TEXT: 1
  
  2
  A game about a desperate journey, guided by faith. 
  Written by Júlio Matos
  Illustrations by Fred Rubin
  and Creative Commons images
  Review and editing by Igor Bone and Rey Ooze 
  English translation by Thomas McGrenery
  Thanks
   Secular Games, for always believing in the work of ZK Studio and for bringing 
  Dungeon World to Brazil; to the members of the Retrovirgens group, for their words 
  and feedback. And to the Dungeon World Brasil community, which has always 
  eagerly received our work. To these and many others, our thanks!
  Licence
  Dungeon World is a creation of Adam Koebel & Sage Latorra, distributed 
  under the Creative Commons 3.0 licence
  The Order of the Last is published under the Creative Commons BY-SA license, which in 
  practice means that you may share and remix the textual content of this book, including 
  commercially, provided you credit the original work and its authors and share the new content 
  under the same license.
  The art and layout are copyrights of ZK Studios, all rights reserved.
   Contents
  “Read this first!”   
   
  03
  The Greatest of all Fears   
  04
  A Module for Dungeon World  
  04
  The Exodus   
   
   
  05
  The Characters  
   
   
  05
  The Defender  
   
   
  06
  The Standard-Bearer  
   
  09
  The Eagle’s Vision   
   
  12
  The Samaritan  
   
   
  15
  The Herald   
   
   
  18
  The Devout   
   
   
  21
  Order Moves   
   
   
  24
  Duty and Faith  
   
   
  25
  The Order  
   
   
   
  27
  Fronts  
   
   
   
  29
  Enemies  
   
   
   
  31
   
  The Artauren  
   
  32
   
  Wild Orcs  
   
   
  32
   
  The Living Mountain   
  33
   
  Mimespectro  
   
  34 
   
  Sidaris Dwarves  
   
  34
   
  The Demon Bird  
   
  35
  Sheets & Materials for Printing  36–48
  References   
   
   
  49
  
  3
  What we’re talking about
   
  Dungeon World is a game that tells stories in worlds of the Fantastic 
  Mediaeval, chiefly inspired by Dungeons & Dragons and the mythologies that 
  inspired it, such as The Lord of the Rings, the Elric cycle and other similar works. 
   
  Because of this, Dungeon World addresses matters connected to classic 
  fantasy with a somewhat Manichean worldview, in which good and evil are 
  clearly delineated. Ethical conflicts are not generally a key element in this type of 
  adventure. That doesn’t mean it’s impossibles to develop such conflicts working 
  from the basic book, but that’s a conversation for another time. 
   
  In The Order of the Last, social conflicts and the suffering of desperate 
  people are the wellspring from which the game’s storyline and events come forth. 
  A group of ordinary people in dire straits find themselves having to put their fates 
  in the hands of a warlike Order that seems, at least, to have a trustworthy code 
  of honour. Although they have few other options, the “balance of trust” will be a 
  constant theme.  
   
  The rules in this book present mechanics to drive these conflicts of trust 
  and tackle difficult questions of how we position ourselves and solve problems in 
  our everyday lives, bringing to the surface some of the more terrible facets of the 
  human experience. 
   
  That is to say, difficult decisions. 
   
  For this reason, we recommend that the GM and players talk about 
  these issues in advance. Work out together with your friends if any points may 
  be difficult to deal with, be it due to traumatic prior experiences or because of the 
  personal position of each individual. 
   
  Take a look at the Caravan’s possible demands on page 26. Read some 
  of them to your friends and ask if they would be interesting or perhaps cause 
  discomfort.
   
   
  Take some time to discuss any questions pertinent to the game before you 
  begin, in a relaxed way. 
   
  In this way, it will be  clear to the players what the overall tone and content 
  of the narrative is and makes everyone more comfortable asking for a “strategic 
  stop” when some participants feel uncomfortable.  
   
  It’s everyone’s responsibility to ensure a game experience that’s safe, 
  healthy and fun. Hold onto these principles and the hours you spend together with 
  your friends will be some of the best in your life. 
   
  ZK Studio
   
  Read this First!
  
  4
  The Greatest of All Fears
   
  All our efforts, all our being, now must remain devoted to keeping our people 
  alive, no matter the odds. If we had given up before now there might be no trace left 
  of these people. Not even a memory. 
   
  We did not know for sure when it would begin, but the prophecy had 
  prepared us. They came and it was impossible to beat them. We quickly gave up on 
  direct confrontation, because there was no way to defeat that enemy.
   
  All that remained for us was to try and save as many people as we could and 
  get away. Many valiant knights of our Order were left behind, fighting in a lost cause, 
  just so we could get away and still have a chance, some kind of hope.
   
  So we set out with hundreds of men, women, and children in a huge caravan, 
  through merciless valleys and inhospitable forests that the gods seem to have set on 
  earth only to test our faith.
   
  As for the enemy, we know that it advances, ever onward into the world, 
  bringing pain and suffering wherever it goes. But there is still hope of finding a safe 
  place for this suffering people.
   
  We of the Order were the proudest warriors amongst all the peoples. 
  Nothing could be so powerful that it did not fall before the banner of the Eagle. 
  Pride quickly turned to anxiety when our doom fell upon us.
    
  And then, soon, to blame and recrimination. 
   
  Could we have done something? Could we have avoided 
  the exodus? Prevented the deaths of so many innocents?
   
  We only know what remains: to protect these 
  voyagers at any cost. And today we are no longer known as 
  the Order of the Eagle.
   
  We are all that remains of hope. 
   
  We are the Order of the Last. 
   A Module for Dungeon World
   
  Valiant game-players with a passion for creating stories, welcome! 
   
  The Order of the Last is a module for Dungeon World. We are calling it as a 
  module rather than an adventure or scenario because, besides being an adventure 
  in the vein of our previous scenario  Grim Hunt, it also contains several new classes 
  that change the tone of the game without abandoning its fundamental rules. 
  So to play it, you’ll need the Dungeon World book and to print some materials that 
  you’ll find on pages 36-48. Anything not specified otherwise in this book follows 
  the standard rules of Dungeon World.
   
  If you already know the rules of Dungeon World, you’ll know it is a game 
  in which the shared fiction takes priority and the system in play is a pendulum 
  that swings between the established facts and the rules that govern them. 
   
  For this reason, The Order of the Last contains a set of new character 
  classes, six in total, which must be used instead of the basic classes from the 
  Dungeon World rulebook. 
   
  We have put together a series of tips on creating adventure 
  fronts, specific attributes for the purpose of managing the caravan, 
  and some situations in which new GM moves may be triggered.
   
   
  Finally, there’s a set of “Order moves” that will provide 
  the necessary atmosphere for the journey. 
   
  This module can be completed in a few sessions, or it 
  can be the context for a complete campaign, since gaps have 
  been strategically left to be filled in during the game. Ask 
  questions and welcome the ideas of everyone in the group 
  to build this desperate journey. We hope you enjoy our 
  ideas but remember that playing Dungeon World means 
  building your own game. After all...  
   
  You, the players, are the ones that matter most of all! 
  
  5
  The Exodus
   
  In the process of creating player characters, we’ll discuss the general 
  situation of the Caravan and the principal motivations behind its creation. The 
  first question to answer is: What great event or villainy has caused the exodus of 
  these people?
   
  This motive must be something very powerful and widespread, impossible 
  for the Order to face head-on, yet something that can follow in the wake of the 
  Caravan too. A mystical disease; an invasion of creatures from the wilds or from 
  other planes; a cataclysm of natural or magical origins, etc. Ask the players. What 
  would be an evil that would make them flee in desperation?
   
  Most importantly, regardless of the precise details of this misfortune, is 
  that this evil still persecutes the people: its presence will be a GM move that can 
  manifest at any time during a session.
   
  After that, define the size of your caravan. Ideally, there should be at least 
  100 “helpless” people (elderly, children, and otherwise vulnerable people) for each 
  player character. In addition to these, there are also some other remnants of the 
  Order, between four and five for each PC. Some of the people outside the Order, 
  5% to 10% of the total Caravan, can at least defend themselves. Set down these 
  numbers on the journey sheet, as they will influence the progress of the game. 
  The overarching aim of the Order is to keep the people alive, even if they have to 
  sacrifice themselves to do so.
   
  We’ll go into more detail on what the journey sheet means later. For 
  now, before creating the player characters, define a hope: what keeps the people, 
  and the Order itself, on the move. The reason for the exodus must influence this 
  decision. It might be a promised land, the cure for a sickness, protection under the 
  aegis of some powerful person or force. It must seem tangible and achievable, but 
  require an immense and meaningful effort to attain. 
   
  After everyone agrees to these premises and we have all the information 
  outlined above, we can start creating our characters!
  The Characters
   
  This module follows all the basic rules and moves of the Dungeon World 
  rulebook. However, it eschews the basic classes presented there in order to immerse 
  the game in a context of journeying and faith.
   
  Race is not an option to choose because it is irrelevant to the Caravan. 
  Assume that all characters are of the same species (be they elves, orcs, or humans, 
  for example) and so there is no meaningful mechanical distinction.
   
  The classes represent positions within the Order and the player characters 
  are the most prominent in their roles. They are admired by the other knights, who 
  obey them almost blindly and strive always to follow their example.
   
  The Defender is the shield that protects the Order against all evil, the 
  fortress that endures in the face of every storm, an example of faith for their co-
  religionists.
   
  The Eagle’s Vision is the vanguard and sentinel of the Order. Nothing is 
  overlooked by the Vision, who will be our guide through this difficult journey.
   
  The Devout is the fury guided by the tradition and dogmas of the Order 
  and their bloody bravery is useful, even if sometimes the strength of their sword 
  seeks more to punish our enemies than protect our brethren.
   
  The Samaritan abandoned everything to dedicate their life to those they 
  have sworn to protect. Their quickness and hope comfort us like the flames of a 
  fire at dusk.
   
  The Standard-Bearer is our leader and guardian of hope. The standard 
  dictates our pace, the sense of forward motion, and knows where we are going. As 
  long as the Standard-Bearer is here, we will endure.
   
  The Herald knew before anyone else that the approaching evil was 
  greater than all others. They warned us and continue to advise us about this 
  power. Somehow, they understand the future better than any of us.
  
  6
   
  “Even when no one else fought, fleeing 
  in disorder and despair, he was still standing, 
  brandishing his untiring sword and protecting 
  us. When he realized that everyone was safe, he 
  fell... “
   
  There is nothing more important than the survival 
  of those you have sworn to protect. Your will and effort 
  are always focused on preserving your people and your 
  integrity. 
   In the Order of the Eagle, you were always in the front 
  line of battle. Not as the vanguard of conquest but as 
  the first line of defence. The founding principles of 
  the Order are to promote justice and protect the 
  defenceless. No one better symbolises these principles 
  than you.
  However, your altruistic heart, tested by difficult losses 
  in battle, has a true love. Though duty guides you, it is 
  your true love that grants you the implacable 
  resolve that keeps you strong.
  You pray every day that fate does not put 
  you in a dilemma that forces you to choose 
  between protecting your true love or your 
  people.
  Those you protect have faith that whenever 
  the day comes, you are the Defender, and you 
  will be ready to do what you were trained for:
  Sacrifice yourself for them.
  Be the Defender!
  When playing the Defender, 
  be the defensive bastion of the 
  group and the entire caravan.
  Interpose yourself between 
  them and any danger whenever 
  possible in order to protect 
  everyone. As the Defender 
  you know that the population 
  depends on your strength to 
  stay safe. Make everyone know 
  that they are safe.
  Keep your eyes on your True 
  Love and always be ready to 
  exalt them in front of  your 
  companions. Your true love 
  is your pillar, but also your 
  greatest weakness, the only 
  thing that would make you 
  abandon your duty.
  
  7
  Names
   
  Balian, Igrit, John, Diana, Edward, Margot, Deneator, Merissa
  Appearance
   
  Choose one from each:
   
  Strong Eyes, Tired Eyes, Narrowed Eyes
    
  Dirty Hair, Shaved Head, Mail Coif
   
  Burnt Skin, Many Scars, Marked Body
   
  Muscular, Military Bearing, Always Hunched
  Characteristics
   
  Your maximum HP is equal to 12+ Constitution
   
  Your basic damage is d8 
  Starting moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty.
   
  Unbreakable
   
  When wielding any object that can be used as a shield, the Defender 
  receives +1 armour. Add this to the protection of any shield used.
   
  True Love
   
  In character creation, choose a character to be your True Love. This 
  person is your bastion in life. A wife, son or anyone with whom you have a powerful 
  bond of unity. If it is a player character, the Defender automatically gains a bond 
  with them, explaining how they have become so intertwined.
               You must prioritise the safety of your love and balance it against your 
  duty to protect the people of your great journey. The GM can always direct hard 
  moves towards the True Love instead of the Defender. This is a bond that can not 
  be resolved until one of them dies.
              When you act to protect your True Love, without worrying about your 
  companions or the Caravan, roll 3d6 instead of 2d6 and choose the best two dice 
  to resolve the move. In doing so you lose a point of Duty. If your True Love dies, 
  you must leave the group and go into exile because you no longer believe you can 
  defend anyone.
  Alignments
  Loyal  
  Defend your order and keep hope alive.
  Good 
   
  Protect all those weaker than you. 
  Neutral 
  Destroy a lesser evil so that it does not grow. 
  Equipment
   
  Your carrying capacity is equal to 12+STR. You have a Mail Coat (Armour 
  1, weight 1) and a Shield (Armour 1, weight 2). Choose your other equipment from 
  below.
  Choose 2:
   
  Long Sword (close, +1 damage, weight 2)
   
  Dagger (hand, weight 1)
   
  Flail (close, +1 damage, weight 2)
   
  Herbs and Unguents (weight 1)
   
  Climbing Equipment (weight 1)
   
  22 coin
  
  8
  Duel of Sacrifice
   
  In a battle with multiple enemies, when you take a moment to survey the 
  battlefield, you can identify the most powerful leader or opponent in the pack. 
  When you do so, this enemy will feel challenged to a duel of champions. If you win, 
  the rest of the enemy force will give up the fight, surrendering or retreating. If you 
  are defeated, all members of the Order take -1 ongoing.
  Shield Mastery
   
  When you let your shield absorb the damage from a hit, the damage 
  dealt is negated and you must reduce the armour value of your shield by 1. If this 
  reduces the shield to 0 armour, it is destroyed.
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Veteran’s Gaze
   
  When you listen attentively to the speech of another character, Roll +WIS. 
  On a         you identify the real intent behind those words. On a         you do so but 
  openly question the character’s words, even if they are speaking the truth.
  Staunch Defender
   
  When you defend another, you always receive +1 hold, even on a     6-.   
  The Gift of True Love
   
  You have an object given by your True Love that gives you strength. 
  When using it in battle and invoking your True Love, add + 2d4 to your damage 
  and +1 to your armour. The object must be given to you in an in-game scene. If you 
  lose it, you will have to seek to redeem yourself with your True Love. You become 
  depressed until you do (-1 ongoing).
   
  Last Battle
   
  When the Defender declares that this is their “last battle” they ignore all 
  damage received but will drop dead when the last enemy falls, 
  surrenders or flees the battlefield.
  Bonds
   
  Fill in at least one of the blanks with the name of a companion:
  _____________ is my great love. My True Love.
  I know I can trust ___________ with my life because their  loyalty is unquestionable.
  ________________ is weak and I’m worried whether they will survive the journey.
  When there is doubt in the council, _____________ is always the one who has the 
  sensible opinion and I agree with them.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  one of the Order Moves (if possible):
  Clamour of Battle
   
  During a battle involving several enemies, against a group you are part 
  of, when defeat seems imminent, with a powerful cry, the Defender will draw 
  attention from all enemies to themselves. Roll +STR and with a   1+  the enemies 
  will be focused on you and let the rest of the group escape or take advantage of the 
  distraction (+1 forward). On a   ,      you must choose someone from the group who 
  will be cornered with you, or lose something very important in order for the others 
  to flee.
  Resolute
   
  Your battle experience makes your will unshakable. The Defender can 
  ignore the damage of a hit received and mark a debility instead. If you have marked 
  all the debilities, you suffer a physical consequence that becomes a permanent 
  debility.
  Profound Connection 
   
  When you are protecting your True Love, add + 1d4 to your damage.
  
  9
   
  “It is difficult to see the moment when 
  a people finally loses hope. Hope’s a flame that 
  burns even in the worst of sorrows. As long as 
  there is a symbol, while our standard yet flies, 
  our hope will be strong... “
   
  On your shoulders rests the greatest responsibility. 
  You are the fine thread that sews together the 
  union of the caravan’s survivors and what is left 
  of the Order. It is due to you your leadership and 
  what you represent that everyone continues to 
  move forward and believe that there is a salvation 
  worth fighting for.
  Such faith and unity demand a heavy price of 
  you, who stand ever on the border between 
  what is achievable and the yearnings of all. 
  When a sacrifice is required, it is up to you 
  as the supreme leader of the Order to decide 
  who will suffer for others to be saved.
  As much as you love your close companions 
  and those you have vowed to protect, you know 
  that difficult choices lie ahead and the misfortune 
  of the few may be the fortune of the many.
  That burden would be too heavy for an 
  ordinary person, but you’re the Standard-
  Bearer and you were made for it.
  They will follow you, even into Hell.
  Be the Standard-Bearer!
  When playing the Standard-
  Bearer, be the leader that 
  everyone needs and expects. 
  Give soothing words to those 
  who lack comfort and harsh 
  words to those who do not 
  understand the needs of the 
  collective. Your strength is the 
  foundation of the caravan’s 
  discipline and the source of 
  hope.
  The most difficult decisions will 
  fall to you. Always show the 
  weight of your responsibility 
  in your speech and action, for 
  everyone is confident in your 
  ability to save them.
  Severity will always be your 
  default expression.
  
  10
  Names
   
  Johana, Ricardo, Cleo,Wallace, Elizabeth, Khan, Anitta, Hera
  Appearance
   
  Choose one from each:
   
  Inquisitive Eyes, Tired Eyes, Sharp Eyes
    
  Dishevelled Hair, Flowing Hair, Ornate Braids
   
  Wrinkled Skin, Tattoos, Ebony Skin
   
  Slim Body, Imposing Stance, Incredibly Tall
  Characteristics
   
  Your maximum HP is equal to 8+Constitution
   
  Your base damage is d8 
  Starting Moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty.
   
  Authority
   
  The other players must always have their characters obey your orders, 
  responding “As you command!” whenever they receive a direct order. If a 
  character questions the Standard-Bearer’s orders, roll +CHA and on a      , a 
  simple look from the Standard-Bearer will rob the character of their resolve.
   
     On a         , the character will obey after making clear their annoyance, 
  and both the Standard-Bearer and the recipient of the command lose 1 point of 
  Duty.
  The Eagle Order Banner
   
  The Standard-Bearer has as their standard weapon a spear with the 
  banner of the Order of the Eagle, which symbolizes the strength of the Order. 
  Whenever you act in conjunction with other characters, and evoke their bravery 
  with war songs, everyone (including you) gains +1 ongoing.
   
  When you are with a disadvantaged group in battle and utter a war-cry, 
  roll +CHA. On a         all characters on your side automatically deal their damage. 
  On a       , they deal their damage but also suffer the enemy’s damage. 
  On a       , choose one ally who is cornered by the enemy and suffers double damage. 
  If a character dies in a battle in which the Eagle Order Banner has been thus 
  called upon, the Standard-Bearer loses a point of Duty.  
  Alignments
  Loyal  
  Always be ahead of your companions in the face of danger
  Neutral 
  Always move towards the goal of the Caravan
  Evil 
   
  Command the Order with an iron fist 
  Equipment
   
  Your carrying capacity is equal to 10+STR. You have a Mail Coat (1 
  armour, weight 1) and a lance with the Eagle Order Banner (reach, +1 damage 
  mounted, weight 2).  The Standard is usually mounted, and the horse can carry a, 
  greater load.
  Choose 2:
   
  Short Sword (close,  weight 1)
   
  Dagger (hand, weight 1)
   
  Shield (Armour +1, weight 2)
   
  Herbs and Unguents (weight 1)
   
  Barding (horse armour) (weight 1)
   
  22 coin
  
  11
  Judge
   
  When a character brings an issue to be resolved and the Standard gives 
  their verdict, roll +WIS. On a 10+ your verdict will be carried out to the letter and 
  everyone believes this to be the best solution. On a 7-9, those involved they feel 
  harmed in some way and may enact the verdict only partially or disobey it at a 
  future time.
  Arena of Champions
   
  When you face a horde with a group of allies and identify your leader roll 
  +CHA. On a 10+ you summon the leader to a one-on-one duel that will decide the 
  outcome of the combat. If the Standard-Bearer wins the fight, the other enemies 
  will give up. On a 7-9, the leader answers the call but may try to subvert the duel, 
  with a ruse or urging his companions to continue fighting despite losing.
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Tactical Experience
   
  When you Discern Realities evaluating a horde, an army, or a battle 
  situation, you receive a +1 bonus.
  Natural Strategist
   
  When you can study and prepare the ground where a confrontation will 
  occur, roll +INT. On a 10+ you achieve a devastating victory and you suffer only 
  a few wounded. On a 7-9  the fight was difficult, with some losses, but you got the 
  victory. Your losses should be noted on the Caravan sheet. 
   
  Knightly Accolade
   
  The Standard-Bearer can transform a member of the Population into 
  a member of the Order. This member must have contributed to the Caravan 
  through some notable achievement so that the Standard-Bearer can justify this 
  new addition to the Order.
   
  The Words of the Leader
   
  When you take the time to visit your wounded brethren of the
  Order after a battle, recover 2HP and 1 Health 
  for all members of the Order.
  Bonds
   
  Fill in at least one of the blanks with the name of a companion:
  _____________ is wise and I seek their advice in difficult times.
  I admire the courage of ___________, but it can put the Caravan in danger.
  .
  _________________ will always carry the stain of disobeying me.
  _____________ is my most faithful follower and will never question my orders.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  one of the Order Moves (if possible):
  Debt of Honour
   
  In a specific region or location there is an Ally who can help you with 
  some demand or something else related to the Caravan. This Ally recognizes the 
  debt of honour. When you call in your debt roll +CHA. On a          choose 2. 
  On a        choose only 1.
  •  The Ally is willing to help with only one of your requests
  •  The Ally will put themselves at risk in order to meet all your requests
  •  The Ally will be safe after helping you
  Cavalry Specialist
   
  When mounted on a horse, your base damage increases to d10.
  Council of War
   
  When you assemble the members of the Order to decide your strategy in 
  a future battle, roll +WIS. On a         non-player characters will give you valuable 
  information about your enemies. On a       , a player character must disagree with 
  a piece of information brought to the council, discrediting the knight who put it 
  forward. The information will be vague and as the the Standard-Bearer you must 
  choose to believe the information, or dsmiss it and lose a point of Duty. 
  
  12
   
  “I am always one step ahead, 
  anticipating the enemy, discovering what it 
  seeks, keeping our hope alive. The one who sees 
  before others, some call me. Others call me the 
  first shield.“
   
  You are the scout who discovers problems before they come into 
  being. A valued investigator able to tell the size and age of an animal 
  only by the odour on a branch it has touched.
  In a land so full of danger, and with such a cruel enemy on the prowl, 
  being ready for everything is your task. A beacon and an alarm for 
  your brothers, foretelling the battle to come.
  Your value to the Caravan is in anticipation, in predicting how the 
  enemy will behave. Not like the Herald, who consults the spirits, 
  but by your experience and knowledge. From all the clues that 
  linger in the air, all the trails that are left behind on the earth.
  Being out in front often puts you on the horns of a dilemma. 
  Solve problems directly, when an opportunity presents itself, or 
  retreat and use the Order’s strength to repel it? How many lives 
  can you save for every choice you make at the vanguard of your 
  brothers?
     You are indispensable in a way few are. 
   
  But the weight of possible disgrace hangs upon each of 
  your decisions, Vision of the Eagle. 
  Be the Vision of the 
  Eagle!
  When playing the Vision of 
  the Eagle, always be ahead of 
  your group, always looking for 
  an advantage to inform your 
  companions of, however small.
  The amount of time you 
  spend  alone makes it difficult 
  for you to talk to people. 
  You are a closed and severe 
  person. Try to convey your 
  concern whenever a new and 
  unknown danger arises. It is 
  your responsibility to know 
  beforehand. Try to be ready 
  and always ahead of your 
  companions, investigating and 
  reporting to the Standard-
  Bearer.
  
  13
  Names
   
  Athena, Robin, Liliana, Roxane, Hank, Eritreia, Cid, Sif, Legorn, Aramis, 
  Gabrielle, Rhond, 
  Appearance
   
  Choose one from each:
   
  Sharp Eyes, Docile Eyes, Tired Eyes
    
  Big Hat, Hair Pulled Back with a Tiara, Shaved Head
   
  Tanned Skin, Mottled Skin, Hairy Body
   
  Slender Body, Evasive Demeanour, Slight Hunchback
  Characteristics
   
  Your maximum HP is equal to 6+ Constitution
   
  Your base damage is d6 
  Starting Moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty.
   
  A Moment of Opportunity
   
  When you act alone in a situation you just encountered and the Order 
  does not know about, roll + INT. On a       you can deal double damage or obtain 
  something you seek, plus take +1 forward. On a 7-,9 you still cause double damage, 
  but another member of the Order will suffer a setback because of your attitude. 
  Regardless of the result, lose one point of Duty.
  The Vision beyond Reach
   
  When you take the time to analyse a location, scouring for details, roll 
  +WIS. On a 10+ ask 3 questions. On a 7-9, ask one. 
   The GM must answer truthfully and in a way that influences the fiction. 
  •  Who or what was in this place recently?
  •  Who or what is coming here?
  •  How long did they stay here?
  •  Where did they leave this place for?
  •  What is the safest way to get out of here?
  •  Is there any hidden danger?
  •  What happened in this place recently?
  •  What was in this place that was taken away?
   
   
   
  Alignments
  Good 
   
  Provide the Order with the most information you can. .
  Neutral 
  Look for an alternative to an insoluble situation.
  Chaótic  
  Drive a relentless hunt for the enemies of the Order.  
  Equipment
   
  Your carrying capacity is equal to 8+STR. You have your own Rations (5 
  uses, weight 1) that allow you to be away from the Caravan: Choose 1 weapon set:
   
  Hunter’s Bow (close, far, weight 1)
   
  5 Throwing Daggers (thrown, close, weight 0)
   
  Hunter’s Bow (close, far, weight 1)
   
  Machete (hand, weight 1)
  Choose  1 protection and equipment set:
   
  Long Coat (Armour 1, weight 1), Canteen, Antivenom, Rope and Hook,  
   
  Oil of Tagit (dangerous, applied, weight 0)
   
  Leather Armour (Armour 1, weight 1), 
   
  Breathing Mask (protection against gases), 22 coin
  
  14
  I am with You
   
  When an ally takes damage and is within reach of your weapons, roll 
  +DEX. On a 10+, you deal your damage to the enemy and disable them in some 
  way. On a 7-9  you deal your damage to both the enemy and ally, or you free the 
  ally by drawing the enemy’s attention to yourself.
  Tower of Defence
   
  When you’re in a prime position at a location you’ve been to before, you 
  can spend extra ammo to apply your Volley damage to an additional target. You 
  roll the Volley once and apply your damage on as many enemies as the ammo 
  points you have spent.
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Sentinel
   
  When you are quiet and focused, the GM will warn you of any hostile 
  intent approaching you, or the location you protect. If you observe a group or a 
  person for a long time, you can also ask the GM if they represent a threat, and they 
  will respond with the truth.
  Acrobat in Flight
   
  When you are attempting an impossible escape, surrounded or alone in a 
  sticky situation, roll +DEX. On a 7-9, you use the terrain and your physical abilities 
  to escape, but you lose something valuable. On a 6-    despite using the terrain and 
  your acrobatics, the enemy impedes you and prevents you from getting away.
  Daughter of the Tempest
   
  When you kneel on the ground and feel your ancestral vital flow, roll 
  +WIS. On a 10+  you can tell what kind of weather change is happening and how it 
  will disrupt your enemies (this does not mean that the Vision changes the climate, 
  but that they are able to predict it precisely). An unexpected powerful wind, the 
  flooding of a river, or a strong localised storm. On a 7-9 the phenomenon is very 
  dangerous and will also affect the player characters.
  Spirit that Walks
   
  When you Defy Danger in a place where you have been before, consider a 
  7-  9 as a 10+ and a 6-    as a 7-9 . 
  Bonds
   
  Fill in at least one of the blanks with the name of a companion: 
  _____________ has dangerous plans and I must be vigilant.
  In a hunt, ___________ can prove their worth.
  _________________ seeks to redeem themselves for an error that only I know 
  about.
  _____________ will not give up so easily a goal while I’m on the trail too.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  an Order Move (if possible):
  The Death that Comes from the Shadows
   
  When you are in a protected location and attack a surprised or helpless 
  enemy, simply deal your damage. If you’ve been aiming for some time, Roll +DEX. 
  On a 1)+,  choose precisely where you strike (head = death, other parts = disabled). 
  On a 7-9, you deal your damage but announce your position to the enemy.
  I Have a Surprise for Them
   
  When you begin a battle together with other members of the Order, in a 
  location you have previously been in, roll + INT. On a 10+,  you can set traps or 
  other previous preparations that you made in this place and can stay out of reach 
  of the enemy during the whole battle, during which allies receive +1 ongoing. On 
  a 7-9,  choose an ally to be a victim of your traps (suffer your base damage) or 
  the enemy chooses you as a priority target, chasing after you. Allies receive +1 
  ongoing in the battle, whatever you choose.
  One with the Shadows
   
  When you remain motionless in a place where you have been before, your 
  enemies will be unable to locate you until you move.
  
  15
   
  “A pain that spreads to me, seeing them 
  powerless and fallen. What is the destiny of 
  this struggle for survival, which tests us to our 
  limits? All I have left is to be always ready to 
  help those who need it. “
   
  A hard and heavy burden has fallen upon 
  you, but you wear it as lightly as light cotton, for you 
  understand your mission and how it will ensure that 
  all will reach the end of this journey.
   
  You want the best for everyone and know that 
  enemies will not show any mercy. But your choice to 
  serve the Order is exactly the opposite. It is to show 
  mercy and compassion to all who are alive, regardless 
  of their intentions.
   
  Some even see you as a prophet. One who 
  demonstrates the possibility of a different future, 
  where everyone can live in peace and security. Your 
  conviction about helping those in need is the source of 
  hope for many.
   
  Yours may be the most difficult vow to follow. 
  When those you love are in danger, and the hordes rise 
  against them, can you continue to eschew violence?
  This will always be the price for giving us hope.
  Be the Samaritan!
  When playing the Samaritan, 
  be a guiding light for the 
  desperate. 
  Find 
  the 
  right 
  words to soothe their suffering 
  and remind your brethren that 
  justice is not a demonstration 
  of power.
  Be serene in times of stress 
  and severe in the dangerous 
  moments. Do not let any 
  brother of the Order forget the 
  real reason for raising their 
  swords.
  Use violence only as a last 
  resort. For the Samaritan, 
  struggle is justified but deaths 
  are not.
  
  16
  Names
   
  Aaron, Dheva, Cidaris, Clarence, John, Selina, Duran, Karina, Paris, 
  Próximo, Rey, Espéria.
  Appearance
   
  Choose one from each:
   
  Warm Eyes, Radiant Eyes, Narrow Eyes
    
  Flowing Hair, No Hair, Dishevelled Hair
   
  Marked Skin, Soft Skin, Tanned Skin
   
  Lean Body, Stocky Body, Small Stature
  Characteristics
   
  Your maximum HP equals 6 + Constitution
   
  Your base damage is d4 
  Starting Moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty.
   
  Serenity
   
  When you talk serenely and firmly to a character or an intelligent 
  creature, role +CHA. On a 10+ the listener ceases any hostile attitude toward you 
  or your allies. On a 7-9, the listener will be confused but still can be hostile against 
  someone, or another character can take advantage of the distraction to attack 
  them. If the listener is injured by another character or attacks a character after 
  hearing the Samaritan, you lose a point of Duty.
  The Guide of the Desperate
   
  When the caravan is under attack, and you give a speech to lead them, 
  roll +WIS. On a 10+, choose 2. On a 7-9  for each option chosen you lose a point of 
  Duty.
   
  The People finds a place of protection (suffers half damage)
   
  The People protects its supplies (it does not lose supplies)
   
  The Caravan recovers 1 point of Faith
   
  This move can be triggered whenever something or someone directly 
  threatens the caravan.
  Alignments
  Loyal  
  Save your companions at any cost
  Neutral 
  Stay on the safest path
  Chaótic 
  Draw danger to yourself in order to protect others 
  Equipment
   
  Your carrying capacity is equal to 10+STR. You have a Buff Coat (Armour 
  1, weight 1). Choose your equipment set:
   
  Staff (close, two-handed, weight 1)
   
  Herbs and Unguents (weight 1)
   
  Aromatic Oils (weight 0)
   
  Hand Sickle (hand, weight 1)
   
  Alchemical Instruments (weight 1)
   
  Herbalism Book (weight 0)
  Bonds
   
  Fill in at least one of the blanks with the name of a companion: 
  _____________ is a person of worth and I trust in them.
  After so long, only ___________ can understand my vows.
  _________________ is dangerously aggressive and I need to help them.
  The day will come when _____________ will have to decide between 
  our lives and theirs, and I will help 
  with that decision.
  
  17
   
  Good Companions
   
  When you successfully aid someone, you also receive +1 forward. 
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Complete Serenity
   
  When you speak calmly and firmly to a group of people or intelligent 
  creatures, roll +CHA. On a  10+ the group ceases any hostile attitude toward you 
  or your allies.
   
  On a 7-9  the group will be confused but still can be hostile against anyone, 
  or another character can take advantage of the distraction to attack them. If the 
  group is attacked by another character or attacks a character after hearing you, 
  you lose a point of Duty.
  Shackles of the Intellect
   
  When you look into the eyes of the enemy and speak of their savagery and 
  evil, roll +INT. On a 10+ the target will be paralyzed, focused on the Samaritan, 
  while the Samaritan keeps talking. On a 7-9 the target will be confused but will 
  react if something tries to harm him.
  Faith and Duty
   
  When you touch a seriously injured character, and remind them of their 
  mission and duty to the Order, roll +CHA. On a 10+ you rouse your companion’s 
  hope and heal half of the character’s total HP. On a 7-9, they recover 1 HP, and 
  will not be able to rise, but he will not be in further risk.
   
  Immaculate
   
  When you walk peacefully in the midst of a battle, no enemy will perceive 
  you or choose you as a target. The GM can not use their soft or hard moves on the 
  Samaritan as long as they do not trigger another move.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  an Order Move (if possible):
  Herbalist
   
  When you take time to harvest and analyse plants from the local area, roll 
  +INT. On a 10+, you can determine and catalogue the effect of a herb you find and 
  it meets all three conditions below. On a 7-9, choose one of the conditions. 
  •  The effect of the herb is exactly as described.
  •  The herb is totally safe for its user.
  •  The preparation of the herb for use is simple and fast.
   
  Known herbs can be searched for and used later, just taking the time to 
  do so. Write down each new herb discovered, its effect, and the conditions that 
  apply to it.
  Prayer to the Ancestors
   
  When in a quiet moment you recall the rhymes and chants of your 
  ancestors and address the Caravan and your Order companions, the Population 
  recovers 1 point of Faith and the Player Characters who hear your words receive 
  +1 Armour during the next battle.
  Sacrifice of the Just
   
  When you interpose yourself between a danger and an ally roll + CON. 
  On a 10+, you suffer the damage that would go to the ally, adding +2 to your 
  Armour. On a 7-9,  divide the damage equally between the two of you. If your ally 
  still dies, you lose a point of Duty.
  Benefactor
   
  When you arrive at a civilised place you have not visited before, roll 
  +CHA. On a 10+, you know someone in this place that you have helped in the past 
  and will help you and the Caravan as much as they can. 
   
  On a 7-9  this person pleads difficulties and will have some condition that 
  must be met before they can provide what the Order and the Caravan need.
  
  18
   
  “Visions of the past and future roil 
  across my mind. Focusing on the present is 
  so difficult ... How can this be so normal for 
  everyone else? They take me for a madman, or 
  maybe a saint. I just hope to do my duty. “
   
  What all the ancestors discovered, and left 
  engraved in stone, is that a mystic gift is a blessing 
  and a curse. And this is your lot, Herald, living 
  between the past and the present, trying to 
  maintain your sanity and protect those who need 
  your protection.
  Your gifts took you to ancient tomes in a library 
  that no longer exists. There the scriptures spoke 
  of the ancient horrors and of those who could take 
  advantage of them at their pleasure. The price, 
  however, is always great indeed.
  You know the danger that lies in making compacts 
  with these entities, of whose real power you are unaware. Are 
  they your tool or are you theirs?
  Only time will reveal to you what is truly at stake. For now, you 
  hope to use your abilities to protect the Order, the Caravan, and 
  to do your duty.
  Every future that you cannot see is a burning torch of hope.
  Be the Herald!
  When playing the Herald, be 
  arrogant and sinister, someone 
  who appears to be unmoored 
  from reality. Those who know 
  you, trust and know who you 
  are, but always try to seem 
  strange to others by speaking 
  of little augurs.
  His dark presence and the 
  price 
  his 
  hidden 
  powers 
  charge him, give him an 
  uncomfortable presence. Even 
  so, show a steadfast attitude 
  to danger and unquestioning 
  loyalty to the Order. Remind 
  the Banner to ask for their 
  advice and advise it whenever 
  possible.
  
  19
  Names
   
  Zhul, Morgana, Garak, Théa, Malak, Edea, Amon, Adel, Fendro, Ilithid.
  Appearance
   
  Choose one from each:
   
  Mad Eyes, Unseeing Eyes, Sharp Eyes
    
  Oily Hair, Long & Ornamented, Shadowy Hood
   
  Bruises & Scars, Tattooed, Dry Skin
   
  Strong Body, Hunchback, Tall & Skinny
  Characteristics
   
  You maximum HP equal 4 + Constitution
   
  Your base damage is d6 
  Starting Moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty. 
  Auguries
   
  When you first encounter a person or object and watch them for some 
  time, speak a word and roll +INT.. On a 10+, you can say a word about the future 
  or past of this person or object (your choice). This future or past becomes a 
  truth and will be part of the story. On a 7-9, you cannot determine whether your 
  word pertains to the past or the future. On a 6-, .. the word also affects a Player 
  Character and you lose a point of Duty.
    
  The augury causes a piercing headache and sometimes bleeding from the 
  ears, nose, eyes or mouth.
  Appeal to Ancestral Power
   
  You possess a gift that you have had since birth, a link with the spirit of 
  a powerful ancestral creature. Through this link, you have the ability to change 
  reality around you. When creating your character, state the creature’s name so 
  you can invoke its power through supplication. The Spirit can change reality at 
  your request as the Herald.
   
  When you plead for your bonded ancestral spirit to manifest, roll +WIS. 
  On a 10+,  choose 2 of the conditions below, on a 7-9, choose one. 
  On a 6-,,, the Ancestral Power causes a catastrophe and you lose a point of Duty.
  •  You describe exactly how the Spirit the interferes with reality
  •  You avoid paying the price charged by the Ancestral Power
  •  You stay in control of the situation
  The GM will describe the price the Ancestral Power demands and how its influence 
  can get out of control.
  Alignments
  Neutral 
  Guide the Order in a dangerous endeavour.
  Chaótic 
  Use occult powers recklessly.
  Evil       
  Obliterate an enemy without mercy. 
  Equipment
   
  Your carrying capacity is equal to 8+STR. You have an ornate short 
  sword (hand to hand, +1 Damage, weight 1). Choose your defences:
  Choose 2:
   
  Heavy Leather Coat (Armour 1, weight 1)
   
  Hide Doublet (Armour 1, weight 1)
   
  Golden Root Poison (weight 0)
   
  Ritual Components (+1 forward when appealing to Ancestral Power)
   
  22 coin
  
  20
  Whisper of the Dead
   
  When you lean over a dead body and intone “I will be your guide to 
  the gates of death” roll +WIS. On a 10+, you may ask about recent facts and 
  will receive a true answer. On a 7-9 the answers are vague and make little sense, 
  although they are true. The process is painful and you lose 1HP to each question.
  A Step Ahead of the Enemy
   
  When you are able to prepare for a combat, you get +1 Armour, as you  
  predict the enemy’s attacks.
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Shadow Rider
   
  When you enter a place of pitch darkness, roll +INT. On a 10+, you can 
  turn your body into shadows and sneak through them without anyone noticing 
  your presence by natural means. On a 7-9  the transformation is imperfect and can 
  be easily perceived. A 6-     can mean an unexpected contact with your Ancestral 
  Power, which may run amok or ask you a favour. A strong beam of light will 
  return you to your original form, regardless of the outcome of your roll.
  Ancestral Ghost Strike
   
  When you Hack & Slash, instead of dealing damage you may choose 
  instead to provoke hallucinations in your enemy. You describe what the enemy 
  hallucinates.  On a 7-,9, the GM determines the target’s reaction to these 
  phantasms. 
  Sinister Darkness
   
  When you touch the ground and concentrate your vital energy to focus 
  your Ancestral Power, roll +CON. On a 10+ you absorb all visible light, making 
  the environment around you pitch black. Flames continue to burn, but there is no 
  light. On a 7-9, you lose 1HP for each source of light absorbed.
  Avatar
   
  When you perform your supplication to the Ancestral Power, you can 
  receive the spirit into your body, transforming into an Avatar of 
  Black Flames. You lose 1 point of Duty. It is a powerful and 
  destructive creature, and you have no control over its actions. 
  It can crush the enemies of the Order, but 
  your own safety is not guaranteed.
  Bonds
   
  Fill in at least one of the blanks with the name of a companion: 
  _____________ has a dark future and I must protect them.
  When I met ___________ for the first time, a profane secret was revealed to us.
  _________________ doesn’t believe in the Ancestral Powers. I shall show them.
  I know that _____________ fears my powers but trusts my counsel.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  an Order Move (if possible):
  Traces of Power
   
  The Ancestral Powers irrevocably alter the Herald, to the point of leaving 
  remnants of their influence in reality. When you point to an object while reciting 
  old worship chants, roll +INT. On a 10+, choose one of the effects below. On a 7-9, 
  the effect happens but the fabric of reality is disturbed, causing sorrow and agony 
  in a nearby character and you lose a point of Duty.
  •  The object becomes as incandescent as a beacon.
  •  The object blazes with spectral flames that burn whomever touches it, but 
  do not burn the object itself.
  •  The object floats in one direction for a few moments.
  •  A complex object quickly assembles or dismantles itself.
  •  The object appears to be another object to all who do not observe it closely.
  Drawing out Memories
   
  When you hold an object or touch a location for some time, you can 
  describe a scene that occurred in place or recently witnessed by the object, 
  triggering the Spout Lore move.
  Mystic Bond
   
  Choose one of your bonds. That character takes +1 forward when you are 
  together in a scene. 
  
  21
   
  “They expect a lot from me because 
  they know they can trust me. I will crush all the 
  enemies of the Order and there will be nothing 
  left that can do us harm. Neither us nor those we 
  protect on this journey “
   
  The powerful weapon that destroys the enemy, of unbeatable 
  faith and formidable power. This is you, Devout, the first among the 
  companions of the Order.
  During the most difficult battles, against the most powerful enemies, 
  everyone knew that you were in the vanguard, determined and 
  tireless, ready to destroy all evil that threatened the Order.
  Now the struggle is raw and real, and you can allow no margin for 
  error in which the enemy may gain a clawhold. In your uncontrollable 
  fury, you can sometimes frighten those whom you have vowed to 
  protect. The Order has no doubt of your faith and devotion to the 
  dogmas, but your methods are not the most accepted. Mercy is not 
  your quality.
  For this bunch of desperate voyagers, heading into the unknown, 
  you are a pillar of courage. For we who fear almost everything 
  that surrounds us on this dangerous path, we have this courage. 
  When we see you in battle, we know for certain:
  The enemy is the one who must fear you.
  Be the Devout!
  When playing the Devout, 
  demonstrate your pride in 
  being a part of the Order. How 
  your codes and dogmas are the 
  perfect representation of truth 
  and how you would be willing 
  to die for them.
  In battle, be the terror of your 
  enemies, focusing your power 
  and savagery to destroy all 
  who rise against your allies.
  Like your sword, the emotions 
  of the Devout are strong and 
  powerful, but they are no more 
  so than your duty.
  
  22
  Names
   
  Sônia, Logan, Xena, Walace, Khull, Aria, Valéria, Grom, Kali, Donovan.
  Appearance
   
  Choose one from each:
   
  Angry Eyes, Penetrating Eyes, Narrowed Eyes
    
  Tied Hair, Coloured Hair, Ornate Braid
   
  Tanned Skin, Tattooed, Ebony Skin
   
  Muscular Body, Sinuous Body, Colossal Height
  Characterístics
   
  Your maximum HP equal 10+Constitution
   
  Your base damage is d10 
  Starting Moves
   
  You begin the game with the following moves
  Sworn
   
  Choose 2 Order Moves now and one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot choose an Advanced Move at that 
  level. The character has 10 points of Duty. 
   
  Indomitable Fury
   
  When damage is dealt to you or an ally during a battle, roll +WIS. On a 
  10+,, you can maintain control and only fight with more momentum: add + 1d4 to 
  your damage. On a 7-9,, you go into a fury: add 1d4 to your damage and all your 
  weapons get the Messy tag. You lose 1 point of Duty. On a 6-,,, you go completely 
  out of control in the middle of the battle.
  Rite of Battle
   
  The Devout has a ritual to start a battle and justify their participation 
  in any confrontation. Therefore, when you have time to perform the ritual of 
  concentration and recite the dogmas of the Order, roll +WIS. 
   
  On a 10+, gain 3 hold. On a 7-9, gain 1 hold. While the battle lasts and you 
  do not engage Indomitable Fury, you can spend 1 hold to activate one of the effects 
  below:
  •  Faced with your battle cry, enemies hesitate to attack you.
  •  Add 1d4 to your damage.
  •  You grasp an enemy by the throat and throw them at someone.
  •  You ignore all the damage received from a blow just by looking into the 
  aggressor’s eyes. (Afterwards, trigger Indomitable Fury)
  Alignments
  Loyal  
  Control your instincts and follow orders.
  Neutral 
  Challenge an enemy to compare your strength.
  Evil 
   
  Create a bloodbath. 
  Equipment
   
  Your carrying capacity equals 12+STR. You have a Mail Coat (Armour 1, 
  weight 1) and a Shield (Armour 1, weight 2). All weapons wielded by the Devout 
  gain the Powerful tag.
  Choose 2:
   
  Warhammer (hand to hand, +1 damage, weight 1)
   
  Longsword (hand to hand, +1 damage, weight 2)
   
  Lance (reach, close, weight 1)
   
  Adventuring Gear (weight 1)
   
  Antitoxin (weight 0)
  
  23
  Battle Trophy
   
  When you return from a battle bringing a symbol of your victory, roll 
  +CHA. On a 10+, the Caravan population make you offerings in gratitude and you 
  can cancel one of the Order’s demands in progress. On a 7-9,  a few people avoid 
  the trophy, considering it dangerous. You can still cancel a claim, but the Order 
  has -1 the next time you argue with the plaintiffs.
  Subjugation
   
  When you Hack & Slash, instead of dealing your damage, you may apply 
  a weakness of your choice to the target. In the case of monsters, it means that they 
  will be struggling to continue the fight. 
  When you gain a level between 6 and 10, choose one of the following moves, one of the 
  moves of levels 2-5 or an Order Move (if possible):
  Unstoppable
   
  When your current HP is lower than your Constitution, you take +1 
  ongoing and cannot suffer debilities. 
  Destiny of the Blade of the Order
   
  You discover, on ancient scrolls, that the Blade of the Order has a destiny 
  to be fulfilled. A prophecy of the first Heralds. Define this prophecy. When pursuing 
  the Blade Destiny, treat a 6-,,  on Hack & Slash or Defend as a 7-9..
  Blood Fury (replaces Indomitable Fury)
   
  The same effect as Indomitable Fury, but when you cause damage, deal 
  +1d6 damage.  
   
  Destroyer
   
  When you perform your Battle Ritual, during the next confrontation, you 
  acquire overwhelming strength. When a barrier or obstacle is in your way roll 
  +STR. On a 10+, you destroy the obstacle as if it were nothing and keep moving 
  forward.
  On a 7-9, someone is injured in the process.
  Bonds
   
  Fill in at least one of the blanks with the name of a companion: 
  _____________ hesitates in front of the enemy. I will not let them put us in danger.
  In every battles ___________ has fought and will fight at my side. 
  _________________ is a good knight, but questions the designs of the Order.
  As long as our journey is not over, I will watch _____________.
  Advanced Moves
   
  When you gain a level between 2 and 5, choose one of the following moves or 
  an Order Move (if possible):
  Blade of the Order
   
  It was forged hundreds of years ago and left on a pedestal as a symbol of 
  the Power of the Order of the Eagle. In the haste of departure, you just managed 
  to wrap it in a cloth and keep it protected. But now, because you believe that this 
  endeavour is worthy of it, and your brothers agree that only you can wield it, say 
  the blade’s name and lift it up for all to see. Remind everyone of your story and 
  tell them two characteristics that it has:
  • It was touched by the gods; it ignores Armour.
  • It causes agonising pain to anyone not of the Order who holds it.
  • Its legend is known far and wide, frightening intelligent creatures.
  • It burns red when you recite its name; +1 Damage
  • It is a symbol of strength; +1 forward in battle
  • It shines and points to safety when bathed in your blood.
  Glory through Strength
   
  When you annihilate an enemy in battle, recover 1HP. 
  Protected
   
  When you recklessly advance against an enemy that has the advantage, 
  you receive +1 Armour until the end of the battle. You lose a point of Duty.
  
  24
  Order Moves
   
  The moves of the Order of the Eagle represent their training and spirit of 
  cooperation. They are on a desperate mission and so depend on working together 
  to continue. Every two levels, a player may choose an Order Move instead of one 
  from their normal class list. They can acquire any of the eight moves below at any 
  time: selecting two for being “Sworn” at the beginning of the game and then every 
  two levels if they so choose.
  Cavalry Onslaught
   
  When a group of members of the Order are assembled on horseback and 
  charge towards the enemy, roll +DEX. On a 10+ they deal double damage to the 
  enemy horde. If it is a single enemy, it only triggers this move if it if of huge 
  proportions.
  Master of Oratory
   
  When you address an audience, roll +CHA. On a 10+, the group has 
  complete confidence in your words, even if they are in a difficult or tense situation. 
  The group will follow simple orders in a motivated way. On a 7-9, you’ve got the 
  trust of only some of the audience, and some dissenting voices are heard. With 
  each new speech to the same audience without a significant change in situation, 
  take -1 forward.
  Brother in Arms
   
  When you take a moment after a battle 
  or a tragedy to speak word of encouragement 
  and hope to your companions in the Order, 
  take +1 forward.
  Squire
   
  You have chosen a helper, 
  a non-player character who is 
  at your service, taking care of 
  everyday tasks.
  They help you with utmost loyalty 
  and may even sacrifice themselves for 
  you in a moment of desperation.
  Born in the Forge
   
  When you have access to a forge you can work on a weapon so that it 
  gains an improvement, chosen from the list below. The weapon will also be given 
  a name and will be considered a unique item of great value to its owner.
   
  •  Jagged as the Southern Rocks (+1 damage, +1 weight)
  •  Sharp as the Winter Winds (+2 Penetrating)
  •  Smooth and gleaming as Spring Dew (-1 weight)
  •  Perfectly balanced as the Autumn Leaves (Precise)
  •  Imposing as the Summer Sun (Powerful) 
   
  You can add new improvements after the first. If you do, roll +DEX for 
  each improvement. On a 7-9, you make mistakes, fail to add the new improvement 
  and preclude further attempts but do not damage the weapon. On a 6.-,  you 
  destroy the weapon.
  Círcle of Shields
   
  When you are together with a group of members of the Order and they 
  defend themselves from a horde’s attack, at your cry of command the defender 
  form a perfect circle to protect against attack from all sides. The enemy causes 
  damage only if you allies roll a 6-.. on a move (ignore damage effects from the 
  enemy on any 7-.9 result).
  Defensive Tactics
   
  When the Caravan is attacked directly by a horde of enemies, by surprise 
  or by the failure of the Order to stop the enemy before they could threaten the 
  caravan, roll +INT. On 10+ choose 3. On  7-9 choose 1. 
  •  Caravan population attacks enemies (deals 1d10 damage)
  •  The inhabitants are able to divide the enemy (+1 ongoing in the battle)
  •  Nothing of value to the Caravan is destroyed
  •  No one in the Caravan population is killed in the attack
  Knightly Resolve
   
  When you reach 0HP or less and recite the Code of the Order, you stand 
  up again with 1HP. This is a unique moment in which, against all expectations, the 
  knight of the Order rises again. It happens only once in a lifetime. The second time 
  you fall, you must deal with Death. 
  
  25
  The Fiction and Joint Actions of the Order
   
  The strength of the Order lies in its group cohesion, so most of the Order 
  Moves are ways they act together against hordes.Throughout their adventures, 
  the GM must seek to mix the dangers that will affect the PCs as individuals and 
  those that attack the Caravan as a whole. As the idea of this game is to create a 
  desperate journey, the ideal is to have a moment each session to bring a horde 
  against the characters, so that they always have to rely on the unity of their group.
   
  Members of the Order can group together with a player character so 
  that this character can engage their Order Moves. However, putting at risk other 
  members of the Order, even not PCs, can affect Duty scores.
  Duty and Faith
   
  In addition to playing with six distinct classes different from those found 
  in Dungeon World, players in The Order of the Last will also need to be concerned 
  about Duty to their Order and the Faith of the Caravan population.
   
  Duty is the measure of despair of the characters and their connection with 
  the Order. If at any point a character loses all of his Duty points he will abandon 
  the Order and go his own way. 
   
  However to follow his precepts and to be to the demands of the Order can 
  keep the Knight in his way. Therefore, whenever a demand is fulfilled, even if it 
  has been negotiated to a compromise, allow the Knights involved in the claim to 
  recover a point of Duty.
   
   
  Also, at the end of each session, ask the group the following questions, and 
  if everyone says that at least two of them can be answered with a yes, everyone can 
  recover a point of Duty:
   
  1 - Are we closer to the goal of the Order from our decisions?
   
  2 - Is the Caravan safe and able to survive at this point in time?
   
  3 - Do the members stand firm with confidence in our banner?
   
  4 - Does the Caravan believe more in our Order as its saviours than it  
   
  before?
   
  As the characters develop they will have to deal with their duty. Conflicts 
  between the members of the Order will be inevitable and they will need to rely 
  much more on their own capabilities.
   
   
   Attributes of the Caravan
  Population 
   
  The population is based on the number of players. There are about 100 
  people for each PC. This value will vary according to the impact of the GM’s hard 
  moves that affect the Caravan. The total number of inhabitants of the Caravan 
  works as a kind of hit points and affects the Faith attribute.
   
  Each time Population decreases by one-tenth of its initial total, the Caravan 
  permanently loses one point of Faith (faith lost in other ways can be recovered), 
  and this has a direct impact on its organization and consumption of supplies. 
  If the Caravan is reduced to 30% of its original number, the survivors scatter into 
  the world in the belief that they can hide and survive individually. This is the end 
  of the Caravan and the Order of the Last.
  Supplies
   
  The Supplies score represents the food, water and other consumables 
  vital to the upkeep of the Caravan population. 
   
  The Caravan consumes 1 supply a day per 150 people and generates 1 
  supply per 300 people. In cases of fractional numbers, consumption is rounded up 
  (for 400 people, 3 supplies per day) and production rounded down (only 1 supply 
  from 400 people). This means that shortages are inevitable. The Caravan begins 
  with 10 supply points. Each day a PC may assign a group of Caravan members to 
  seek supplies.
   
  Foraging safely, a group of NPCs collects 1 supply point by hunting, 
  finding water sources or begging. If you take risks, roll +WIS. On a 10+ they 
  bring back 3 supply points On a 7-9, the expedition encountered trouble, and the 
  player must choose between getting 2 points of supply but seriously harming their 
  companions or getting nothing. On a ...6-   the GM narrates a disastrous search 
  and its consequences. The Caravan loses one point of Faith.
   
  When only a day of supplies remains, the Caravan loses one point of Faith. 
  If there is not enough food to feed the Caravan at the end of the day, the Order 
  receives an additional demand. If the Caravan starts the day without Supplies, in 
  addition to the extra demand, deal 1d6 damage to the Population. The Caravan 
  loses a point of Faith and all the Player Characters lose a point of Duty.
   
  As the fiction demands, the GM may reward the PCs with supply points, 
  as they would with treasures in a normal campaign of Dungeon World. Use supplies 
  as an “mark of urgency” to pressure players to move on.
  
  26
  Faith
   
  Faith is the most important attribute for the Caravan because it represents 
  how committed and organised the population is, both of which are essential to 
  surviving their misadventures on the journey. At the beginning of the game the 
  Caravan has 10 points of Faith, represented by empty circles as shown below. 
  When the Caravan reduces a point the Caravan Leader draws a line across a 
  circle. If it permanently loses a point of Faith, the Caravan Leader fills in the 
  whole circle, which can no longer be reduced.
   
   
    10 points of Faith                 
       3 points reduced        
   2 points lost, 1 reduced
   
   
  Faith governs the number of problems generated by the Caravan for the 
  Order. These problems are called Demands, and every day at dawn the Leader 
  of the Order (the Standard-Bearer, if this class is among the player characters) 
  rolls 2d6 as a Special Faith Move. On a 10+, the day passes without Demands. On 
  a 7-9, the player decides whether there will be Demands or if the Caravan simply 
  reduces a point of Faith. On a 6-,,, the GM chooses a Demand to be made by the 
  population.Whenever the PCs do not or cannot meet a population Demand, the 
  Caravan reduces one point of Faith.
   
  The decrease of the Caravan’s Faith Points affects some aspects of the 
  game according to the current Faith level of the caravan.
  • 10 – 8 points - Despite the difficulties everyone still believes in Order. 
  Generate only a Demand for a Faith Move.
  • 7 – 6 points - Some leaders begin to discredit the Order and complain about 
  their decisions. Generate two Demands for Faith Moves and add 1d4 to the 
  damage dealt to the Caravan by any Hordes.
  • 5 – 4 points - Hope is abandoning people and they are looking for new ways 
  to organize, generating disobedience. Generate 3 Demands per Faith Move, 
  add 1d6 to the damage dealt by Hordes to the Caravan and -1 forward to any 
  Order Move. If the characters do not resolve at least one Demand in the day, 
  the Caravan reduces two points of Faith instead of one.
  • 3 – 2 points - The Caravan is about to collapse and challenges the authority 
  of the Order. Upon reaching this level, members of the Order will need to 
  focus on the Caravan that is now in revolt, failing to advance along the way 
  or even fight against enemies. Recovering Faith becomes the priority.
  Recovering Faith
   
  Faith can be restored as trust is restored in the Order’s ability to protect 
  the Caravan. Some move serve especially for this purpose, but other events can 
  cause Faith  to be recovered. Reclaim a reduced point of faith whenever:
  •  The Order wins a battle
  •  The Order finds 3 or more procurement points (including eventual   
  rewards).
  •  All the demands of the day are met
  •  When a great danger is avoided by the action of the Order
  •  When they find some civilised place (village, city)
  • Certain actions are taken by the Samaritan
  Demands of the Caravan
   
  Listed below are some possible Demands for the Caravan. The GM can 
  create new ones using these as examples. Demands are brought to the characters 
  by the Caravan in the morning, according to the Faith Move results.
  •  A sick person needs a special herb for an illness, which must be found  
   by the Order.
  •  A priest says that the misfortune of the population is a debt to the Gods  
   and recommends the sacrifice of children as payment. He seems to be  
   gaining followers.
  •  A young couple, members of rival families, insist on a forbidden romance,  
   leading their families into conflict after they disappear.
  •  A chairmsatic drunkard is causing a lot  of confusion, because he   
   claims to be the son of a nobleman of the ancient city.
  •  People are disappearing without trace every night of camp. It seems  
   like an insoluble mystery.
  •  There was a murder among the members of the Caravan, apparently a  
   collection of an old blood debt.
  •  A pregnant girl seeks refuge, as she carries the son of a former traitor  
   to the Caravan. Some people want to steal her child.
  •  A member of the Order is accused of molesting a person from the 
    Caravan and now the elders demand justice. The accuser warns that  
   the molester will deny everything.
  •  Someone finds a sealed chest and jealously guards it as their own   
   property. The elders want them to share any contents with the Caravan.
   
  
  27
  •  An old man speaks of a prophecy and convinces a group to separate  
   from the caravan to look for something unknown. A search is necessary.
  •  At a birthday party, a woman suggests to divide the food between those  
   who contribute and those who do not. Only the deserving will eat and  
   the others will be left behind.
  •  A dog belonging to an old lady who has seen her whole family succumb  
   to the journey flees into the wilderness and she begs to stop the Caravan  
   to rescue it.
  •  The Caravan meets a group of travellers who wish to join them. Their  
   intentions are unknown.
  •  Not far off, there is a farm, apparently abandoned, full of supplies.   
  They want to take advantage of the fact that the owner is not around  
   and plunder it.
  •  A large amount of food is spoiled (-1 Supply), and not through  
   
   natural means. Someone sabotaged the food. But why?
   
  There are numerous possibilities for other Demands that can be created. 
  People and things found along the way, conflicts between factions or families 
  within the caravan, insurgency of religious or militants of some ideology. What 
  is most important is that they are Demands that generate the need for action by 
  members of the Order and that create difficult,complex choices for players.
  Answering and Resolving Demands
   
  As demands affect the Faith of the Caravan, there is a difference between 
  heeding them and achieving their resolution. As you can see from the list, and the 
  other probable demands that will be created, they cannot always be completely 
  resolved and closed, but they can be dealt with.
   
  A resolved demand is considered done with and will not reduce Faith 
  points. However, to argue against a Demand, players will need to take a genuine 
  attitude about it and at the end of the day, give a satisfactory answer to those 
  making the demand. 
   
  When you dispute a demand, roll +CHA. On a 10+, they accept your 
  proposition or your regret for not being able to do more. On a 7-9, the person 
  may not accept your argument or may ask for another form of resolution, such as 
  compensation or perhaps even creating a new problem.
   
   
  The purpose of this mechanic is to make the Caravan a living organism 
  capable of generating narratives by itself. Take advantage of the hooks it creates 
  as the Caravan crosses the dangers it encounter along the way and how this will 
  change the players’ perception of the journey.
  The Order
   
  The Order will be responsible, during the game, for the cohesion and 
  leadership of the entire population of the Caravan. The good news is that in 
  this endeavour, the player characters are not alone. They count on the help of 
  the remaining Order companions. At the beginning of the game, when filling in 
  the Journey sheet, each player rolls 1d4 + 3. The value obtained by all players 
  added together, is the number of other Order members who will be protecting 
  the Caravan. Or if you prefer, the group may simply decide the number of Order 
  members accompanying the Caravan.
   
  Mechanically, a member of the Order is something different from a servant. 
  Each one is a brother in arms and their loyalty is unquestionable. Therefore the 
  members of the Order have different characteristics from the Servants. They have 
  Name, Trait, Faith, and Health.
   
  A companion of the Order is a born fighter and can assist the Player 
  Characters in battles, allow certain moves to be triggered, fulfil orders or perform 
  mundane tasks. They have as much worth and enjoy a similar reputation to the 
  player characters, although the focus of the story is not on them. They will always 
  obey the Standard-Bearer or the leader of the Caravan.
  Characteristics of Members of the Order
   
   
  On the Journey sheet there are spaces for you to define the name and traits 
  of various members of the Order. The purpose of defining a trait is to differentiate 
  them and add a few more elements to the story. The trait can be a simple phrase, 
  by which the character is easily recognized:
  E.g., Diana, who has iron cuffs; or Gerald, who trembles at storms.
  They do not need to be described during the creation of the Journey sheet. You do 
  not even need the name of the defined members right away. Whenever any player 
  ever interacts, orders or forms a group with members, they must name them and 
  define their trait.
  
  28
   
   
  Health defines how close to death a Companion is and if they are able 
  to defend the Caravan alongside their peers. Companion’ health is measured on 
  a four-segment clock. Each time the GM makes the hard move “Sacrifice of the 
  Order” all Companions who participate in a battle mark one level on their Health 
  clock. Any disabled Companion, that is one who has marked all four segments, 
  will be unable to return to the front line until the next game session.
   
  The Standard-Bearer may invest new Companions from among the ranks 
  of the Caravan, but this is a great honour and the individual in question must have 
  shown honour and merit. As often as not, Squires are the best suited to joining the 
  Order as knights.
   
  Group Actions
   
  By being united and with a common goal, the Order is able to take on 
  hordes of enemies in an organised way and take advantage of their training. 
  Whenever a Player Character is accompanied by Order Companions, in addition 
  to being able to trigger moves that need groups, they will also receive the following 
  benefits.
  - Whenever you fight against a group, deal one more point of damage for each 
  Companion participating in the battle.
  - If the PC’s HP reach zero in a battle, and there are still Companions who are not 
  disabled, they will take you away from the battle without your needing to Defy 
  Death.
  - Companions of the Order can obtain information, talk and act as non-player 
  characters in any situation that may be necessary. They will obey simple character 
  commands (that do not trigger moves) in a loyal way, but will always try to keep 
  themselves out of unnecessary peril.
  The dilemmas and redemptions of other Order Companions can be a good source 
  of Adventure Fronts for the GM.
  Suffering harm with the Population & Order
   
  The dangerous Journey that the characters are on will always be full of 
  dilemmas, as there are many dangers to be faced and they will always be between 
  definitively eliminating an enemy or prioritizing the protection of the Caravan 
  population, in addition, of course, to preserving the last members of their Order. 
  In order for this feeling to be evident to the players, in addition to the options of 
  hard moves that the GM has in the main book of Dungeon World, we added some 
  movements that will be very important to make the most of your game experience. 
  Whenever a character rolls a 6-,,, when performing an action that has an impact 
  on the entire Population, fighting a horde or Colossal enemy that attacks the 
  Caravan, add these move options:
  Devastating and Cruel
   
  Several caravan inhabitants are killed by the attacking forces, without 
  the Knights being able to do anything. Roll 1d10 + 4 and subtract  the result from 
  the Population value of the Caravan. The Horde or monster also threatens the 
  supplies, and will steal or destroy 1 supply point if the Order does not confront 
  them effectively.
  Sacrifice of the Order
   
   
  Members of the Order have vowed to protect the Caravan and to take it 
  to a safe place. Decrease the health of all Companions participating in the battle. 
  Remove one Duty point from the player characters for each Companion that falls 
  in battle beside them.
  A tragedy... A death...
   
  Whenever a character’s action has the potential to cause a Calamity 
  (Fire, Flood, or any kind of disaster) Roll 1d8 + 2 and subtract the result from the 
  Population score or reduce Supplies by 1.
  ´
  
  29
  Fronts
   
  The Order of the Last is a campaign module designed so that you can 
  build your adventure and campaign fronts through the urgency mechanics and 
  challenges that the Order of the Eagle faces to stay alive.
   
  For this reason, we will not define Fronts that you must use for this 
  module, but rather we will offer a variety of tools so that the group can build 
  Fronts that take their story on an epic journey.
  Dynamics that drive Fronts
   
   
  This module has diverse dynamics and mechanics so that story 
  opportunities are created during game sessions. To take advantage of them, all 
  players, in addition to following the Dungeon World principles, should have some 
  questions in mind:
   
  - The Journey of the characters is desperate and without much chance 
  of success. They will probably succumb to the many dangers they will encounter 
  along the way or even to the conflicts generated by so many people gathered in 
  a difficult situation. That is why The Order of the Last focuses on the “during” 
  experience, regardless of whether there will be success or life for all in the end. 
  The question is whether the bards will sing for millennia over the great heroes who 
  tried, against all expectations, to save that people.
   
  - Declared enemies are very dangerous but the worst problems are those 
  that cannot be easily faced up to and solved: intrigues and machinations among 
  the people who make up the Caravan. Not everyone who has been saved is worthy 
  or even trustworthy. Keep the players always suspicious of everyone but remind 
  them that they have vowed to defend these people.
   
  - If you’re going to be the GM, talk to the players before the start of 
  the session and try to discuss issues that may be difficult or not all comfortable. 
  Several of the demands can be heavy topics, so follow the recommendations in the 
  prologue to this book and establish ways for everyone to be comfortable with the 
  stories covered. The Order of the Last has a slightly heavier and more desperate 
  tone than is typical for Dungeon World, and this should be made clear to everyone.
  Great Dangers
   
   
  As might be expected, in addition to 
  the danger that pursues the Caravan and is 
  responsible for the Exodus, many other 
  calamities will be found on the way of the 
  during the characters’ journey.
   
  These hazards may be of a 
  natural order: A geographical accident 
  or phenomenon of nature that becomes 
  a calamity, inflicting damage on the 
  Caravan and making it difficult to move 
  on to a safe place.
   
  Natural 
  hazards 
  can 
  be 
  very 
  important to generate the climate of gruelling 
  travel. They may not be the centre of your game, but 
  can be great fronts. Think of the challenge of facing a persistent flood or crossing 
  a gorge without any protection when an avalanche starts.
  Just be careful because the consequences of these fronts often turn out to be 
  irreversible and using them repeatedly can strangle the story of the group.
   
  The dangers can be social. Consider that a mass of people advancing 
  through unknown (or little-known) lands can generate many problems. Small cities 
  that refuse to receive the Caravan for fear that these will exhaust their resources. 
  Local laws violated by guests, when the migrants reach a new place, among many 
  others. Directing a large group of people so they can maintain themselves without 
  causing problems is a front with potential.
   
  Enemies will not give truce to the Caravan. Several hordes prowl the 
  path, be they human bandits or even monsters who are “owners of space” where 
  the Caravan will pass. The fronts of the hordes will always bring the dilemma to 
  the characters whether it is worth pursuing their enemies and ending the problem 
  for good, or focusing on the defence and well-being of the population.
   
  Remember to keep a front for the evil that chases the caravan and keeps 
  it moving. If players feel secure, make a move on this front and see what happens.
  
  30
  Consequences of Demands
   
   
  The demands of the Caravan will be the main engine for creating fronts 
  for your game, and the consequences of these will also become increasingly 
  complex for the characters. No demand is the result of a consensus among the 
  whole population of the Caravan and therefore, even if it is met, it may end up 
  displeasing another group of travellers. 
   
  People who feel betrayed or disadvantaged by the Order’s decisions can 
  make great openings for fronts, even creating good villains for your Campaign 
  Front. Imagine the difficulty of detaining a villain whom you have vowed to protect? 
  One who acts through subterfuge and who, although obviously dangerous to the 
  population, is not regarded as such and enjoys great prestige among the members 
  of the Caravan (or even of the Order). Problems just waiting to become fronts.
  The Faith of the Order
   
   
  Progressing through this sea of  problems, keeping everyone alive and in 
  control, can be a very big burden for the Companions of the Order. For this reason 
  all the characters have Duty points, which indicate how much they can adhere to 
  their code and remain loyal to their hierarchy.
   
  The greatest trials will be suffered by all the characters, but as the Order 
  also has other knights who are not player characters, they may end up losing their 
  way and getting out of control, suffering in advance from the evil that can strike 
  any of the players characters: the deterioration of their Faith through the loss of 
  their Duty.
   
  If a companion has been left behind in a battle, or a member of the 
  Order has been a victim of problems with the Caravan (generated by one of their 
  demands), everyone will have to be judged by the Order and punished if found 
  guilty. However, the outcome may not always be as expected and a member of the 
  doomed Order can become a great villain for a front. Not to mention the squires, 
  who may themselves become difficult problems for the players, if they are not 
  properly guided or given proper attention.
  Example Front
   
   
  To help with the process of building your fronts, here follows an example 
  based on one of the assumptions we raise. Remember that the best fronts are 
  always the result of the players’ decisions within the game. Do not have fronts 
  ready for the first game session, as they can disrupt the flow of player creation 
  more than they help the game to flow. 
  “The Assassin Brother” 
   
  A member of the Order, perhaps the one who has risked the most on 
  missions, falls in love with a young woman from the Caravan and begins a secret 
  romance. Discovered by the girl’s family, they are accused of molesting the young 
  woman and there is no option left for the Standard-Bearer but a sentence of exile. 
  The exiled knight vows revenge against the Order.
   
  Impulse: Murder all members of the Order
   
  The exiled knight does not leave the Caravan but keeps following it closely 
  in secret, taking advantage of the times when the Order’s defences are weakened 
  to attack its members. The knight has already managed to commit more than one 
  murder without a trace and the player characters are unaware of the knight’s 
  present activities.
  Moves: When a player rolls a 6-,,, the GM can use one of these moves in addition 
  to the ones they already have:
  Attack the defenceless: You can attack a member of the Order who is not close to 
  the group or is in difficulty, until only the player characters are left.
  Sabotage: Creates problems, fires and turmoil to draw the player characters’ 
  attention to a specific location.
  Grim Portents
  The exiled knight leaves clues so that people will know who the miller is. 
  The Caravan loses its faith in the Order, since it cannot protect its own.
  The assassin kills most of the Order’s members.
  Impending Doom
  The exile mounts an attack on the Standard-Bearer. 
  
  31
  The Enemies
   
  On their Journey, the Order of the Last will be tried at all times. In these 
  strange and inhospitable lands through which the Order and their caravan travel, 
  enemies will be always lurking, waiting to strike at the right time.
   
  The Caravan can be considered a source of problems for civilizations that 
  are in its way, for “bringing evil to this place”. It will always be a challenge for 
  player characters to get help or a place to rest that is at least safe and close to 
  people who can be considered allies.
   
  The Caravan can also be considered an opportunity for raiders, who 
  believe there is wealth in the hands of the desperate travellers. This makes the 
  Caravan an enticing target, suffering attacks, whether in massed numbers or in 
  quick snatch-and-grabs, and attracting the attention of swindlers who attempt to 
  infiltrate the caravan.
  The Hordes 
   
   
  As the main characteristic and strength of the Order is their ability to 
  work together, the best enemies to get in the way of the characters are the hordes. 
  They are powerful enemies as they are capable of causing more damage to the 
  Caravan and its population. The Order is composed of formidable warriors 
  capable of repelling a far greater number than their own, but they cannot to be 
  everywhere.
   
  When facing hordes of enemies directly attacking the Caravan, the GM 
  must direct their hard moves to inflict damage on the Caravan population and the 
  Order’s auxiliaries to give players the chance to heroically save their people. This 
  is a complex challenge that will require the characters to make decisions together 
  to minimize the damage.
  The Colossal Horrors
   
   
  The colossal size of a creature is not described in the basic Dungeon 
  World book, so we’ll have to treat them a little differently. You will notice that we 
  do not define hit points or stamina of the two colossal foes described in this book. 
  This means that the player characters are incapable of triggering moves that do 
  damage to these creatures. These horrors are too dangerous and even if there 
  were ways to destroy them, the price would be too great for the Order and for 
  the Caravan. Characters need to find ways to bypass them, mislead them or take 
  advantage of the creature’s motivations to drive them away from the Caravan. 
  An enemy simply insurmountable by force, they will test the tactical ability and 
  cooperation of the knights.
  The Thousand Faces of Betrayal 
   
  One of the biggest dangers, in this fantastic world, to a cluster of people 
  or a social group are the shapeshifters. They are able to copy the appearance of 
  another person perfectly, making them able to sow discord and act with impunity, 
  while relying on the trust of all who surround them.
   
  This type of creature has a specific purpose, perhaps being a mercenary 
  in the service of a major force in the world or perhaps just a wanderer, trying to 
  find a way to take advantage of the situation wherein it finds itself. This purpose is 
  often the weakness of a creature capable of multiple forms, but they are powerful 
  enemies that the characters will have to face with strategy.
   
  The Caravan’s demands will generate good “entry points” for shape-
  shifters to participate in its story. 
  
  32
   
   
  The Artauren are a warrior civilization of the northern plains. Besides 
  being great warriors, they are extremely erudite creatures, connoisseurs of diverse 
  scientific disciplines, particularly Astronomy and Mathematics.
  The first to find the Artauren described them as “a mixture of Centaurs and 
  Minotaurs” but with a majestic elegance. It would be difficult to talk to an Artaur 
  and not be impressed by their eloquence and reasoning skills.
  Their erudition rivals only their territorialism. The Artauren refuse to accept 
  settlers or any other type of settlement on their land, and do not look favourably on 
  the people of other races even travelling across their borders. They are extremely 
  zealous in protecting their territory and spare no effort to drive out invaders. Even 
  if they are just desperate people in search of refuge.
   
  Instinct: Xenophobic jealousy
   
  Powerful ‘mounted’ assault
   
  Intimidate travellers with eloquent discourse
   
  Attack travellers in their territory
  Horde, Organized, Intelligent
  Great Warclub - 1d10 damage, close, 
  reach, powerful.
  Helmet & Horns - 1d8 damage, close, 
  messy.
  Armour 2 HP 8
  Special: Considered always mounted 
  and can charge as a group, devastating 
  an area.
   
   
  Wild Orcs are creatures in an early stage of socialization. They do not 
  have a clear social organization, living in groups of 50 individuals. These flocks, led 
  by a “Primal Female”, considered a protective mother, are composed of numerous 
  warrior males who devote all their efforts to hunting and destruction.
   
  They are like locusts, passing through a place and sacking all the food and 
  resources available.
   
  They do not take prisoners and usually use the skeletons
  of their dead enemies to make utensils and weapons. By nature
  they are unpredictable and may appear along
  roads or in remote wilds.
   
  Instinct: Kill and loot
   
  Surprise attack 
   
  Fight to the death
   
  Kill without remorse or reason
  Group, Terríble
  Improvised Weapon - 1d6 damage, 
  close, messy.
  Jaws - 1d8 damage, hand, messy.
  HP 4
  Special: Savagery, devouring parts 
  of the enemy during battle. 
  
  33
  An error of creation.
   
   
  There are those who suggest the regret 
  of a god or the dark covenant of a powerful 
  entity. The truth is that nobody knows how this 
  monstrosity was conceived or the reason for 
  its desire to devour travellers, since it does not 
  seem to need food to survive.
  Entaphilayos 
  is 
  the 
  seed 
  of 
  countless songs that terrify 
  dwellers of distant lands. “If a 
  still mountain is dangerous, 
  imagine one that pursues 
  you...” say the wanderers 
  of the valleys.
  Its motives are unknown, 
  but it always seems to know 
  what it is seeking, treating everything 
  that stands in his way as a trifling obstacle.
  Colossal, Amorphous, Terrible, Solitary.
  Damage: b[2d10]+6 (ignore any protection or 
  natural resistance). Powerful, Messy.
  Instinct: Devour whatever is in the way.
   
  - Trigger a disaster (its very movement 
  can destroy miles of civilization or even divert a 
  river).
   
  - Crush an obstacle.
   
  - Go unnoticed (when immobile as a  
   
  mountain)
  
  34
   
   
  Legends also call them “strays” due to the belief that they come from 
  other planes of existence. What seems to be more common in the reports is that 
  no one has ever seen the real form of a Mimespectro. Some madmen and other 
  storytellers claim that this creature in its real form looks like a shimmering 
  shadow carrying a scythe.
   
  Despite its reluctance to show itself, the effects of this creature are known 
  in various parts of the world. The Mimespectro’s main ability is to become the 
  image of anyone it has ever seen. It usually murders its targets and takes on their 
  personality. It becomes a perfect and indistinguishable copy, even for those closest 
  to the victim. However, more observant people report that the shadows of the 
  copied person have a slight tremor at the edges, though this is extremely difficult to 
  perceive indoors. This creature often acts as a mercenary at the service of powerful 
  wizards’ interests, or just as a con artist, trying to survive by living other people’s 
  lives.
   
  Instinct: Become an unnoticed part of a group
  Murder the unwary
  Take the place of another
  Sow discord in a group
  Solitary, Organised, Intelligent
  Weaponry depends on whom it 
  has replaced. 
  HP 3
    Special: It can turn into a 
  copy of any person it has seen 
  previously.
   
   
  The Sidaris Dwarves are known as plunderers and bandits of the 
  mountains. Extremely resistant to cold and inclement weather, their main tactics 
  come down to digging and camouflaging large holes in the tracks that cross the 
  valleys they inhabit.
  All the unwary who fall into their traps are “plucked” and left to their own devices, 
  often naked. These dwarves are obsessed with rare metals and precious stones and 
  live hidden in deep caverns.
  Their methods are quite ingenious and seek to accomplish their goals with the 
  least risk of harm to their forces.
   
  Instinct: Rob travellers
   
  Surprise attack 
   
  Create traps
   
  Take hostages
   
  Make bargains
  Horde, Intelligent
  Warhammer - 1d8 damage, close
  Throwing Hatchet - 1d4+1 damage, 
  near
  Armour 1 shield) HP 5
   
  
  35
  The “Sun Quencher”
   
   
  Many travellers say that the day 
  that Death gave up walking the world 
  and decided to grow wings, was when the 
  demon bird was born.
   
  Ark Terax is a giant creature, a 
  winged monster that can cover an entire 
  village with its wingspan. In many cultures 
  it is called “Sun Quencher” because when 
  it flies over a village, the night is made by 
  its shadow.
   
  Ark Terax is attracted to magical 
  sources such as artefacts or powerful 
  creatures. Many say that this is the 
  monster’s main food and it is for this that 
  it travels the world.
  Colossal, Terríble, Solitáry, Intelligent.
  Damage: b[2d8]+2 (ignore any protection 
  of natural resistance). Powerful, Messy.
  Instinct: Hunt for sources of magic. 
   
  Unleash a Disaster (the gale of  
   
  its wing-beats can destroy a city)
  Pursue prey
  Capture something to study it
  
  36
  Balian, Igrit, John, Diana, Edward, Margot, Deneator, 
  Merissa.
  Choose a name and describe your appearance such that your companions 
  will never forget your presence!
  Choose 2:
   Long Sword (close, +1 damage, weight 2) 
   Dagger (hand, weight 1)
   Flail (close, +1 damage, weight 2)
   Herbs and Unguents (weight 1) 
   Climbing  Equipment (weight 1)
   22 coin
  O
  O
  O
  O
  O
  O
  Sworn
      Choose 2 Order Moves now and one more 
  every 2 levels. If you choose an Order Move 
  at an advanced level, you cannot choose 
  an Advanced Move at that level. The 
  character has 10 points of Duty.
  Unbreakable
     When wielding any object that can 
  be used as a shield, the Defender 
  receives +1 armour. Add this to the 
  protection of any shield used.
  True Love
     Choose a character to be your 
  True Love. This person is your 
  bastion in life. If it is a player 
  character, 
  the 
  Defender 
  automatically gains a bond 
  with them.
   The GM can always direct 
  hard moves towards the 
  True Love instead of the 
  Defender. This is a bond 
  that can not be resolved 
  until one of them dies.
      When you act to 
  protect 
  your 
  True 
  Love, without regard 
  for your companions 
  or the Caravan, roll 3d6 
  instead of 2d6 and choose 
  the best two dice. In doing 
  so you lose a point of Duty. 
  If your True Love dies, you 
  must leave the group and go into exile.
  _____________ is my great love: 
  my True Love.
  I know I can trust ___________ 
  with my life because their  loyalty is 
  unquestionable.
  ________________ is weak and I’m 
  worried whether they will survive 
  the journey.
  When there is doubt in the council, 
  _________________ always has a 
  sensible opinion.
  Loyal Defend your order and 
  keep hope alive.
  Good Protect all those weaker 
  than you. 
  Neutral Destroy a lesser evil 
  so that it does not grow.
  Choose one from each line:
  Strong Eyes, Tired Eyes, Narrowed Eyes
  Dirty Hair, Shaved Head, Mail Coif
  Burnt Skin, Many Scars, Marked Body
  Muscular, Military Bearing, Always Hunched
  12+CON
  
  37
       Cavalry Onslaught
   
  When a group of members of the Order 
  are assembled on horseback and charge towards 
  the enemy, roll +DEX. On a 10+ they deal double 
  damage to the enemy horde. 
        Master of Oratory
   
  When you address an audience, roll 
  +CHA. On a 10+, the group has complete 
  confidence in your words. On a 7-9, you’ve got the 
  trust of only some of the audience. With each new 
  speech to the same audience, take -1 forward.
        Brother in Arms
   
  When you take a moment after a battle 
  or tragedy to speak words of encouragement and 
  hope to your companions take +1 forward.
        Squire
   
  You have chosen a helper, a non-player 
  character who is at your service, taking care of
  common tasks.
        Born in the Forge
   
  When you have access to a forge you can 
  improve a weapon: Jagged (+1 damage, +1 weight); 
  Sharp (+2 Penetrating); Smooth & gleaming (-1 
  weight); Balanced (Precise); Imposing (Powerful)
        Círcle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
        Defensive Tactics
   
  When the Caravan is attacked roll +INT.  
     On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
         Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  When you gain a level between 2 and 5, choose one of the 
  following moves or an Order Move:
       Clamour of Battle
   
  During a battle involving several 
  enemies, against a group you are part of, 
  when defeat seems imminent, with a powerful 
  cry, the Defender will draw attention from all 
  enemies to themselves. Roll +STR and with 
  a 10+ the enemies will be focused on you 
  and let the rest of the group escape or take 
  advantage of the distraction (+1 forward). 
  On a 7-9, you must choose someone from the 
  group who will be cornered with you, or lose 
  something very important in order for the 
  others to flee.
       Resolute
   
  Your battle experience makes your 
  will unshakable. The Defender can ignore the 
  damage of a hit received and mark a debility 
  instead.  
       Profound Connection
   
  When you are protecting your True 
  Love, add + 1d4 to your damage.
   
       Duel of Sacrifice
   
  In a battle with multiple enemies, 
  when you take a moment to survey the battle 
  eld, you can identify the most powerful 
  leader or opponent in the pack. When you do 
  so, this enemy will feel challenged to a duel of 
  champions. If you win, the rest of the enemy 
  force will give up the fight, surrendering or 
  retreating. If you are defeated, all members 
  of the Order take -1 ongoing.
         Shield Mastery
   
  When you let your shield absorb 
  the damage from a hit, the damage dealt is 
  negated and you must reduce the armour 
  value of your shield by 1. If this reduces the 
  shield to 0 armour, it is destroyed.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move:
        Veteran’s Gaze
   
  When you listen attentively to the 
  speech of another character, Roll +WIS. 
  On a 10+ you identify the real intent behind 
  those words. On a 7-9 you do so but openly 
  question the character’s words, even if they 
  are speaking the truth.
       Staunch Defender
   
  When you defend another, you 
  always receive +1 hold, even on a 6-.
   
   
       The Gift of True Love
   
  You have an object given by your 
  True Love that gives you strength. When 
  using it in battle and invoking your True 
  Love, add + 2d4 to your damage and +1 to 
  your armour. The object must be given to 
  you in an in-game scene. If you lose it, you 
  will have to seek to redeem yourself with 
  your True Love. You become depressed until 
  you do (-1 ongoing). 
       Last Battle
   
  When the Defender declares that 
  this is their “last battle” they ignore all 
  damage received but will drop dead when 
  the last enemy falls, surrenders or  flees the 
  battlefield.
  O
  O
  O
  O
  O  
  O
  O
  O
  O
  
  38
  Johana, Ricardo, Cleo,Wallace, Elizabeth, Khan, Anitta, 
  Hera, Shivara, Hypolita, Kull, Sephil.
  Choose a name and describe your appearance such that your companions 
  will never forget your presence!
  Choose 2:
   Short Sword (close, weight 1) 
   Dagger (hand, weight 1)
   Shield (armour +1, weight 2) 
   Herbs and Unguents (weight 1) 
   Barding (horse armour) (weight 1) 
   22 coin
  O
  O
  O
  O
  O
  O
  Sworn
     Choose 2 Order Moves now and one more 
  every 2 levels. If you choose an Order 
  Move at an advanced level, you cannot 
  choose an Advanced Move at that level. 
  The character has 10 points of Duty.
  Authority
     The other players must always have their 
  characters obey your orders. If a character 
  questions orders, roll +CHA and on a 10+ 
  a simple look robs the character of their 
  resolve. On a 7-9, the character will obey 
  after making clear their annoyance, and both 
  the Standard-Bearer and the recipient of the 
  command lose 1 point of Duty.
  The Eagle Order Banner
    The Standard-Bearer has a spear with the 
  banner of the Eagle, which symbolizes the 
  strength of the Order. Whenever you act 
  in conjunction with other characters, and 
  evoke their bravery with war songs, everyone 
  (including you) gains +1 ongoing.
     When you are with a disadvantaged group 
  in battle and utter a war-cry, roll +CHA. On 
  a 10+ all characters on your side deal their 
  damage. On a 7-9 they deal their damage 
  but also suffer the enemy’s damage. On 
  a 6- choose one ally who is cornered and 
  suffers double damage. If a character dies in 
  a battle in which the Eagle Order Banner has 
  been thus called upon, the Standard-Bearer 
  loses a point of Duty. 
  _____________ is wise and I seek their 
  advice in difficult times.
  I admire the courage of ___________, 
  but it can put the Caravan in danger.
  _________________ will always carry 
  the stain of disobeying me.
  _____________ is my most faithful 
  follower and will never question my 
  orders.
  Loyal Always be ahead of 
  your companions in the face of 
  danger
  Neutral Always be moving 
  onwards to the goal of the 
  Caravan
  Evil  
  Command the Order 
  with an iron fist  
  Choose one from each line:
  nquisitive Eyes, Tired Eyes, Sharp Eyes
  Dishevelled Hair, Flowing Hair, Ornate Braids
  Wrinkled Skin, Tattoos, Ebony Skin
  Slim Body, Imposing Stance, Incredibly Tall
  8+CON
  
  39
       Cavalry Onslaught
   
  When a group of members of the Order 
  are assembled on horseback and charge towards 
  the enemy, roll +DEX. On a 10+ they deal double 
  damage to the enemy horde. 
        Master of Oratory
   
  When you address an audience, roll 
  +CHA. On a 10+, the group has complete 
  confidence in your words. On a 7-9, you’ve got the 
  trust of only some of the audience. With each new 
  speech to the same audience, take -1 forward.
        Brother in Arms
   
  When you take a moment after a battle 
  or tragedy to speak words of encouragement and 
  hope to your companions take +1 forward.
        Squire
   
  You have chosen a helper, a non-player 
  character who is at your service, taking care of
  common tasks.
        Born in the Forge
   
  When you have access to a forge you can 
  improve a weapon: Jagged (+1 damage, +1 weight); 
  Sharp (+2 Penetrating); Smooth & gleaming (-1 
  weight); Balanced (Precise); Imposing (Powerful)
         Circle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
        Defensive Tactics
   
  When the Caravan is attacked roll +INT.  
     On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
         Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  When you gain a level between 2 and 5, choose one of the 
  following moves or one of the Order Moves:
       Debt of Honour
   
  In a specific region or location there 
  is an Ally who can help you with some demand 
  or something else related to the Caravan. 
  This Ally recognizes the debt. When you call 
  in your debt roll +CHA. On a 10+ choose 2. 
  On a 7-9 choose only 1.
  • The Ally is willing to help with only one of 
  your requests
  • The Ally will put themselves at risk in order 
  to meet all your requests • The Ally will be 
  safe after helping you
       Cavalry Specialist
   
  When mounted on a horse, your 
  base damage increases to d10.
       Council of War
   
  When you assemble the members 
  of the Order to decide your strategy in a 
  future battle, roll +WIS. On a  10+ NPCs will 
  give you valuable information about your 
  enemies. On a 7-9, a player character must 
  disagree with a piece of information brought 
  to the council, discrediting the knight who 
  put it forward. The information will be vague 
  and as the the Standard-Bearer you must 
  choose to believe the information, or dsmiss 
  it and lose a point of Duty.
   
       Judge
   
  When a character brings an issue to 
  be resolved and the Standard gives
  their verdict, roll +WIS. On a 10+ your 
  verdict will be carried out to the letter and 
  everyone believes it to be the best solution. 
  On a 7-9, those involved they feel harmed 
  in some way and may enact the verdict only 
  partially or disobey it at some future time.  
       Arena of Champions
   
  When you face a horde with a 
  group of allies and identify your leader roll 
  +CHA. On a 10+ you summon the leader 
  to a one-on-one duel that will decide the 
  outcome of the combat. If the Standard-
  Bearer wins the  ght, the other enemies will 
  give up. On a 7-9, the leader answers the 
  call but may try to subvert the duel, with a 
  ruse or urging his companions to continue 
  fighting despite losing.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move:
       Tactical Experience
   
  When 
  you 
  Discern 
  Realities 
  evaluating a horde, an army, or a battle 
  situation, you receive a +1 bonus.
       Estrategista Nato
   
  When you can study and prepare 
  the ground where a confrontation will 
  occur, roll +INT. On a 10+ you achieve a 
  devastating victory and you suffer only 
  a few wounded. On a 7-9, the fight was 
  difficult, with some losses, but you gained 
  the victory. 
   
       Knightly Accolade
   
  The Standard-Bearer may choose 
  to make a member of the Population into 
  one of the Order. This member must have 
  contributed to the Caravan through some 
  notable achievement so that the Standard-
  Bearer can justify this new addition.
   
       The Words of the Leader
   
  When you take the time to visit 
  your wounded brethren of the Order after 
  a battle, recover 2HP and 1 Health
  for all members of the Order.
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  40
  Athena, Robin, Liliana, Roxane, Hank, Eritreia, Cid, Sif, 
  Legorn, Aramis, Gabrielle, Rhond. 
  Choose a name and describe your appearance such that your companions 
  will never forget your presence!
  Choose 1 weapon set:
  Hunter’s Bow (close, far, weight 1)
  5 Throwing Daggers (thrown, close, weight 0)
  Hunter’s Bow (close, far, weight 1) 
  Machete (hand, weight 1)
  Choose 1 armour & equipment set:
  Long Coat (Armour 1, weight 1), Canteen, Antivenom, Rope 
  and Hook, Oil of Tagit (dangerous, applied, weight 0)
  Leather Armour (Armour 1, weight 1),
  Breathing Mask (protection against gases), 22 coin
  O
  O
  O
  O
  Sworn
   
  Choose 2 Order Moves now and 
  one more every 2 levels. If you choose an 
  Order Move at an advanced level, you cannot 
  choose an Advanced Move at that level. The 
  character has 10 points of Duty.
  A Moment of Opportunity
   
  When you act alone in a 
  situation you just encountered and 
  the Order does not know about, roll + 
  INT. On a 10+  you deal double damage 
  or obtain something you seek, plus take 
  +1 forward. On a 7-9 you still cause double 
  damage, but another member of the Order 
  will su er a setback because of your attitude 
  Regardless of the result, lose one point of 
  Duty.
  The Vision beyond Reach
   
  When you take the time to an
  analyse a location, scouring for details, roll 
  +WIS. On a 10+ ask 3 questions. On a 7-9, 
  ask one. The GM must answer truthfully 
  and in a way that influences the fiction.
  • Who or what was in this place 
  recently? 
  • How long did they stay here? 
  • Who or what is coming here?
  • Where did they leave this place for? 
  What is the safest way to get out of 
  here? Is there any hidden danger?
  • What happened in this place recently?
  • What was in this place that was taken 
  away?
  _____________ has dangerous plans 
  and I must be vigilant. 
  In a hunt, ___________ can prove 
  their worth.
  _________________ seeks to redeem 
  themselves for an error that only I 
  know about.
  _____________ will not give up so 
  easily a goal while I’m on the trail too.
  Good  Provide the Order with 
  the most information you can. 
  Neutral      Look for an 
  alternative to an insoluble 
  situation. 
  Chaotic     Drive a relentless 
  hunt for the enemies of the 
  Order. 
  Choose one from each line:
  Sharp Eyes, Docile Eyes, Tired Eyes
  Big Hat, Hair Pulled Back with a Tiara, Shaved Head 
  Tanned Skin, Mottled Skin, Hairy Body
  Slender Body, Evasive Demeanour, Slight Hunchback
  6+CON
  ,
  
  41
  When you gain a level between 2 and 5, choose one of the 
  following moves or one of the Order Moves
  :
        The Death that Comes from the Shadows
   
  When you are in a protected 
  location and attack a surprised or helpless 
  enemy, simply deal your damage. If you’ve 
  been aiming for some time, Roll +DEX. On a 
  10+, choose precisely where you strike (head 
  = death, other parts = disabled). On a 7-9, 
  you deal your damage but announce your 
  position to the enemy.
       I Have a Surprise for Them
   
  When you begin a battle together 
  with other members of the Order, in a location 
  you have previously been in, roll +INT. On 
  a 10+, you can set traps or other previous 
  preparations that you made in this place and 
  can stay out of reach of the enemy during 
  the whole battle, during which allies receive 
  +1 ongoing. On a 7-9, choose an ally to be a 
  victim of your traps (su er your base damage) 
  or the enemy chooses you as a priority target, 
  chasing after you. Allies receive +1 ongoing 
  in the battle, whatever you choose.
       One with the Shadows
   
  When you remain motionless in 
  a place where you have been before, your 
  enemies will be unable to locate you until you 
  move.
   
       I am with You
   
  When an ally takes damage and is 
  within reach of your weapons, roll +DEX. On 
  a  10+ you deal your damage to the enemy 
  and disable them in some way. On a 7-9 you 
  deal your damage to both the enemy and ally, 
  or you free your ally by calling the enemy’s 
  attention to yourself.    
       Tower of Defence
   
  When you’re in a prime position 
  at a location you’ve been to before, you 
  can spend extra ammo to apply your 
  Volley damage to an additional target. 
  You roll the Volley once and apply 
  your damage on as many enemies as 
  the ammo points you have spent.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move:
       Sentinel
   
  When you are quiet and focused, 
  the GM will warn you of any hostile intent 
  approaching you, or the location you protect. 
  If you observe a group or a person for a 
  long time, you can also ask the GM if they 
  represent a threat, and they will respond 
  with the truth.
      Acrobat in Flight
   
  When 
  you 
  are 
  attempting 
  an 
  impossible escape, surrounded or alone in 
  a sticky situation, roll +DEX. On a 7-9, you 
  use the terrain and your physical abilities to 
  escape, but lost somethign valuable. On a 6- 
  despite using the terrain and your acrobatics, 
  the enemy impedes you and prevents you 
  from getting away. 
       Daughter of the Tempest
   
  When you kneel on the ground and 
  feel your ancestral vital  ow, roll +WIS. On 
  a 10+ you can tell what kind of weather 
  change is happening and how it will disrupt 
  your enemies. On a 7-9 the phenomenon is 
  very dangerous and will also affect the player 
  characters.
   
   
       Spirit that Walks
   
  When you Defy Danger in a place 
  where you have been before, treat any 7-9 
  as a10+ and any 6- as a 7-9.
  O
  O
  O
  O
  O
  O
  O
  O
  O
  Anotações e peculiaridades
       Cavalry Onslaught
   
  When a group of members of the Order 
  are assembled on horseback and charge towards 
  the enemy, roll +DEX. On a 10+ they deal double 
  damage to the enemy horde. 
        Master of Oratory
   
  When you address an audience, roll 
  +CHA. On a 10+, the group has complete 
  confidence in your words. On a 7-9, you’ve got the 
  trust of only some of the audience. With each new 
  speech to the same audience, take -1 forward.
        Brother in Arms
   
  When you take a moment after a battle 
  or tragedy to speak words of encouragement and 
  hope to your companions take +1 forward.
        Squire
   
  You have chosen a helper, a non-player 
  character who is at your service, taking care of
  common tasks.
        Born in the Forge
   
  When you have access to a forge you can 
  improve a weapon: Jagged (+1 damage, +1 weight); 
  Sharp (+2 Penetrating); Smooth & gleaming (-1 
  weight); Balanced (Precise); Imposing (Powerful)
        Círcle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
        Defensive Tactics
   
  When the Caravan is attacked roll +INT.  
     On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
         Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  
  42
  Aaron, Dheva, Cidaris, Clarence, John, Selina, Duran, 
  Karina, Paris, Próximo, Rey, Espéria.
  Choose a name and describe your appearance such that your companions 
  will never forget your presence!
  Choose one set:
   Staff  (close, two-handed, weight 1) 
   Herbs and Unguents (weight 1) 
   Aromatic Oils (weight 0)
   Hand Sickle (hand, weight 1)  
   Alchemical Instruments (weight 1) 
   Herbalism Book (weight 0)
  O
  O
  Sworn
   
  Choose 2 Order Moves now and one 
  more every 2 levels. If you choose an Order 
  Move at an advanced level, you cannot choose 
  an Advanced Move at that level. You have 10 
  points of Duty.
  Serenity
   
  When you talk serenely and firmly 
  roll +CHA. On a 10+ the listener ceases any 
  hostile attitude toward you or your allies. 
  On a 7-9, the listener is confused but still 
  can be hostile against someone, or another 
  character can take advantage of the 
  distraction. If the listener is injured by 
  another character or attacks a character 
  after hearing the Samaritan, you lose a 
  point of Duty.
  The Guide of the Desperate
   
  When th
  aravan is under attack, and you give a 
  speech to lead them, roll +WIS. On a 
  10+ choose 2. On a 7-9 lose a point of 
  Duty for each option chosen:  
  • The People find a place of protection 
  (suffer half damage) 
  • The People protect their supplies (do not 
  lose supplies) 
  • The Caravan recovers 1 point of Faith
   
  This move can be triggered whenever 
  something or someone directly threatens 
  the Caravan. 
  _____________ is a person of worth 
  and I trust in them.
  After so long, only ___________ 
  can understand my vows. 
  _________________ is dangerously 
  aggressive and I need to help them.
  The day will come when ____________ 
  must decide between our lives and 
  theirs, and I will help with that 
  decision.
  Loyal  Save your companions 
  at any cost
  Neutral Stay on the safest 
  path
  Chaotic 
  Draw danger to 
  yourself in order to protect 
  others 
  Choose one from each line:
  Warm Eyes, Radiant Eyes, Narrow Eyes 
  Flowing Hair, No Hair, Dishevelled Hair 
  Marked Skin, Soft Skin, Tanned Skin 
  Lean Body, Stocky Body, Small Stature
  6+CON
  
  43
     Cavalry Onslaught
   
  When a group of members of the Order are 
  assembled on horseback and charge towards the 
  enemy, roll +DEX. On a 10+ they deal double damage 
  to the enemy horde. 
       Master of Oratory
   
  When you address an audience, roll +CHA. 
  On a 10+, the group has complete confidence in your 
  words. On a 7-9, you’ve got the trust of only some 
  of the audience. With each new speech to the same 
  audience, take -1 forward.
       Brother in Arms
   
  When you take a moment after a battle or 
  tragedy to speak words of encouragement and hope 
  to your companions take +1 forward.
            Squire
   
  You have a helper, a non-player character  
   
  who is at your service, taking care of  
   
   
  everyday tasks.
              Born in the Forge
   
  When you have access to a forge you can   
   
  improve a weapon: Jagged (+1 damage, +1  
   
  weight); Sharp (+2 Penetrating); Smooth &  
   
  gleaming (-1 weight); Balanced (Precise);   
   
  Imposing (Powerful)
          
      Círcle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
         
      Defensive Tactics
   
  When the Caravan is attacked roll +INT.      
   
  On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
          
     Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  When you gain a level between 2 and 5, choose one of the 
  following moves or an Order Move:
       Herbalist
   
  When you take time to harvest and 
  analyse plants from the local area, roll +INT. 
  On a 10+ , you can determine and catalogue 
  the e ect of a herb you  nd and it meets all 
  three conditions below. On a 7-9, choose one 
  of the conditions only.
  • The effect of the herb is exactly as 
  described.
  • The herb is totally safe for its user.
  • The preparation of the herb for use is 
  simple and fast.        
  Write down each new herb discovered, its e 
  ect, and the conditions that apply to it.
     Prayer to the Ancestors
   
  When in a quiet moment you recall 
  the rhymes and chants of your ancestors 
  and address the Caravan and your Order 
  companions, the Population recovers 1 point 
  of Faith and the Player Characters who hear 
  your words receive +1 Armour during the 
  next battle.
       Sacrifíce of the Just
   
  When 
  you 
  interpose 
  yourself 
  between a danger and an ally roll +CON. On 
  a 10+ vyou su er the damage that would go to 
  the ally, adding +2 to your Armour. On a 7-9, 
  divide the damage equally between the two of 
  you. If your ally still dies, you lose a point of 
  Duty. 
      Good Companions
   
  When you successfully aid someone, 
  you also take +1 forward.
      Benefacttor
   
  When you arrive at a civilized place 
  you have not visited before, roll +CHA. On a 
  10+, you know someone in this place that you 
  have helped in the past and will help you and 
  the Caravan as much as they can.
  On a 7-9 this person pleads diffculties and 
  has some conditions that must be met.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move:
       Complete Serenity
   
  When you speak calmly and  rmly to 
  a group of people or intelligent creatures, roll 
  +CHA. On a 10+ the group ceases any hostile 
  attitude toward you or your allies.On a 7-9 
  the group is confused but may still be hostile. 
  Duty points may be lost as with Serenity.
       Shackles of the Intellect
   
  When you look into the eyes of the 
  enemy and speak of their savagery and evil, 
  roll +INT. On a 10+ the target is paralyzed, 
  focused on the Samaritan, while the 
  Samaritan keeps talking. On a 7-9 the target 
  is confused but reacts if something tries to 
  harm them. 
       Faith and Duty
   
  When you touch a seriously injured 
  character, and remind them of their mission 
  and uty to the Order, roll +CHA. On a 10+ 
  you rouse your companion’s hope and heal 
  half of their total HP. On a 7-9, they recover 
  1 HP, are unable to rise but will not be in 
  further risk
    
      Immaculate
   
  When you walk peacefully in the 
  midst of a battle, no enemy will perceive you 
  or choose you as a target. The GM can not use 
  their soft or hard moves on the Samaritan as 
  long as you do not trigger another move.
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  44
  Zhul, Morgana, Garak, Théa, Malak, Edea, Amon, Adel,   
                                 Fendro, Ilithid.
                                      Choose a name and describe your appearance such 
  that your companions will never forget your presence!
  Ornate short sword (hand to hand, +1 Damage,
  weight 1) and choose 2:
  Heavy Leather Coat (Armour 1, weight 1)
  Hide Doublet (Armour 1, weight 1)
  Golden Root Poison (weight 0)
  Ritual Components (+1fwd withAncestral Power
  22 coin
  O
  O
  O
  O
  O
  Sworn
   
  Choose 2 Order Moves now and one 
  more every 2 levels. If you choose an Order 
  Move at an advanced level, you cannot choose 
  an Advanced Move at that level. You have 10 
  points of Duty.
  Auguries
   
  When you first encounter a person 
  or object and watch them for some time, 
  speak a word and roll +INT. On a 10+ you 
  can determine whether the word speaks of 
  the future or past of the person or object. 
  On 7-9 you cannot be sure. On a 6- the word 
  also affects a Player Character and you lose a 
  point of Duty.
  Appeal to the Ancestral Power
   
  You possess a gift that you have had 
  since birth, a link with the spirit of a powerful 
  ancestral creature. 
  Name:______________________________
  The Spirit can change reality at your request 
  as the Herald, in the manner you pray 
  for in your appeal: when you olead for a 
  manifestation of the ancestral spirirt, roll 
  +WIS. On a 10+ choose 2, on 7-9 choose 1. On 
  a 6- the Ancestral Power causes a catastrophe 
  and you lose a point of Duty. 
   
  • You describe exactly how the Spirit the 
  interferes with reality 
  • You avoid paying the price charged by 
  the Ancestral Power 
  • You stay in control of the situation
  _____________ has a dark future and 
  I must protect them.
  When I met ___________ for the  rst 
  time, a profane secret was revealed to 
  us. 
  _________________ doesn’t believe 
  in the Ancestral Powers. I shall show 
  them. 
  I know that _____________ fears my 
  powers but trusts my counsel.
  Neutral Guide the Order in 
  a dangerous endeavour.
  Chaotic Use occult powers 
  recklessly.
  Evil Obliterate an enemy 
  without mercy. 
  Choose one from each line:
  Mad Eyes, Unseeing Eyes, Sharp Eyes
  Oily Hair, Long & Ornamented Hair, Shadowy Hood 
  Bruises & Scars, Tattooed, Dry Skin
  Strong Body, Hunchback, Tall & Skinny
  4+CON
  
  45
      Cavalry Onslaught
   
  When a group of members of the Order are 
  assembled on horseback and charge towards the 
  enemy, roll +DEX. On a 10+ they deal double damage 
  to the enemy horde. 
        Master of Oratory
   
  When you address an audience, roll +CHA. 
  On a 10+, the group has complete confidence in your 
  words. On a 7-9, you’ve got the trust of only some 
  of the audience. With each new speech to the same 
  audience, take -1 forward.
        Brother in Arms
   
  When you take a moment after a battle or 
  tragedy to speak words of encouragement and hope to 
  your companions take +1 forward.
            Squire
   
  You have a helper, a non-player character  
   
  who is at your service, taking care of  
   
   
  everyday tasks.
              Born in the Forge
   
  When you have access to a forge you can   
   
  improve a weapon: Jagged (+1 damage, +1  
   
  weight); Sharp (+2 Penetrating); Smooth &  
   
  gleaming (-1 weight); Balanced (Precise);   
   
  Imposing (Powerful)
          
      Círcle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
         
      Defensive Tactics
   
  When the Caravan is attacked roll +INT.      
   
  On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
          
     Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  O
  When you gain a level between 2 and 5, choose one of the 
  following moves or an Order Move:
       Traces of Power
   
  When you point to an object while 
  reciting old worship chants, roll +INT. On a 
  10+ choose one of the effects below. On 7-9 
  the e ect happens but the fabric of reality 
  is disturbed, causing sorrow and agony in 
  a nearby character and you lose a point of 
  Duty.
  • The object becomes as incandescent as a 
  beacon.
  • The object blazes with spectral flames 
  that burn whomever touches it, but do 
  not burn the object itself.
  • The object floats in one direction for a 
  few moments.
  • A complex object quickly assembles or 
  dismantles itself.
  • The object appears to be another object 
  to all who do not observe it closely.
       Drawing Out Memories
   
  When you hold an object or touch 
  a location for some time, you can describe 
  a scene that occurred in place or recently 
  witnessed by the object, triggering the Spout 
  Lore move.
     Mystic Bond
   
  Choose one of your bonds. That 
  character takes +1 forward when you are 
  together in a scene.
      Whisper of the Dead
   
  When you lean over a dead body 
  and intone “I will be your guide to the gates 
  of death” roll +WIS. On a 10+, you may ask 
  about recent facts and receive a truthful 
  answer. On a 7-9 the answers are vague and 
  make little sense, though they are true. The 
  process is painful and you lose 1HP to each 
  question. 
      A Step Ahead of the Enemy
   
  When you are able to prepare for a 
  combat, you get +1 Armour, as you predict 
  the enemy’s attacks.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move :
       Shadow Rider
   
  When you enter a place of pitch 
  darkness, roll +INT. On a 10+, you can 
  turn your body into shadows and sneak 
  through them without anyone noticing your 
  presence by natural means. On a 7-9 the 
  transformation is imperfect and can be easily 
  perceived. A 6- can mean unexpected contact 
  with your Ancestral Power, which may run 
  amok or ask you a favour. 
       Ancestral Ghost Strike
   
  When you Hack & Slash, instead of 
  dealing damage you may choose to provoke 
  hallucinations. You describe what the enemy 
  hallucinates. On a 7-,9, the GM determines 
  the target’s reaction to these phantasms.
      Sinister Darkness
   
  When you touch the ground and 
  concentrate to focus your Ancestral Power, 
  roll +CON. On a 10+ you absorb all visible 
  light, making the environment around you 
  pitch black. Flames continue to burn, but 
  there is no light. On a 7-9, you lose 1HP for 
  each source of light absorbed. 
       Avatar
   
  When you perform your supplication 
  to the Ancestral Power, you can receive the 
  spirit into your body, transforming into an 
  Avatar of Black Flames. It is a powerful and 
  destructive creature, and you have no control
  over its actions. It can crush the enemies of 
  the Order, but there are no guarantees that it 
  will do no harm to your own.
  You lose 1 point of Duty.
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  46
  Sônia, Logan, Xena, Walace, Khull, Aria, Valéria, Grom, 
  Kali, Donovan.
  Choose a name and describe your appearance such that your companions 
  will never forget your presence!
  Mail Coat (Armour 1, weight 1), Shield (Armour
  1, weight 2). All weapons gain Powerful tag. 
  And choose 2:
  Warhammer (hand to hand, +1 damage, weight 1) 
  Longsword (hand to hand, +1 damage, weight 2) 
  Lance (reach, close, weight 1)
  Adventuring Gear (weight 1)
  Antitoxin (weight 0)
  O
  O
  O
  O
  O
  Sworn
   
  Choose 2 Order Moves now and one 
  more every 2 levels. If you choose an Order 
  Move at an advanced level, you cannot choose 
  an Advanced Move at that level. You have 10 
  points of Duty.
  Indomitable Fury
   
  When damage is dealt to you or an 
  ally during a battle, roll +WIS. On a 10+, you 
  can maintain control and only fight with more 
  momentum: add + 1d4 to your damage. 
  On a 7-9,, you go into a fury: add 1d4 to 
  your damage and all your weapons 
  get the Messy tag. You lose 1 point of 
  Duty. On a 6-, you go completelyout 
  of control in the middle of the battle.
  Rite of Battle
   
  When you have time to 
  perform the ritual of concentration 
  and recite the dogmas of the Order, 
  roll +WIS. On a 10+, gain 3 hold. 
  On 7-9 gain 1. While the battle lasts 
  and you do not engage Indomitable 
  Fury, you can spend 1 hold to activate 
  one of these effects:
  • Faced with your battle cry, enemies 
  hesitate to attack you.
  • Add +1d4 to your damage.
  • You grasp an enemy by the throat and 
  throw them at someone. 
  • You ignore all damage from a blow 
  by looking into the aggressor’s eyes. 
  (Then, trigger Indomitable Fury)
  _____________ hesitates in front of 
  the enemy. I will not let them put us 
  in danger. 
  In every battle, ___________ has 
  fought and will fight at my side.
  _________________ is a good knight, 
  but questions the designs of the Order.
  As long as our journey is not over, I 
  will watch _____________.
  Loyal Control your instincts 
  and follow orders.
  Neutral Challenge an enemy 
  to compare your strength.
  Evil Create a bloodbath. 
  Choose one from each line:
  Angry Eyes, Penetrating Eyes, Narrowed Eyes 
  Tied Hair, Coloured Hair, Ornate Braid 
  Tanned Skin, Tattooed, Ebony Skin
  Muscular Body, Sinuous Body, Colossal Height
  10+CON
  
  47
      Cavalry Onslaught
   
  When a group of members of the Order are 
  assembled on horseback and charge towards the 
  enemy, roll +DEX. On a 10+ they deal double damage 
  to the enemy horde. 
        Master of Oratory
   
  When you address an audience, roll +CHA. 
  On a 10+, the group has complete confidence in your 
  words. On a 7-9, you’ve got the trust of only some 
  of the audience. With each new speech to the same 
  audience, take -1 forward.
        Brother in Arms
   
  When you take a moment after a battle or 
  tragedy to speak words of encouragement and hope to 
  your companions take +1 forward.
            Squire
   
  You have a helper, a non-player character  
   
  who is at your service, taking care of  
   
   
  everyday tasks.
               Born in the Forge
   
  When you have access to a forge you can   
   
  improve a weapon: Jagged (+1 damage, +1  
   
  weight); Sharp (+2 Penetrating); Smooth &  
   
  gleaming (-1 weight); Balanced (Precise);   
   
  Imposing (Powerful)
          
       Círcle of Shields
   
  When you defend in a group, at your cry  
   
  of command the defenders form a perfect  
   
  circle to protect against attack from all  
   
  sides. The enemy causes damage only if  
   
  you or your allies roll 6- on a move.
         
      Defensive Tactics
   
  When the Caravan is attacked roll +INT.      
   
  On 10+ choose 3. On a 7-9 choose 1.
  • Caravan attacks (deal 1d10 damage)
  • Divide the enemy (+1 ongoing in battle) 
  • Nothing valuable is destroyed
  • No one in the Caravan is killed
          
     Knightly Resolve
   
  When you reach 0HP or less and recite  
   
  the Code of the Order, you stand up  
   
  again with 1HP. 
  O
  O
  O
  O
  O
  O
  O
  O
  When you gain a level between 2 and 5, choose one of the 
  following moves or an Order Move:
       Blade of the Order
   
  It was forged hundreds of years 
  ago and left on a pedestal as a symbol of the 
  Power of the Order of the Eagle. In the haste 
  of departure, you just managed to wrap it in 
  a cloth and keep it protected. 
  Name___________________________ 
  Remind everyone of your story and tell them 
  two characteristics that it has:
  • It was touched by the gods; it ignores 
  armour.
  • It causes agonising pain to anyone not of 
  the Order who holds it.
  • Its legend is known far and wide, 
  frightening intelligent creatures.
  • It burns red when you recite its name; 
  +1 Damage
  • It is a symbol of strength; +1 forward in 
  battle
  • It shines and points to safety when 
  bathed in your blood.
       Glory through Strength
   
  When you annihilate an enemy in 
  battle, recover 1HP.
       Protected
   
  When 
  you 
  recklessly 
  advance 
  against an enemy that has the advantage, you 
  receive +1 Armour until the end of the battle. 
  You lose a point of Duty.
   
       Battle Trophy
   
  When you return from a battle 
  bringing a symbol of your victory, roll +CHA. 
  On a 10+ you can cancel an in-progress 
  Caravan demand. On 7-9  you can still cancel 
  a demand, but hte Order has -1 next time you 
  argue with the plaintiffs.
      Subjugation
   
  When you Hack & Slash, instead 
  of dealing your damage, you may apply a 
  weakness of your choice to the target. In the 
  case of monsters, it means that they will be 
  struggling to continue the  ght.
  When you gain a level between 6 and 10, choose one of 
  the following moves, one of the moves of levels 2-5 or an 
  Order Move :
       Unstoppable
   
  When your current HP is lower than 
  your Constitution, you take +1 ongoing and 
  cannot suffer debilities. 
       Destiny of the Blade of the Order
   
  VYou discover, on ancient scrolls, 
  that the Blade of the Order has a destiny to 
  be ful lled. A prophecy of the first Heralds. 
  Define this prophecy. When pursuing the the 
  Blade Destiny, treat a 6- on Hack & Slash or 
  Defend as a 7-9.
   
      Blood Fury 
       (replaces Indomitable Fury)
   
  The same effect as Indomitable 
  Fury, but when you cause damage, deal +1d6 
  damage.
       Destroyer
   
  When you perform your Battle 
  Ritual, during the next confrontation, you 
  acquire overwhelming strength. When a 
  barrier or obstacle is in your way roll +STR. 
  On a 10+, you destroy the obstacle as if it 
  were nothing and keep moving forward.
  On a 7-9, someone is injured in the process.
  O
  O
  O
  O
  O
  O
  O
  O
  O
  
  48
  
  49
  References & Extras
   
  Hi everyone! 
   
  If you’ve made it this far, I can only assume that you like what you’ve 
  been reading so I’d like to take the opportunity to present some incredible games 
  that were a great inspiration to the creation of this game and will help the GM to 
  create the right atmospheres well as inspire the players’ contributions. .
  The Banner Saga
   
  This incredible series of 
  games produced by Stoic Studio 
  tells the story of the end of a 
  fantastic world and a people on 
  the run pressed by enemies on all 
  sides, trying to find a safe place. In 
  the three chapters of the saga, we 
  meet the Jarl, giant warriors who 
  try to find ways to maintain their 
  alliance with humans, when the Drej, a 
  race of giants too, advance through their 
  lands destroying everything they find.
   
  The Order’s desperate saga 
  and the demands of the caravan are 
  directly inspired by this game, which 
  stands out not only for themes, graphics 
  and gameplay, but also for an incredible 
  original soundtrack!
   
  You can use these links to take advantage 
  of some of the music in your settings, for those 
  who like to play a with soundtrack!
   
  The Banner Saga
   
  The Banner Saga 2
  Busca Final
   
  This 
  RPG 
  released 
  by Secular Games, written by 
  Giltônio Santos and Richard 
  Garrel, was the main influence in 
  the creation of Orders of Cavalry 
  and mainly in the development of 
  moves that did not influence only 
  battle, but also the social questions 
  related to the game.
  With a game design based on 
  history, Busca Final (‘Final Search’) 
  introduced several concepts, such as 
  the leading character that changes 
  players and the ramblings about an 
  epic journey that I tried to bring to 
  this module.
  Polaris
   
  In this game by Ben Lehman, the 
  idea of narrative of an epic saga is taken, in 
  my opinion, to the state of the art. Polaris is 
  an inspiration in all my work with narrative 
  games, but this one in particular brought 
  me the idea of maintaining a duality issue 
  for the characters by using duty points as 
  an ongoing barometer. 
   
  I hope you enjoy The Order of Last! 
  And if you want to share ideas you, get in 
  touch on:
  Twitter
  @juliomatosmkt
  Email
  gradium@gmail.com
  
  50
  With the greatest of our fears close behind and 
  the most forlorn of hopes ahead, we set off into 
  perilous lands...
  The Order of the Last is a module for Dungeon World 
  that lets you play out the saga of a desperate journey 
  guided by faith. 
  Take up the mantle of the Standard-Bearer, Defender, 
  Devout, Samaritan, Herald, or the Vision of the Eagle. 
  Ride with your fellow survivors, the remnant of a 
  once-glorious knightly order. 
  Perhaps you really can lead the people of the Caravan 
  to safety and freedom. Perhaps you’ll die out there, or 
  simply fail. 
  Let’s play to find out. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/The Order of the Last.pdf