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When you consult your accumulated knowledge about something, roll+Int.

  • On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation.
  • On a 7–9, the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now.

You spout lore any time you want to search your memory for knowledge or facts about something. You take a moment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowledge.

The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+ the GM will show you how those facts can be immediately useful, on a 7–9 they’re just facts.

On a miss the GM’s move will often involve the time you take thinking. Maybe you miss that goblin moving around behind you, or the tripwire across the hallway. It’s also a great chance to reveal an unwelcome truth.

Just in case it isn’t clear: the answers are always true, even if the GM had to make them up on the spot. Its all part of Playing To See What Happens

{Suggestion for GMs:  Keeping a regional almanac  that includes notes on what is interesting and useful about places of interest and creatures found there is a good way to partiallly prepare for Spout Lord moves.  Make quick notes in your corresponding almanac when you provide the player with new knowledge or they offer it up to you.  This will help you keep track and draw on it later during GM Moves. - LAS)