Dungeon World: Sarrenor Rules Compendium
Reading the latest Beta last week inspired me to make some custom moves for my homebrew fantasy campaign setting. I’m really proud of the document and can’t wait to use it. In the spirit of Dungeon World’s open approach, I’m sharing my homebrew rules.
Fair warning: none of this has been playtested. I’ll let you know about any updates.
If you want to get straight to the goods, you can download the Sarrenor Rules Compendium as singles or spreads (same content in both, just singles prints as a booklet better and each is viewed better on certain devices).
If you want to hear a bit more about the setting first, read on…
- Sarrenor is a human-based world, so I’ve replaced the races in Dungeon World with human background moves instead. Most of this is the same stuff, just reskinned.
- I’ve never really liked clerics of many different faiths all being able to turn undead, so instead they can repel the enemies of their faith (like undead, if that’s their thing).
- Clerics also got a change to the Deity move, allowing players to select one of the Faiths of Sarrenor (also included in the document) and also giving more domains and precepts plus the option to make your own.
- Rangers don’t all want animal companions, in my experience, so I’ve added a version of Distracting Shot from the D&D 3.5 Players Handbook II. It could be pretty powerful when combined with Called Shots or Backstabs, but Animal Companions are pretty awesome too, so hopefully this move is a suitable alternative.
- I’ve included seven faiths, at least one of which should suit each character class. Domains and precepts included. They also have alternate alignments characters can take if they worship certain gods – directly inspired by Sanglorian’s Dungeon World Stuff. I was going to make a Noble mini-class too, but Sanglorian’s got it covered!
- I’ve also got slightly tweaked equipment and price lists and a handful of world moves
- Finally, my favourite: a whole suite of moves for operating in a dream world. You can build a realm – like a fortress/ship – then arm it with offences and defences and other furnishings (like a war room or palace of pleasures – each with its own move). You can have inter-realm battles and if you kill someone in the Dreamscape, well… let’s just say that I had trouble keeping the options down to a mere dozen.
I’ve also made a new hub for all things Sarrenor, which you can find here.
Finally, I just have to stress how easy and fun it was to make this document. House ruling for 3.5 has given me way more stress than it should have, trying to ensure balance and correct numbers. Dungeon World supports you in house ruling. It’s a breeze and if you have a good idea, you’re already half way to having a new move.
Don’t forget to back the Kickstarter to play the game as is or tweak however you like!