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Discworld RPG Expansion Heads to Lancre and Überwald With Witches, Vampires, and Campaign Rules

Modiphius Entertainment has revealed Discworld: Adventures in Lancre and Überwald, a standalone tabletop release that broadens the roleplaying game beyond Ankh-Morpork.

Discworld RPG Expansion Heads to Lancre and Überwald With Witches, Vampires, and Campaign Rules

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The Discworld tabletop roleplaying game is preparing to leave the streets of Ankh-Morpork behind. Modiphius Entertainment has revealed Discworld: Adventures in Lancre and Überwald, a new sourcebook and wider product line built around some of Terry Pratchett's most recognisable regions, inhabitants, and supernatural complications. The release will take players to Lancre, the mountain kingdom closely associated with the series' famous witches, as well as the vampire-filled territory of Überwald and The Chalk, home of the Nac Mac Feegle, better known as the Wee Free Men.

More importantly for groups looking beyond a one-off comic caper, the new material is set to introduce rules for ongoing campaigns in the Discworld RPG for the first time. It will also expand character creation with options including witches, trolls, vampires, and werewolves. A Gamefound crowdfunding campaign is planned to go live in October, although a release date for the finished line has not yet been announced.

A larger Discworld beyond Ankh-Morpork

The Discworld RPG arrived last year with Discworld: Adventures in Ankh-Morpork, establishing a tabletop interpretation of the sprawling fantasy world created by the late Terry Pratchett. Ankh-Morpork is a natural place to begin: the chaotic metropolis sits at the heart of numerous Discworld stories and brings together guards, guilds, wizards, thieves, trolls, dwarfs, undead residents, political scheming, and the ever-present risk of something exploding in an inconveniently civic manner.

However, Discworld has never only been a city setting. The new Adventures in Lancre and Überwald line moves into areas where the texture of the stories can be markedly different. Lancre is a small, remote kingdom in the Ramtops, a mountainous region where folklore, village life, old traditions, practical magic, and common sense all collide. It is inseparable from the witches who became some of the setting's most enduring characters, particularly Granny Weatherwax.

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Überwald, meanwhile, opens the door to a distinctly different blend of Discworld fantasy. The region is associated with vampires and werewolves, while also providing fertile ground for stories involving ancient families, shifting allegiances, supernatural etiquette, and the uneasy friction between tradition and change. Adding The Chalk further widens the scope. This broad, rural landscape is tied to another major corner of the novels and to the tiny but formidable Wee Free Men.

That combination suggests a supplement designed not merely as a location guide, but as an opportunity to explore the many tones Discworld can support. Ankh-Morpork excels at urban farce, bureaucracy, crime, and crowded civic absurdity. Lancre can bring local legends and witchcraft to the foreground. Überwald offers Gothic fantasy filtered through Pratchett's eye for satire and human -- or not entirely human -- behaviour. The Chalk can turn attention toward land, community, childhood, folklore, and small but very loud blue warriors.

Granny Weatherwax's country, and the importance of witchcraft

Lancre's inclusion will be especially notable to fans of the witches novels. Granny Weatherwax is one of Discworld's defining figures: formidable, perceptive, uncompromising, and famously inclined toward "headology," her highly practical understanding of people. Alongside characters such as Nanny Ogg and Magrat Garlick, Granny helped establish witchcraft in Discworld as something much richer than spell lists and pointy hats.

In these stories, witches may use magic, but their work is also rooted in responsibility. They deliver babies, treat illnesses, settle disputes, recognise when a villager needs support, and understand that being right is not always the same as doing the right thing. That perspective has considerable tabletop potential. A witch character need not be defined solely by flashy supernatural effects; the role can invite players to solve problems through observation, confidence, social insight, and the difficult work of caring for a community.

The reveal does not detail how the witch character options will function mechanically, so it remains too early to draw conclusions about specific abilities or rules. Still, their inclusion makes clear that the expansion is reaching for a broader representation of Discworld's people and creatures. It also gives groups a chance to tell stories that are less centred on city institutions and more focused on villages, remote places, strange local customs, and the consequences of old tales becoming inconveniently real.

For readers who want a starting point for this side of Discworld, Equal Rites remains one of the foundational witch-focused novels. It introduces the series' approach to magic, gender expectations, learning, and stubbornness with much of the humour and warmth that later came to define the setting.

New character types expand the party possibilities

The confirmed character options -- witches, trolls, vampires, and werewolves -- point toward parties that can look and feel significantly different from those assembled in Ankh-Morpork. Each category carries substantial Discworld history, whether in the novels themselves or in the setting's broader social structure.

  • Witches can bring magic, local knowledge, force of personality, and a strong connection to Lancre and The Chalk.
  • Trolls offer another perspective on a people long woven into Discworld's jokes, prejudices, occupations, communities, and changing social relationships.
  • Vampires naturally fit the Überwald material and could support stories of aristocracy, identity, restraint, family expectations, and supernatural politics.
  • Werewolves add an equally important Überwald connection, with potential for stories involving instinct, social belonging, inherited roles, and the complications of existing between worlds.

These additions are meaningful because Discworld has generally treated fantasy peoples as characters rather than simple monster categories. The setting's humour often comes from exposing stereotypes, bureaucratising the impossible, or asking what happens after a supposedly frightening creature gets a job, a family, a grievance, or a place in local politics. A tabletop game set in that world benefits from character options that allow players to inhabit those tensions instead of only encountering them as background colour.

At the same time, Discworld's comedy is rarely just about making fun of fantasy conventions. Beneath the wordplay and outrageous situations are questions about power, prejudice, class, responsibility, public institutions, and the stories people tell themselves. New playable options may help groups engage with that broader range of themes, while still leaving plenty of room for a mysteriously missing sheep, an argument with a castle, or an undead noble trying very hard to be respectable.

Campaign rules could be the major addition

The introduction of rules for ongoing campaigns may be the most consequential part of the announcement. A Discworld session can easily work as a self-contained comic disaster: a problem arrives, sensible solutions are ignored, the situation worsens through a mixture of magic and paperwork, and somebody eventually applies the correct sort of stubbornness. But long-running play requires more than a good single premise.

Campaign support can give a party reasons to stay together, consequences that carry across adventures, and a clearer sense of how characters belong within their communities. That matters especially in regions such as Lancre and The Chalk, where social ties may be central to the story. A recurring group might become responsible for a village, develop relationships with local residents, contend with a long-running supernatural matter, or travel through the Ramtops while each stop creates another thread that later returns.

No detailed campaign system has yet been outlined, so prospective players should not assume a particular structure. The phrase does, however, indicate that Modiphius intends this material to support sustained play rather than simply adding a short list of destinations and player ancestries. For gaming groups that wanted the Discworld RPG to become an ongoing home rather than an occasional novelty, that is an encouraging direction.

A full product range is planned

Discworld: Adventures in Lancre and Überwald is not described as a single book alone. The line is expected to include a core rulebook, a Game Master Toolkit, supplements, and dice. One additional book will contain a sequence of linked adventures described as a whirlwind tour of the Ramtops, offering a more guided route through the setting for groups that want connected scenarios.

The use of a core rulebook may initially sound unusual for an expansion, but the new release is also confirmed to be a standalone product. Players will be able to combine it with Discworld: Adventures in Ankh-Morpork if they wish, yet ownership of the previous book will not be required. That approach could make Lancre and Überwald an accessible entry point for those whose favourite Discworld stories sit far from the city.

It also creates an appealing choice in how groups first approach the game. One table may prefer the packed streets, guild rivalries, and civic madness of Ankh-Morpork. Another might begin with mountain villages, witches, folklore, and the complications of rural life. A third could be drawn to Überwald's supernatural societies. Since the products can be mixed, a campaign could eventually move between all of those spaces, reflecting the fact that Discworld has always been much larger than any one map location.

What comes next

The planned Gamefound campaign in October should provide a clearer picture of the books, accessories, stretch goals if any, and the exact scope of the campaign material. For now, the important confirmed details are that Modiphius is expanding the RPG into Lancre, Überwald, and The Chalk; adding witches, trolls, vampires, and werewolves as character possibilities; and supporting ongoing campaigns for the first time.

For a setting as broad and beloved as Discworld, this is a logical next step. The original Ankh-Morpork-focused game established one vital part of Pratchett's world. Adventures in Lancre and Überwald appears ready to explore the places where magic is more domestic, mountains are full of stories, vampires and werewolves have their own concerns, and a person may discover that the most terrifying force in fantasy is an elderly witch who has already decided what needs doing.

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