, if strictly necessary

OVERZEALOUS WAZIRSolitary, 12hp 1 armour, b[2d10]

damage

Wazirs are perhaps the only souls whose

loyalty has been earned, not bought. Thus,

they tend to be grateful to their caliph for

sparing them a worse fate. However, while

they might have their lord’s best interests at

heart, interpreting those wishes is another

matter. Instinct: to seek answers

� Keep the caliph safe � Reveal an unexpected and clever move � Reflect their heritage from a distant land

COUNCIL MAGUSSolitary, 16hp, 1d12 damage

(reach, forceful)

A little power is never enough. The magi

have known this since they conjured parlour

tricks to please little pharohs. Now, another

boy-king rules Umberto. The throne has

never been weaker. Now is the time to strike.

Instinct: to serve no-one

� Wield fire, smoke and shadow � Convince lesser creatures to help them � Focus their magic for greater effect

23

WRETCHED VESSELGroup, 8hp 1 armour, 1d8+2

damage (messy, forceful)

“DiD I noT TelL yoU, my pRetTieSSsS? Did wE

noT DISsssCusSS, AT LenGTH, WhAT GIFTS

THE MASSSTER WouLD ofFER? NoW, TheSSE

intERLOPERSS WILL SssSSEEE. BeHOLD, THE

TrUE POWER OF BAPHOMET!” Instinct: Pave

the way for greater evil

� Cast warped echoes of spells (magic missile, light, alarm)

� Summon portals for demon princes � Twist their flesh into horrible new forms

DEMONIC LIEUTENANTSolitary, 16hp 2 armour, b[2d12]

damage (messy, forceful)

Wait til you see their boss. Instinct: to

overthrow mortal life

� Contain and corrupt the living � Burn something precious � Move faster than flame

BAPHOMET, PRINCE OF INFERNUSSolitary, Messy, Terrifying,

Titanic, Planar

Prince of deceit. Bearer of falsehoods. Regent

of the Infernal realms. Doom of Umberto and

all mortal life - unless he can be stopped.

Instinct: To destroy what he cannot conquer

� Protect an obvious weak spot � Revel in destruction � Summon infernal armies

When you cling to Baphomet’s body, roll +con. On a 7+ you keep

your grip; on a 10+, you improve

your grip, or climb higher (from

foot to waist, waist to arm,

arm to shoulder or shoulder to

head).

24

SAMPLE HIRELINGS

EGAN, THE SOUR WAZIR (SKILL 2) Disturbed by the rumours of

heresy beneath the city and the

magi’s hesitation to root it out,

Egan of Mirkasa is on a one-man

crusade in the pursuit of justice.

When Egan stands between

you and an attack increase your

armor against the attack by his

skill. Reduce Egan’s skill by 1

until he receives healing or has

time to rest.

Cost: Justice met

HAKIKI, THE NOBLE CRONE (LOYALTY 1) A well dressed, kindly old woman

who’s made a name for herself

in the bazaar. She introduces

herself as a former member of the

court “whose eyes were recently

opened”.

You may use Hakiki’s loyalty in

place of +chA when you haggle

or supply in Umberto.

Cost: time spent with the people

SCHRAN, THE STREET RAT (LOYALTY 0) A street rat as likely to cut your

pursestrings as the enemies - but

even rats have their uses.

When Schran picks a pocket,

roll +Loyalty. On a 10+, choose

one: suspicion or danger. On a

7-9, Schran also knows where

he could get good coin for what

he’s stolen.

Cost: An equal cut

25

MILENA, THE ODD MAGUS (LOYALTY 1)A member of a prominent magi

house (possibly Tepes, Titan, Giger

or Glamis). What’s she doing living

down here, how does she intend to

get back to the palace, and where

do the players factor into her

scheme?

When Milena helps you deal

damage, you may opt to add

either the messy or forceful tag

to your attack. If you do, you

cannot get a 10+ result; a 10+

counts as a 7–9.

Cost: Evidence of the council’s

corruption (or progress towards

finding it.)

WOOF, THE FAITHFUL FRIEND (LOYALTY 2)Who’s a good boy? Woof’s a good

boy, yes he is!

When you discern realities with

Woof, add “which way did they

go?” to the list of questions

you may ask. If you

have something Woof

can use to get that

individual’s scent, take

+1 forward.

Woof will always try to

defend his master or

mistress, whether they

want him to or not.

Cost: Your love

CAN I GET THROUGH HERE? (1d10)

1 Not yet, a guard blocks your path.

2 Nope, dead end. Turn around and face the music.

3 Maybe. Fifteen Umbertoans are praying to the caliph in there. It doesn’t look like they’ll cause trouble, but it’s hard to tell.

4There’s something going on in there. Roll 1d6: 1-3 it’s seven children, counting the spoils they stole from you earlier; 4-6 it’s the merchant you bought those supplies from, and he looks pissed.

5 There’s something going on in there. As above, except it’s a harmless illusion.

6 Mind the corpse. Someone lies dead and broken on the ground. If the party have time, they’re welcome to loot the body.

7-8Malign forces! There’s a glowing red sigil on the ground. Anything that touches it is liable to wind up somewhere else. It can be bypassed, if they are careful.

9 Yes, and praise the caliph! Exactly the thing you need (a bomb, ammo, a stiff drink) is right there, half-buried in the dirt.

10 Definitely, and there’s a barrel or something you can throw down behind you to block any pursuers.

WHO IS IN MY WAY? (1d6)

1 Cheeky street rat (instinct: to steal)

2 Tired farmer (instinct: to get home)

3 Busy merchant (instinct: to make the sale)

4 Obese noble (instinct: to spend their money frivilously)

5 Tattooed acolyte (instinct: to convert you to their cause)

6 Sinister magus (instinct: to spread dissent)

RUMOURS, FORTUNES, AND TALES OF WILD FANCY (1d20)

1 The caliph is dead. Long live the magi!

2 The city of Dis is coming, and it is hungry. All hail our sweet oblivion.

3 The gnomes of Mirkasa have somehow harnessed the power of lightning! They call it “Elecktrickery.”

4 The Chalcedoni have found a Green Island in the western seas, filled with treasure. They intend to strip-mine it.

5 A plague doctor from Chalcedon will sprout black wings and summon the dead.

6 Another boat arrived empty at the docks last week. All they found were bloated rats and empty larders.

7 The Never-Been-Kings are recruiting again. Find a pretty woman with purple hair and show her a silver coin to get started.

8 The Chalcedoni city of Vectis blew up. Guess the engineers guild finally decided to strike.

9 They’re binding all the sewer grates with copper wire. Keeps the witches out, they say.

10 The shapeshifters got out of the Planarch Vault. Don’t trust a man who says he’s from Nosjad.

11 Leidensjaar flooded again, and the saltwater’s rotted the world trees’ roots.

12 Don’t talk to me of locks and keys - the purple wizard can bend minds with his voice!

13 Beware the thirteenth tier, a minotaur rules it now.

14 There’s talk of a compact in the elemental realms ‘twixt earth, water and air. Bodes poorly for us mortals if they do.

15 An amber-eyed druid with an auroch’s horn will die defeating the bronze-armoured man.

16 A templar with cold eyes will raise false idols in the south.

17 A child of the gutters will make magic that rivals the gods.

18 Fungus-blight took the last ant-folk colonies in the north. If you meet a coughing ant in your travels, don’t breathe in and run as far as you can.

19 I had a horrible dream, of an oxen pulling its weight to a fishing pond.

20 Ai, ai, Great Baphomet is come!

CREDITS & THANKS

Writing, layout and Umberto map © Joe Banner.

Text released under a CC-BY-SA 4.0 license.

All images public domain, unless otherwise specified.

Dungeon World CC-BY 3.0, Sage LaTorra & Adam Koebel.

Visit joebanner.co.uk for more content.

PLAYTESTERS

Malcolm the druid, Morgan the mage and Wallace the thief;

may your souls rest in peace.

WITH THANKS

Adam Koebel, Sage LaTorra, John Harper, Jonathan Walton,

Jason Lutes, and Vincent Baker for the inspiration and

support.

The Iron Marches originally printed in Perilous Deeps,

released by Jason Lutes.

The Dungeon World Tavern, who have continued to

support me and fans of this lovely game worldwide.

My patrons on Patreon, who continue to help turn these

early creative endevours into something truly amazing.

When you pierce the skull of Baphomet,

roll+wis. On any result, you see shades of

that which may or may not come to pass:

glimmering spires obscured by clouds; four

figures, red-eyed and features drawn, in

a field of flames; a human babe, guarded

by wolves. On a 7+, you also hear the faint

echo of mocking laughter...