TEXT: Hacking Dungeon World for play in the world of Earthdawn®
  by Lester Ward
  version 1.4
  This product is a 
  DivNull Seed
  
  Contents
  Introduction 
  1
  Goals 
  1
  Provenance 
  2
  What is the Same? 
  3
  What is Different? 
  4
  On Adepts & Threads 
  5
  Using Threads 
  6
  Advancement Strategies 
  7
  Species 
  8
  Hirelings 
  9
  Selecting a Discipline 
  10
  Rules & Moves 
  11
  On Flags 
  11
  On Passions 
  13
  On Debilities 
  14
  On Steps 
  14
  On Basic Moves 
  14
  On Special Moves 
  16
  On Threads 
  19
  On Spellcasting 
  22
  On Blood Magic 
  26
  On Bonded Groups 
  29
  Air Sailor 
  31
  Starting Moves  
  32
  Archer 
  39
  Beastmaster 
  47
  Cavalryman 
  55
  Elementalist 
  63
  Elementalist Spells 
  71
  Illusionist 
  79
  Illusionist Spells 
  87
  Nethermancer 
  95
  Nethermancy Spells 
  103
  Scout 
  111
  Sky Raider 
  119
  Swordmaster 
  127
  Thief 
  135
  Troubadour 
  143
  Warrior 
  151
  Weaponsmith 
  159
  Wizard 
  167
  Wizard Spells 
  175
  On Relics 
  183
  Ranks 
  183
  Additional Tags 
  184
  Keys, Deeds and Demands 184
  Spouting Lore About Relics 185
  Mundane Items 
  187
  Trifles 
  188
  Trinkets 
  190
  Wonders 
  194
  Relics 
  198
  On Animals 
  207
  On Airships 
  211
  Custom Moves 
  211
  On Monsters 
  215
  Monster Tags 
  215
  Astral Qualities 
  216
  Spellcasting Monsters 
  216
  Counterspelling Monsters 217
  On Horrors 
  217
  Sample Conversions 
  218
  On Obsessions 
  229
  Questor 
  229
  Captain 
  230
  Chirurgeon 
  230
  Fervor 
  232
  Horror Stalker 
  233
  Liberator 
  234
  Messenger 
  235
  Netherwalker 
  236
  Purifier 
  238
  Theran Spy 
  239
  Trollmoot Outcast 
  241
  Front: Emergence 
  243
  Front: Mists 
  247
  
  License
  Earthdawn® is a Registered Trademark of FASA Corporation. Used 
  without permission. All Rights Reserved.
  • First Edition is the original game created and published by FASA 
  Corporation in 1993.
  • Second Edition was published by Living Room Games† in 2001.
  • Classic Edition was published by RedBrick Limited† in 2005.
  • Third Edition was published by RedBrick LLC and Mongoose Publish-
  ing† in 2009.
  • Revised Edition was published by FASA Games, Inc.† in 2012.
  • Fourth Edition was published by FASA Games, Inc.† in 2016.
  † licensed from FASA Corporation
  Any use of copyrighted material or trademarks of FASA Corpora-
  tion, Living Room Games, RedBrick Limited, RedBrick LLC, Mongoose 
  Publishing or FASA Games, Inc. in this document should not be viewed 
  as a challenge to those copyrights or trademarks. This document is 
  not endorsed by any of the above entities.
  This document is a PURELY NON PROFIT FAN-BASED PROJECT 
  and is not intended as a challenge to any ownership of copyrights or 
  trademarks of any kind.
  The idea of flags came from a blog post by Rob Donoghue.
  Material for Dungeon World appears here thanks to the permissions 
  granted by various Creative Commons licenses, including: 
  • Dungeon World is ©2012 Sage LaTorra and Adam Koebel (cc by 3.0 us)
  • Mounted Combat is by Andri Erlingsson (cc by-sa 3.0 us)
  • Class Warfare is by Johnstone Metzger (cc by-sa 4.0)
  • Playbooks from Inverse World are ©2014 by Jacob Randolph and Brandon 
  Schmelz (cc by-sa 4.0)
  • Shaman and initiate playbooks by Alex Norris (cc by 3.0 us)
  • Arcane duelist playbook by Timothy Schroeder (cc by 3.0 us)
  • Alternative bard playbook by David Guyll and Melissa Fisher (cc by 3.0 
  us)
  • Brush graphics by Blog.SpoonGraphics (cc by 2.0 uk)
  The text of this document outside the 
  copyrighted material or trademarks of the 
  aforementioned entities is released under a 
  Creative Commons Attribution-ShareAlike 
  4.0 International License (CC BY-SA 4.0).
  
  What?
  You can use the text in this document for any Dungeon World products, 
  so long as you do not include any copyrighted material or trademarks 
  of FASA Corporation, Living Room Games, RedBrick Limited, RedBrick 
  LLC, Mongoose Publishing or FASA Games, Inc., and you provide 
  attribution and release your product as CC BY-SA 4.0 as well.
  Also, you may not charge anyone for this document.
  Fonts
  Fonts in this document have been released 
  under the SIL Open Font License. Typefaces 
  used are:
  Bury caps
  by Peter S. Baker
  Lato
  by Lukasz Dziedzic with Adam Twardoch and Botio Nikoltchev
  Merriweather
  by Sorkin Type Co.
  
  1
  Introduction
  Since its creation in 1993, the fantasy world of Earthdawn® pushed my 
  buttons: rich history that matters to the game, magic items that become 
  more powerful the more you learn about them, a consistent metaphys-
  ics of magic that make sense, a world requiring exploration, everyone 
  harnessing magic in their own way, non-trivial politics with no obvious 
  choices, orks and trolls as people, more interesting location detail than 
  you could ever possibly use, dangerous spellcasting, and on and on. Yet, 
  for all the greatness of its world, the game never really took off the way, 
  say, its contemporary Shadowrun did, either in the broader market or 
  at my gaming table. Now, though, the recent kickstarter to fund the 
  game’s fourth edition has rekindled my enthusiasm for Earthdawn®. 
  Yet, as eagerly as I backed the kickstarter and long to play in that world 
  again, my interest in going back to those mechanics, even in updated 
  form, approaches zero. Therefore, this seed, suggesting ways to alter 
  Dungeon World to fit into this rich high-fantasy setting. Like all DivNull 
  Seeds, this one isn’t fully grown. It’s never been really tested and barely 
  been proof-read. It’s possible I will develop its ideas further (a lot more 
  could be written), but more likely I will not. If it plants a fire in your 
  belly to do something with the idea, go for it. But, please, share what 
  you make of it with the rest of us. I hope it bears sweet fruit.
  — Lester Ward (Wordman), September 8, 2014
  Goals
  • Add tools to embrace the world of Earthdawn®.
  • Change as little as possible so that other Dungeon World material 
  can be used without much tinkering.
  • Make spell casting slower and more dangerous.
  • Connect the playbooks to steadings, at least a little.
  
  2
  Introduction
  Provenance
  Nearly everything in this document comes from somewhere else. 
  Obviously, it wouldn’t exist without the games Dungeon World and 
  the various editions of Earthdawn®. Both of these games should be 
  considered required for using this document.
  While some of the text of Dungeon World is used directly in this 
  document (thank you Creative Commons!), almost nothing is written 
  about Earthdawn® or its world. It is assumed you will consult books 
  from that product line for details about it.
  This document also requires the use of Mounted Combat, Andri 
  Erlingsson’s Dungeon World supplement providing rules for mounts 
  and vehicles.
  The playbooks pull moves from various places. Most start with 
  some large chunks of Dungeon World playbooks, then add in moves 
  inspired by the Earthdawn® disciplines. All of them incorporate things 
  like the karma rituals and favored craft skills. Species moves use the 
  Dungeon World racial moves as a guide, but informed by the sensi-
  bilities of the species from Earthdawn®.
  • The air sailor includes the moves from Mounted Combat’s adventuring 
  crewman compendium class, plus original moves focusing on regimen 
  and assisting.
  • The archer includes parts of Dungeon World’s ranger and fighter.
  • The beastmaster mashes select parts of the Dungeon World ranger and 
  druid playbooks together.
  • The cavalryman usurps the moves from Mounted Combat’s beast rider 
  compendium class, John Ryan’s warrior, plus original moves.
  • The elementalist contains remnants of the Dungeon World wizard and 
  cleric playbooks and spell lists.
  • The illusionist contains remnants of the Dungeon World wizard and 
  cleric playbooks and spell lists.
  • The nethermancer contains remnants of the Dungeon World wizard 
  and cleric playbooks and spell lists, inspiration from Alex Norris’ 
  shaman playbook and the Wraithlander specialty.
  • The scout pulls parts of the Dungeon World ranger playbook, combined 
  with moves cherry picked from others, and moves related to mounts.
  • The sky raider is mostly original moves, based on typical talents for 
  the discipline.
  • The swordmaster contains remnants of the fighter and paladin play-
  books, combined with the acrobat specialty. It also pulls in some 
  
  3
  Introduction
  moves from Timothy Schroeder’s arcane duelist playbook and Class 
  Warfare.
  • The thief is largely the Dungeon World playbook, minus stuff about 
  poison and more trickery/perception, as well as some inspiration from 
  Alex Norris’ initiate playbook.
  • The troubadour contains some of the Dungeon World bard playbook, 
  but mostly draws from the version by David Guyll and Melissa Fisher.
  • The warrior is largely the Dungeon World fighter playbook and parts 
  of John Ryan’s warrior, with some moves shuttled into other playbooks 
  and some added magical tricks and leadership.
  • The weaponsmith is largely new material.
  • The wizard is about two thirds of the Dungeon World wizard playbook 
  and maybe one third of its spell list.
  • The spell lists started by sprinkling the wizard and cleric spell lists 
  around the four spellcasting disciplines, then filling in holes with 
  inspiration from equal parts Earthdawn® spells and those from the 
  Holmes and Mentzer editions.
  • The captain obsession uses moves from Inverse World.
  What is the Same?
  As much of the basic mechanics of Dungeon World has been left intact 
  as possible, under the assumption that this will make it easier people 
  to pull other supplemental material made for Dungeon World into the 
  Fourth World without needing to modify it as heavily. One example of 
  this type of thinking is sticking with the stats used in Dungeon World. 
  This allows large numbers of the existing basic moves to be used 
  directly from the main Dungeon World rules without modifications 
  (even cosmetic ones like replacing references to “Constitution” to 
  “Toughness”).
  
  4
  Introduction
  What is Different?
  Some fundamental things from Dungeon World are removed or altered, 
  and some new material has been added. These include:
  • Alignment and alignment moves have been replaced by moves that 
  make use of the Passions.
  • Bonds replaced with flags.
  • The Vancian magic system, and spellcasting in general, is replaced 
  by a slower, less certain, casting system.
  • Species match those in Earthdawn®, with appropriate changes to 
  species moves.
  • Playbooks replaced entirely, though with a lot of borrowing, to be 
  built around the disciplines from the main Earthdawn® rules.
  • The elimination of the cleric playbook without the addition of an 
  obvious “healer class” necessitates the need to change the approach 
  to healing a bit.
  • The notion of weaving magical threads is lifted from Earthdawn®, 
  bludgeoned a little bit, and used to tie a number of things together. 
  This creates new moves that allow the game to pull in some fun stuff 
  (such as group patterns). Along the way, it changes how level ad-
  vancement works a bit, with the discipline moves tuned with this in 
  mind.
  • Addition of relics, a type of magic item that grows in power as its 
  wielder discovers more about the item and completes deeds it respects.
  • Addition of special moves appropriate to the setting.
  • Multiclass “dabbling” is mostly eliminated. Compendium classes and 
  relics are used for branching out instead, though some (costly) special 
  moves may also be used.
  • Unlike Earthdawn® and other FASA-created games of the early 1990’s, 
  this document will take pains to avoid capitalizing Everything In Sight, 
  because that is Distractingly Annoying.
  • All disciplines (playbooks) focus on two stats. Six stats combine into 
  pairs in fifteen unique ways (i.e. C(6,2)=15), so there are fifteen dis-
  ciplines. This was initially done because I mistakenly thought Earth-
  dawn® did the same thing.
  • Debilities inflict −2 instead of −1.
  
  5
  On Adepts & Threads
  Everyone in the Fourth World uses magic in their daily lives. Some 
  focus their magic in a particular way and choose to dedicate themselves 
  to a specific way of living. Such adepts, including all player charac-
  ters, walk the path of a discipline which dictates how they channel 
  their magic. As adepts advance in their discipline, they talk of reach-
  ing the next circle (functionally equivalent to “level” in Dungeon 
  World, with “initiate” meaning “level zero”).
  In the Fourth World, the primary expression of magic involves the 
  weaving of threads which connect the pattern of the adept to the 
  pattern of something else, allowing the adept to tap into or channel 
  it. Weaving threads allows an adept to access advanced moves, form 
  closer connections with their group, bond to magic items, and so on. 
  Not all adepts can use threads the same way, but all adepts can use 
  them in some way. How they choose to do so defines their character.
  Using threads departs from standard Dungeon World practice, and 
  will appear in many of the mechanics that follow in this document. 
  Most uses of threads are pure additions to Dungeon World, but some 
  alter/replace existing mechanics. Likewise, while threads are inspired 
  by the concept in Earthdawn®, they do not necessarily operate the 
  same way, or mean the same thing in the Fourth World, so take care 
  to avoid making assumptions based on how Earthdawn® does things 
  with threads and stick to what the text here actually says.
  Because weaving threads is the key to unlocking power, it should 
  come as no surprise that the number of threads an adept can weave 
  at once is limited. All adepts can weave no more than two threads 
  per circle. As a resource, each thread can be in one of two states. An 
  available thread is one that has not been woven into anything, and 
  is available for the character to use for something. A woven thread 
  is one that is in use and cannot be used for anything else.
  
  6
  On Adepts & THreads
  Using Threads
  A quick tour of how threads will be used in this document, with more 
  details in the chapters which follow…
  Activate talents
  A playbook details each discipline; however, the “advanced moves” 
  of the playbook are selected differently than in standard Dungeon 
  World playbooks. Called talents, these moves are presented in one 
  continuum that makes use of minimum circle requirements. Rather 
  than automatically gaining one advanced move each level, adepts 
  gain a talent by weaving a thread into it. It is expected that, on average, 
  adepts will weave one of the threads gained each circle into a talent 
  and the other into something else. This is not required, however. 
  Some disciplines will almost certainly use more threads to buy talents, 
  some may use less.
  Once a thread is woven into a talent, it will likely stay that way 
  for the life of the character. It is possible to unweave such a thread, 
  but this comes at a cost. You use moves to activate and deactivate 
  talents, as detailed in the “Thread moves” section of the “Moves” 
  chapter.
  Bond to relics
  Magic items in Earthdawn®, like those in Dungeon World, go beyond 
  the +1 flaming sword, and the Fourth World follows suit. As the “On 
  Relics” chapter will detail more fully, certain magic items contain 
  stages of untapped potential (measured in ranks, usually four) that 
  can be unlocked by finding out specific information about the item, 
  performing deeds the item requires, and connecting the item to the 
  wielder using one or more threads. Each rank of the relic mastered 
  by the wielder provides a move, usually on par with a talent.
  Bond to other magic items
  Not all magic items are relics. Most, particularly consumable items 
  like potions, can be used without requiring a thread be woven into 
  them. Others may contain strong or complex enough magic to require 
  a thread be connected their pattern, but not strong or complex enough 
  to require the discovery of key knowledge or deeds typical of relics.
  Any Dungeon World magic item that supplies a continuous effect 
  (e.g. bag of holding, the sartar duck, Timunn’s armor, etc.), is a good 
  candidate for requiring a thread. Some may require a thread be woven 
  
  7
  On Adepts & THreads
  into the item only while it is activated (e.g. immovable rod, inspec-
  ticles, tricksy rope, etc).
  As a practical matter, requiring that threads be woven into some 
  utility items serves to limit “magic item bloat”, where one character 
  uses huge numbers of magic items.
  Cast spells
  Some spells require one or more threads be woven into them to be 
  cast. These threads do not remain woven for long, unraveling once 
  the spell is cast and sustaining itself. As a result, spellcasters gener-
  ally hold some threads in reserve for use in casting spells, instead of 
  weaving them into other things. This is explained in more detail in 
  the “spellcasting moves” section of the “Moves” chapter.
  Make special moves
  A number of special moves require weaving threads. For example, it 
  is possible to create and reinforce the pattern of a group of adven-
  turers by having each adept in the group weave a thread into the 
  group’s pattern, and then have everyone in the group benefit from 
  this pattern. This and other special moves are details in the “Thread 
  moves” section of the “Moves” chapter.
  Advancement Strategies
  With two threads gained each circle, you may expect that Fourth World 
  characters will be a bit more potent than characters of the same level 
  in Dungeon World. To the extent that this is true, it’s probably Ok; the 
  magic backing Earthdawn® characters should make them more potent. 
  A lot depends, however, on how threads are actually used as the 
  character advances. Typical approaches are some combination of the 
  following:
  The standard approach
  One thread each circle is woven to a discipline talent. The other is 
  woven to a magic item, maybe a group pattern.
  The relic hunter
  Most threads are woven to magic items. Maybe a quarter go toward 
  talents.
  
  8
  On Adepts & THreads
  The path walker
  One thread each circle is woven to a discipline talent. The other is 
  woven to an obsession (compendium class).
  The spellcaster
  A disadvantage of casters is that they need to keep threads free to 
  weave into spells. Most casters will keep roughly a quarter of their 
  threads free for casting (more at low circles).
  The completist
  Most threads are woven into the discipline, with maybe a couple into 
  other things.
  Species
  Following the lead of Dungeon World, all moves for “race” are spe-
  cific to the disciplines, though the temptation to do otherwise is high. 
  As a result, the various flavors of namegiver might feel a bit different. 
  For example, for the most part windlings have no particular advan-
  tages or disadvantages for their small size, other than what might 
  be leveraged in the fiction.
  It is assumed that players who really want “species playbooks” 
  can build species-based obsessions (page 229), where the only 
  requirement is being of that species.
  Generally speaking, the moves for obsidimen and (sometimes) 
  windlings are less impressive than the moves for the other races. For 
  the former, this is because all windlings have access to the astral 
  sight move. For the latter, this is because all the disciplines that allow 
  obsidimen provide “tough skin (1 armor, 0 weight, obsidimen only)”.
  Unlike Dungeon World, most playbooks/disciplines can be followed 
  by most species. The only exceptions are similar to the exceptions 
  traditionally recommended in Earthdawn®.
  Using the species from Earthdawn® creates one odd problem: the 
  standard look section in the Dungeon World playbooks relies on as-
  sumptions that are not true in the fourth world. For example, looks 
  traditionally focus half of their attention on hair and clothing, when 
  a quarter of the Fourth World species don’t even have hair and one of 
  them almost never wears clothes. This necessitates a slightly more 
  abstract look section in the playbooks.
  
  9
  On Adepts & THreads
  Hirelings
  Hirelings in the Fourth World work as they do in Dungeon World and 
  Mounted Combat, but have some terminology clashes and additions. 
  The following changes are made to hireling skills:
  Apprentice
  The importance of creating art and other goods in the Fourth World 
  encourages a broad system of apprenticeship for all manner of ar-
  tistic endeavors. Nearly everyone has been an apprentice to someone 
  at some point in their lives. Apprentices speed the wheels of gather-
  ing and preparing materials and crafting of all kinds. They often assist 
  with the minor magical rituals common to life in the Fourth World.
  Extra Hands—When an apprentice assists in a long term project 
  (crafting, forging, creating art, creating goods, gathering materials, 
  preparing materials, magical rituals, etc.), they reduce the amount 
  of time the project takes by an amount commensurate with their skill 
  (usually about 5% per point). If the project entails risk, the appren-
  tice bears the brunt of it. If you employ multiple apprentices, use the 
  highest skill, plus one for each additional apprentice (maximum 10).
  Minion
  This skill replaces “adept” from Dungeon World in order to avoid 
  confusion with how the word is used above. It functions just as the 
  adept skill does.
  Sellsword
  This skill replaces “warrior” from Dungeon World in order to avoid 
  confusion with the discipline of the same name. It functions just as 
  the warrior skill does.
  
  10
  On Adepts & THreads
  Selecting a Discipline
  With fifteen disciplines, getting new players to choose a discipline 
  can be a bit challenging, particularly if they know nothing about 
  Earthdawn®. One option is to limit the number of disciplines when 
  introducing people to the game and/or setting. This can also have 
  the advantage of leaving more complicated disciplines out of player’s 
  hands until they get used to the game.
  Another option is to present the following interview/flowchart to 
  help them decide.
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  11
  Rules & Moves
  On Flags
  All characters demonstrate foibles and eccentricities which serve to 
  complicate their lives. In Fourth World, these are represented by flags. 
  Flags replace Dungeon World’s use of bonds, inverting their pattern. 
  Instead of bonds connecting your character to other characters, your 
  flags define behaviors that other players enable. By selecting a flag, 
  you signal what sorts of interactions and complications you are looking 
  to explore, giving other players permission and encouragement to 
  complicate your life by incorporating your flag into play.
  Flags are phrased as instructions, requests to the other players to 
  treat your character a certain way. As such, the best flags…
  • …suggest an action specific enough that it is obvious when another 
  character hits it.
  • …create some sort of conflict or tension, usually by giving your char-
  acter a choice to make.
  • …give you an opportunity to demonstrate something about your 
  character that might not otherwise be showcased.
  • …enable taking action in a way meaningful to your character.
  • …bring enough consequence to the story to develop a relationship 
  between your character and another.
  When another player follows the instruction indicated by your 
  flag, (called “hitting” your flag), the End of Session move (below) 
  will reward them for doing so. This means that players should be 
  aware of the flags of the characters at the table, and think about how 
  they might hit them in play. Note that hitting another player’s flag 
  usually means confronting them with a tough choice that pits their 
  personality against a situation. They may choose to embrace their 
  personality or compromise it for the situation. Either way, just setting 
  up the choice means you hit their flag.
  Each character should choose two flags (though some disciplines 
  choose three). As flags are intended to represent deep-seated per-
  sonality traits, they tend to resist change; however, if it makes sense 
  to drop a flag and/or gain a new one, go for it.
  
  12
  RULES & MOVES
  Some example flags:
  • Accommodating: counter my proposal with a less attractive one I must 
  either accept or disrupt the harmony of the group.
  • Aspiring: make me an offer that threatens my social standing.
  • Bumptious: challenge my knowledge and prove that I have more to 
  learn.
  • Compassionate: offer me an easier solution that requires I exploit those 
  weaker than me.
  • Curious: convince me to try something I probably shouldn’t.
  • Deceitful: believe and act on a lie I’ve told you.
  • Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. (Choices include: family or a 
  family member, a particular organization, another party member, a 
  lover, a friend, someone to whom you have sworn allegiance, etc.)
  • Graceless: include me in a beneficial social interaction I must spoil 
  with blunt observation or crass behavior.
  • Greedy: offer me financial reward to undermine a friend.
  • Gullible: tell me a lie I believe.
  • Heroic: let me keep you from going first into danger so I can go myself
  • Honest: involve me in a deception I must ruin.
  • Irresponsible: convince me to shirk my duty.
  • Peculiar: refuse my aid because I’m different.
  • Portentous: seek my divinations in a moment of uncertainty and trust 
  them implicitly.
  • Righteous: offer me an easier solution that requires I violate my prin-
  ciple of _______________. (Choices include: ‘non-violence’, 
  various religious beliefs, moral code, sworn vows, ‘chastity’, ‘might 
  makes right’, entitlement, institutional prejudice, etc.)
  • Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
  • Sycophantic: insist I publicly compare the greatness of two people 
  from whom I seek favor.
  • Trustworthy: confide in me a secret that would damage you if revealed.
  • Unsophisticated: exemplify a social convention or intricate concept I 
  must misunderstand.
  • Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  13
  RULES & MOVES
  On Passions
  While the inhabitants of the fourth world entreat all of the Passions, 
  based on their current needs, nearly everyone favors the ideals of 
  one Passion at least a bit more than the others. For some, this involves 
  worshiping the Passion directly. Others strive to emulate the ideals 
  of the Passion in their daily behavior. However  a character express-
  es it, their choice of following a particular Passion replaces the notion 
  of alignment from Dungeon World. As you will see in the End of Session 
  move (below), demonstrating the ideals of the Passion in daily life 
  replaces the notions of good and evil, law and chaos.
  Particularly devoted characters can become questors of a Passion, 
  offering themselves as agents. See the questor obsession (see page 
  229) for more information about how this works.
  Any character, however, may dedicate activity to any of the Pas-
  sions, or call on them for help:
  Devotion
  When you perform an act of true devotion to a Passion, gain 1 hold. 
  If the GM feels the Passion would find the act noteworthy, gain +1 
  hold. If the other players generally agree that a typical follower of 
  the Passion would, had they seen the act, mention the act to friends, 
  gain +1 hold. Spend that hold as follows:
  • Take +hold spent forward to immediately make an entreaty to that 
  Passion (see below).
  • When you or an ally takes damage, spend 1 hold to call on the Passion, 
  who intervenes with an appropriate manifestation (a sudden gust of 
  wind, a lucky slip, a burst of light) and negates the damage.
  • When you perform an action under the purview of the Passion, spend 
  1 hold to take +2.
  • Offer one or more hold and suggest something the Passion might do. 
  If the GM agrees, spend the hold and your suggestion happens.
  Entreaty
  When you call on a Passion for help, roll+nothing. If you follow the 
  Passion (i.e. you have checked that Passion’s move on your sheet), 
  take +1. On a 15+, a harbinger of the Passion (something like a large 
  angel) will soon manifest and do what the Passion thinks needs doing. 
  On a 10–14, the situation immediately changes in a way that could 
  be seen as the Passion lending a hand. On a 7–9, nothing happens 
  immediately, but the GM will look for an opportunity to show the 
  
  14
  RULES & MOVES
  Passion’s favor during the session. On a 3–6, in addition to whatev-
  er else happens, your entreaty falls on deaf ears. On a 2−, the Passion 
  takes offense.
  On Debilities
  Debilities function as specified (Dungeon World, pg. 26) except that 
  they inflict a −2 penalty instead of −1, making them harder to gloss 
  over in play.
  On Steps
  Some moves may refer to improving or reducing a result by one step. 
  This means that, after a roll is made, it’s outcome is changed up or 
  down to the next relevant result. 
  Improving a roll that generated a miss by one step changes the 
  outcome to the 7–9 result. Likewise, 7–9 becomes 10+. If the move 
  in question specifies a 12+ result, then improving a 10+ roll by one 
  step would become a 12+ result, and so on.
  Likewise, reducing a result by a step, 7–9 becomes a miss, 10+ 
  becomes 7–9, 12+ becomes 10+, and so on.
  On Basic Moves
  With small exceptions, the basic moves from Dungeon World are used 
  unaltered. The basic moves from Mounted Combat are used unaltered.
  Hack and Slash
  This move replaces the Dungeon World move of the same name, phrasing 
  the 10+ result differently. When you attack an enemy in mêlée, roll+str. 
  On a hit, you deal your damage to the enemy and the enemy makes 
  an attack against you. On a 10+ you also select one of the following 
  choices:
  • avoid their attack
  • deal +1d6 damage
  • other moves may offer you additional choices 
  
  15
  RULES & MOVES
  Aid or Interfere
  This move replaces the Dungeon World move of the same name. When 
  you help or hinder someone, say how. You may do so either before 
  or after they have rolled, but before the outcome of their action is 
  known. If you do it…
  • …using brute force, roll+str
  • …with speed, agility, or physical finesse, roll+dex
  • …with vitality, toughness, or vigor, roll+cOn
  • …through emotional manipulation, roll+cha
  • …through analysis, logic, or book-learning, roll+int
  • …some other way, roll+wis
  On a hit, they take +1 or –2 to their roll, your choice. On a 10+, you 
  also choose two from the following list:
  • you do not expose yourself to danger, retribution, or cost
  • instead of taking +1, they take +x, where x is the stat you rolled to 
  aid them. 
  • in addition to taking -2, they take -x, where x is the stat you rolled 
  to hinder them.
  • you gain a karma point
  Spout Lore
  This move works as specified in Dungeon World; however, special care 
  is needed when spouting lore about powerful magical items in the 
  Fourth World setting. This is described in more detail in the chapter 
  on Relics.
  
  16
  RULES & MOVES
  On Special Moves
  Use the special moves listed in the Dungeon World as is, unless noted 
  below. Include the following special moves into Fourth World games.
  Perform Karma Ritual
  This move replaces Bolster. When you perform a focusing ritual par-
  ticular to your discipline, say what the half-hour ritual involves, 
  then gain 3 karma. If you begin this ritual with unspent karma, lose 
  it. Spend karma, 1 for 1, to choose an option:
  • After a roll is made for a move, roll an additional die and, if desired, 
  replace one of the original dice with the result of the extra die.
  • Immediately heal yourself 1d6 damage.
  • Some talents or spells may let you spend karma.
  • When you hit someone’s flag, you gain a point of karma.
  End of Session
  This move replaces the Dungeon World move of the same name. When 
  you reach the end of a session, if you hit a flag of any other charac-
  ter during the session at least once, mark xP.
  Next, look at your chosen Passion. If you emulated your Passion 
  as indicated at least once this session, mark xP.  
  Then answer these three questions as a group. For each “yes” 
  answer everyone marks xP:
  • Did we learn something new and important about the world?
  • Did we overcome a notable monster or enemy?
  • Did we loot a memorable treasure?
  Astral Sight
  When you have the ability to view the astral plane and spend a 
  moment to activate it, take +1 ongoing on any roll using int, wis, or 
  cha. Take –2 ongoing on any roll using str, dex, or cOn. Take an addi-
  tional +1 ongoing to discern realities. These bonuses and penalties 
  last until you spend a moment to deactivate astral sight. While astral 
  sight is active, you may interact with (and injure) astral creatures, 
  and they you.
  Not all characters may use astral sight. Something in their playbook 
  must grant them the ability to use this move, such as being a windling, 
  being a magician, or having a talent that grants it. Some magic items 
  may also allow its use.
  
  17
  RULES & MOVES
  Create Art
  When you create a work of art and are not tainted by horrors, say 
  what you are creating. If you do it…
  • …using brute force, roll+str
  • …with precise detail work, roll+dex
  • …through performance, roll+cha
  • …featuring particularly deep insight, roll+wis
  • …some other way, roll+int
  On a 10+, choose three. On a 7–9, choose one. You may spend one 
  karma to make an additional choice, even on a miss:
  • Carry +1 forward to use the art in a greeting ritual.
  • The art will fetch a good price.
  • The art inspires the emotional reaction you desire in most who see 
  it.
  • The art inspires the intellectual reaction you desire in most who see 
  it.
  • The art requires less effort (time, cost, exertion) than usual.
  • Your name will be associated with the art by those who see it.
  • Your deeds will be associated with the art by those who see it.
  Perform a Greeting Ritual
  When you exchange items made by your own hand when first meeting 
  a stranger, roll+cha. On a 10+ choose three. On a 7–9, choose one. 
  You may spend one karma to make an additional choice, even on a 
  miss:
  • They find the item they receive more useful to them than the item 
  they gave you.
  • You find the item you receive more useful to you than the item you 
  gave them.
  • Their item truthfully conveys the degree to which they are or are not 
  tainted by the horrors.
  • Your item truthfully conveys the degree to which you are or are not 
  tainted by the horrors.
  
  18
  RULES & MOVES
  Perform the Ritual of Advancement 
  This move replaces Level Up. When you have downtime (hours or days) 
  and xP equal to (or greater than) your current circle+7, you can reflect 
  on your experiences and hone your skills.
  • Subtract your current circle+7 from your xP.
  • Increase your circle by one.
  • Add two to the maximum number of threads you may weave.
  • Choose one of your stats and increase it by one (this may change your 
  modifier). Changing your Constitution increases your maximum and 
  current hP. Ability scores cannot exceed 18.
  Discovery
  When you give a general name to a type of thing that has never been 
  named by any other namegiver before, take +2 ongoing when inter-
  acting with that thing. Making this move is a potent and rare event, 
  for example, when someone is the very first to ever encounter a new 
  species of creature or plant, or witness (or invent) a novel magical 
  phenomenon. Often, if something new is encountered by a group, a 
  negotiation (or protocol, or fight) will determine who will have the 
  right to name it.
  While this move is not likely to be invoked often in play, its im-
  plications may still have an impact on the game. The dragon who 
  first named kobolds is probably still kicking around somewhere. 
  Likewise, many of the namegivers  who first named what they dis-
  covered on emerging from their kaers are alive and well.
  Naming
  When you give a proper name to something worthy that does not 
  yet have a name, take +1 ongoing when interacting with that thing. 
  This often happens, for example, when someone crafts a new weapon 
  and gives it a name (or reserves that honor for someone else). It might 
  also happen when someone discovers a new island (or cave system, 
  or river) that has never seen a namegiver before. And, yes, it means 
  that whoever named you has this power over you as well.
  Not everything is worthy of a name. A tree in the middle of a forest 
  may be no different than any other, but the big oak at the bend in 
  the river where they sometimes hang criminals may be worthy. 
  Sometimes unworthy places or objects may become worthy by the 
  events that surround them, such as an anonymous hill becoming the 
  
  19
  RULES & MOVES
  site of a heroic last stand, or a pen used to sign a historic document. 
  Often, however, such places or objects gain names spontaneously.
  On Threads
  Thread moves are a type of special move during which an adept 
  weaves a thread for some purpose.
  Embrace a Talent
  When you perform a short ritual to make a talent from your discipline 
  part of yourself, weave an available thread into your own pattern, 
  activating the talent.
  • Mark the talent with a check in your discipline playbook. You gain the 
  use of this talent immediately.
  • The thread is now woven into that talent and may not be used for 
  other purposes.
  Cross Train
  When you receive sufficient training in a talent from another dis-
  cipline to make it part of yourself, perform a short ritual with your 
  instructor, then weave two available threads into your own pattern, 
  activating the talent. You may not weave more threads to other 
  disciplines than you have woven to your own. A discipline’s starting 
  moves are not talents, so cannot be selected in this way.
  • Note this talent on your playbook. You may use it immediately.
  • Mark the threads as being woven.
  • The threads are now woven into that talent and may not be used for 
  other purposes.
  Release a Talent
  When you no longer wish to have a talent as part of yourself, you 
  may perform a short ritual to unweave a thread(s) from your own 
  pattern, deactivating the talent. If the talent is required by another 
  talent to which you have woven a thread, this ritual fails. Otherwise:
  • Uncheck the talent in your playbook. You lose the use of this talent 
  immediately.
  • The thread is now available for other purposes.
  • Gain a random debility.
  • You may not mark xP from following your Passion this session.
  
  20
  RULES & MOVES
  Branch Out
  When you perform the ritual of advancement and receive the proper 
  initiation, you may weave one of your available threads into the first 
  move of an obsession (page 229). This works the same way as the 
  talent activation move, but once this thread is woven, it can never 
  be undone; you cannot “unwalk” the path of an obsession. Once you 
  begin walking the path of an obsession, you may use the embrace/
  release a talent moves for the additional moves in the obsession; 
  however, you can never have more threads woven into obsessions 
  than you have woven into your discipline.
  Integrate a Rank
  When you spend a day meditating on a magic item you possess with 
  an unlocked and unused rank, you may weave an available thread 
  into the magic item, gaining the benefit of the unlocked rank. You 
  may not make this move if someone else has woven threads into 
  ranks of the same item. (Item ranks are explained in more detail in 
  the “On Relics” chapter, page 183.)
  Renounce an Item
  When you die or renounce possession of a magic item, any threads 
  you have woven into ranks of that item immediately become available. 
  Just as immediately, you lose the benefit of the item and all its ranks. 
  Some items may take renunciation personally, demanding different 
  keys or deeds should you try to weave a thread into them again.
  Bond to a Place
  When you know a place’s pattern and spend a day and night ritu-
  alistically connecting yourself to that place, when the ritual completes, 
  weave an available thread connecting your pattern to the pattern of 
  the place. So long as this thread remains woven, you may discern 
  realities about that place as if you were there. If someone else comes 
  to know the place’s true pattern, they could, with some difficulty, 
  track the connection through astral space to locate you.
  
  21
  RULES & MOVES
  Bond to a Person
  When you know a willing namegiver’s pattern and spend a day 
  ritualistically connecting yourself to them, when the ritual completes, 
  weave an available thread connecting your pattern to their pattern. 
  Either you or the target may unravel this thread any time, but so long 
  as it remains woven, you may:
  • spend a moment to take any amount of damage in order to heal them 
  by that amount.
  • meditate with closed eyes to discern realities using their senses, no 
  matter the distance between you.
  • meditate to whisper a message which they will hear no matter the 
  distance between you.
  Often, the other namegiver will perform this ritual on you at the 
  same time, weaving a thread of their own to your pattern. If someone 
  else comes to know the target’s true pattern, they could, with some 
  difficulty, track the connection through astral space to locate you.
  Circle Limits
  While Dungeon World has a level limit (see “Beyond 10th Level”, 
  Dungeon World, pg. 31), the flexibility of threads means that you 
  can ignore that, if you like. Just as Earthdawn® characters can 
  reach the 15th  circle, Fourth World characters probably can as well, 
  if that sounds fun for your group.
  Similarly, if you use a supplement like Funnel World, you might 
  be interested in playing a number “zero level” characters, and 
  seeing who rises to the top. In the Fourth World,  such characters 
  would be called “initiates” and would not select a discipline until 
  they proved themselves.
  
  22
  RULES & MOVES
  On Spellcasting
  Spellcasting in the Fourth World is both slower and more dangerous 
  than the Vancian spell system used in Dungeon World. All disciplines 
  able to cast spells (collectively called magicians) cast spells in the 
  same way, though each discipline uses different stats to do so. Spells 
  do not need to be memorized and are not forgotten when cast.
  To learn a spell, the magician must copy it into a grimoire, a 
  system of recording spells (usually a book). Knowledge of spells may 
  arrive spontaneously (all magicians gain a spell when they advance 
  to a new circle), but can also be tracked down from written sources, 
  learned from other magicians, etc.
  To cast a spell, a magician must first spend time weaving one or 
  more threads into the spell’s pattern. This weaving can attract un-
  wanted attention in astral space. To mitigate this, magicians usually 
  make use of an astral construct called a spell matrix. This makes 
  casting (relatively) safe, but each must be prepared with a specific 
  spell before that spell may be cast through it. 
  Weaving the threads through a grimoire attracts more attention, 
  and can have more nasty side effects, but is sometimes done when a 
  magician needs a spell not attuned into a matrix. 
  Most reckless of all is weaving spell threads into raw spell energy. 
  This is most often done in desperation, but can be used to improvise 
  a spell the magician doesn’t know, or wouldn’t normally be able to 
  cast (a spell from another discipline, for example).
  When possible, the GM should shift the action to another Pc while 
  a Pc is weaving a spell, then shift the action back to the weaver right 
  after. This helps convey the feeling of spellcasting as a slow build up 
  to release, and other things happening as the magician gathers magic. 
  Narration of what the weaving looks like can also be useful, and gives 
  the players a way to recognize spellcasting from monsters when the 
  GM uses similar description to show signs of an approaching threat.
  If the magician manages to fully weave the spell without messing 
  up, they can cast the spell. A caster may maneuver, perform other 
  moves, even take damage, between weaving threads or casting. Some 
  talents or monster moves specifically interrupt weaving spells, as 
  will unconsciousness, death or simply taking to long.
  All magicians use the same moves to cast spells (though will use 
  differing stats to do so):
  
  23
  RULES & MOVES
  Add a Spell to Your Grimoire
  When you add a spell to your own grimoire, you truly learn the spell. 
  The spell remains in your memory, so may be rewritten if a grimoire 
  gets stolen or destroyed. You may add spells of any circle into your 
  grimoire. You may add spells from other disciplines into your grimoire, 
  if the fiction supports it.
  Attune a Spell Matrix
  When you spend uninterrupted time (a half hour or so) in quiet 
  contemplation of a spell matrix, you:
  • Remove the spell pattern in the matrix (if any).
  • Repair any damage done to the matrix.
  • Place the pattern of any spell of your own discipline in your grimoire 
  with a circle equal to or less than your own into the matrix.
  You may fashion as many spell matrices as you like; however, the 
  combined circles of all spells attuned into your spell matrices may 
  not exceed twice your own circle (e.g. a third circle wizard can only 
  attune up to six circles worth of spells into her matrices). Spells from 
  other disciplines may not be attuned to matrices.
  Weave Through a Matrix
  When you weave a thread into a spell matrix, roll+the ability indi-
  cated by your discipline. On a hit, the thread is woven into the spell. 
  On a 12+, you may also weave an additional thread into the spell. If 
  you do, take –2 forward toward casting the spell. On a 7–9, also 
  choose one:
  • Local spirits in astral space become interested in what is happening.
  • Take 1hP damage.
  • Take –1 forward toward casting the spell.
  Weave Through a Grimoire
  When you weave a thread into a spell in a grimoire, roll+the ability 
  indicated by your discipline. If the spell is of a higher circle than you 
  have in your discipline, take –1. If the grimoire is not yours, take –1. 
  If the spell is from a discipline you do not follow, take –1. On a hit, 
  the thread is woven into the spell. On a 12+, you may also weave an 
  
  24
  RULES & MOVES
  additional thread into the spell. If you do, take –2 forward toward 
  casting the spell. On a 7–9, also choose one:
  • Take the spell’s circle in damage.
  • Take –1 forward toward casting the spell.
  • Take a chance: if casting the spell misses, magical energy damages 
  that spell in the grimoire. It must be re-inscribed into the grimoire 
  before it may be used again.
  In addition to whatever else happens, the weaving attracts atten-
  tion in astral space. Roll a d6; if you roll a 1, you have attracted the 
  attention of a horror, and it marks either you or the grimoire (see 
  the “Horrors” chapter). Even if you avoid this fate, some astral nasty 
  may come calling.
  Scrolls are not as common in the Fourth World as they are in many 
  fantasy settings; however, weaving through them functions as weaving 
  through a grimoire, with the exception that on a 7–9 result, you must 
  choose all three choices and the scroll is consumed when the spell is 
  cast.
  Weave Raw Magic
  When you weave a thread into raw spell energy, roll+the ability 
  indicated by your discipline. If the spell is of a higher circle than you 
  have in your discipline, take –1. If the spell is not in your grimoire, 
  take –2. If the spell is from a discipline you do not follow, take –1. 
  On a hit, the thread is woven into the spell. On a 12+, you may also 
  weave an additional thread into the spell. If you do, take –2 forward 
  toward casting the spell. On a 7–9, also choose one:
  • Take twice the spell’s circle in damage.
  • Take –2 forward toward casting the spell.
  • Once the spell is cast (successful or not), the thread becomes “tangled” 
  in astral space, making it unavailable until you can spend a few minutes 
  to untangle it.
  In addition to whatever else happens, weaving raw magic is like 
  a flare in astral space, attracting attention. Roll a d6; if you roll a 1 
  or 2, you have attracted the attention of a horror, and it marks you 
  (see the “Horrors” chapter). Even if you avoid this fate, some astral 
  nasty may come calling.
  
  25
  RULES & MOVES
  Cast a Spell
  When you unleash a spell you’ve fully woven, roll+the ability indi-
  cated by your discipline. On a 10+, the spell is successfully cast. On 
  a 7–9, the spell is cast, but choose one. On a miss, possibilities include 
  the GM choosing something from the list or having the spell backfire 
  (some spells will suggest potential complications). Higher circle spells 
  tend to fail more spectacularly than lower circle.
  • You draw unwelcome attention or put yourself in a spot. The GM will 
  tell you how.
  • The spell disturbs the fabric of reality as it is cast—take –1 ongoing 
  to cast a spell until the next time you make camp.
  • You take 1d3 damage.
  • The spell matrix used to cast the spell (if one was used) becomes 
  damaged and casting the spell inside requires an additional thread to 
  be woven into it until the matrix can be repaired.
  Once the spell is cast, any threads woven to cast it become avail-
  able immediately.
  Abort a Spell
  When you abandon an attempt to cast a spell, or more than a minute 
  passes between weaving a thread into a spell and the spell being cast, 
  the energy stored in the spell dissipates, dealing 1 damage for each 
  thread already woven into the casting to you and everyone nearby, 
  friend and foe alike. Any threads woven to cast it become available 
  immediately.
  
  26
  RULES & MOVES
  On Blood Magic
  Blood magic draws its power from sacrifice, usually a small amount 
  of blood. At best, blood magic is a moral grey area, as its practice 
  once provided the only defense against the horrors, but also a tool 
  for corruption. Even so, its practice is common enough that most 
  know what it is and probably know someone who uses it.
  Practicing blood magic is a one way street: once you start down 
  the path, you can never go back. It makes use of the following moves:
  First Blood
  When you first practice blood magic, you perform a short ritual to 
  prepare your blood. Once this ritual completes, you…
  • …reduce your maximum hP by one. You may never get this hP back. 
  Not by magic, not after a year and a day, never.
  • …take 5 blood. Blood may be committed to power blood magic, as 
  indicated by other moves. While blood remains committed to one 
  thing, it may not be committed to anything else. Blood may be un-
  committed with a few minutes concentration, ending whatever it was 
  powering, and making the blood available for use. Blood may also be 
  spent. Spent blood is consumed and lost forever.
  • …must conceal your use of blood magic or face social consequences. 
  While using blood magic may improve your standing with some people, 
  most frown on the practice and some actively shun or persecute those 
  who use it.
  You may repeat this move to gain more blood, reducing your hit 
  points further.
  Self-Mutilation
  When a blood charm is implanted into your flesh with your consent, 
  you must pay the cost in blood (usually a commitment of a few blood). 
  If you lack the available blood to pay the cost, you may uncommit 
  blood powering other effects immediately, if you choose. If you still 
  lack enough, you immediately make the first blood move until you 
  have enough blood to pay. The blood charm provides its benefit so 
  long as the blood it needs remains committed.
  
  27
  RULES & MOVES
  Swap Parts
  When you uncommit blood to an active blood charm, the charm 
  immediately goes dead. If not removed from your body, it will begin 
  to rot. Once removed, it may leave a void. For example, if the charm 
  was installed in an eye socket, the socket remains empty when the 
  charm is removed.
  Push Talents
  When you sacrifice part of yourself to succeed at a move, describe 
  how you do so, then spend 1 blood. You succeed as if you rolled a 12+.
  Blood Peace
  When you swear to a truce with another namegiver, you both cut 
  the wrist of your dominant weapon arm and commit 1 blood. The cut 
  forms a crescent-shaped scar, easily seen and deciphered by those 
  who know to look. For the next year and a day, so long as you main-
  tain the truce, you take +1 ongoing to taking your last breath (not 
  cumulative). If a truce is violated, the blood the culprit committed to 
  the truce becomes spent, and the other party’s is uncommitted. Truces 
  may be extended.
  Blood Promise
  When you swear to perform a task for another namegiver, you cut 
  your forehead, name a talent you intend to use to fulfill this task, 
  and commit 2 blood. Often, the other namegiver will make a blood 
  promise of their own to you at the same time. You may only make 
  one blood promise at a time. For the next year and a day, or until the 
  task is completed (whichever comes first), you gain +1 ongoing to 
  using the talent you named. If you fail to complete the task in time, 
  the blood is spent.
  Blood Sworn
  When you and another namegiver swear loyalty to each other for 
  the rest of your lives, you place a cut over your hearts and commit 
  3 blood. So long as you remain loyal to the other, you gain +2 to one 
  ability score and +1 to another (18 max, as always). You may also, 
  any time you like, take 1d6 damage and heal the other of the same 
  amount, no matter where they are. Should the loyalty of either of you 
  fail, for the next three years and three days, you lose your ability 
  bonuses, but the blood remains committed. After this period, if you 
  renew your vows of loyalty, you gain benefits as before. If one of you 
  
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  RULES & MOVES
  dies, the other uncommits their blood. You may only swear this oath 
  once in your life.
  Forge a Group Pattern
  When a group bonds together magically, the members of the group 
  perform a long ritual to create the group’s pattern, during which:
  • The group’s name is decided and declared.
  • A symbol is created representing the group and its history.
  • Each member commits 1 blood.
  • Each member of the group weaves a thread into the group’s pattern, 
  making those threads unavailable for other purposes as long as the 
  group pattern exists.
  Once completed, the group is magically linked together. All members 
  of the group gain access to the bonded group moves.
  Oath Scars
  When namegivers swear to oaths bound in blood (see “Blood 
  Peace”, “Blood Promise” and “Blood Sworn” on page 27), part 
  of the magic that enforces the oath manifests by tinting the scar 
  created by the oath in particular ways. Those who know what to 
  look for can use the coloring of oath scars to see how well someone 
  keeps their oaths:
  • Red scars mean your oath is active and being maintained.
  • Gold scars are like red, but indicate a more serious oath, such as 
  a renewed truce, or life oath.
  • Black scars mean you broke your oath.
  • White scars mean you kept your oath, but the other party did not.
  • Silver scars mean the oath was kept, but no longer binds you. That 
  is, the oath completed successfully.
  
  29
  RULES & MOVES
  On Bonded Groups
  Members of a bonded group and may make the following special 
  moves to interact with the other members.
  Broadcast Thoughts
  When you can see or be seen by your fellow group members, you 
  may “speak” to them without uttering a sound.
  Discern Condition
  When you concentrate on a group member regardless of how far 
  away he or she may be, roll+wis. Any effect that would benefit or 
  hinder the discern realities move may benefit or will hinder this move. 
  On a 10+, ask the GM three questions from the list. On a 7–9, ask 
  one:
  • Where is the group member in relation to me? (Answer will include 
  distance and direction, but not how to get there.)
  • What are the group member’s surroundings like?
  • What is the group member’s physical condition?
  • What is the group member’s emotional state?
  Move as One
  When you fight alongside your fellow group members, gain +1 ongoing 
  to defend them.
  Share Bounty
  When you briefly touch a willing group member, you may transfer 
  one ongoing bonus to them. You cannot regain the same kind of bonus 
  while it remains on them. The bonus returns to you at the next sunrise, 
  unless it expires prior to that.
  Eject a Member
  When one member of a group is singled out by all other members 
  for expulsion, all members of the group (other than the one to be 
  expelled) gather and perform a short ritual, during which:
  • The exile’s thread is unwoven from the group’s pattern. 
  • The exile’s committed blood is spent.
  • The exile may not use or be targeted by the group’s moves.
  
  30
  RULES & MOVES
  Expand the Group
  When a majority of the group gathers and agree to add a willing 
  recruit to the group, they conduct a short ritual, during which the 
  recruit weaves a thread into the group’s pattern and commits 1 blood, 
  making the recruit is considered a full member. Members not present 
  for the ritual immediately become aware of the new member.
  Leave the Group
  When you die or quit a group, your thread is unwoven from the 
  group’s pattern and your blood is uncommitted, freeing both for 
  other use. You no longer may make (or be the target of) group moves 
  for that group. Other members of the group immediately become 
  aware you have left.
  
  31
  Air Sailor
  Names 
  choose or invent
  Dwarf: Dojar, Igfar, Lohor, Odtun, Ottas, Rogha, Urkev, Umrer, Yrgir
  Elf: Atsis, Certadel, Drantil, Draseth, Erthil, Kelrral, Nyssear, Sayghia
  Human: Ayas, Deosran, Eyser, Leaust, Raualeing, Riray, Teanbur, Tiard-
  tia
  Ork: Cafina, Dultur, Hachtor, Loyas, Luzeng, Ratiss, Tokale, Untenth, 
  Yurt
  Troll: Breoric, Clegaross, Naripos Pataiom, Rebanell, Todarub, Yovoraph
  T’Skrang: Ayenthgar, K’ghaust, Krey’asver, Rie’sam, S’erissom, V’en, 
  Vawrak
  Windling: Addare, Bejel, Charrare, Nayesh, Shujuz, Shuthict, Yijichi, 
  Yimkral
  Look 
  choose one for each
  Gaze: disciplined, curious, enthusiastic
  Appearance: utilitarian, regimented, polished
  Accoutrement: functional, refined, decorated
  Body: stocky, supple, willowy
  Stats
  Your maximum hP is 10+Constitution.
  Your base damage is d6.
  Species 
  choose one
  _ Dwarf
  When you defend using a shield, you may also spend hold to knock 
  the attacker down.
  _ Elf
  When someone you aided to volley deals damage, they add your int 
  to the damage they do.
  
  32
  Air Sailor
  _ Human
  When you aid a parley, you may ask the GM a question from the 
  discern realities list.
  _ Ork
  When someone uses your aid to hack and slash, if their target deals 
  damage, reduce it by −1d4.
  _ Troll
  When someone uses your aid to discern realities, you may ask a 
  question from the basic list as well.
  _ T’Skrang
  When someone defies danger with your aid, you also defy the danger.
  _ Windling
  When you taunt, you may roll +int instead of +cha.
  Starting Moves 
  Many as One
  When you aid a member of your crew or bonded group, improve the 
  result by one step.
  Unbowed, Unbent, Unbroken
  When you prepare yourself to endure some hardship without fight-
  ing back, roll+cOn. On a hit, you can either take half damage or you 
  can completely ignore one other ill effect. On a 10+, you can also 
  defeat, expose, or frustrate your oppressor with stubbornness.
  Loyalty
  When you bond to an airship, in addition to the usual benefits of 
  bonding to a place (page 20), while the bond remains, you gain 
  
  33
  Air Sailor
  the benefit of your choice from the list below. You may only bond 
  with one airship at a time.
   
  _ when you successfully aid anyone on board, or who ever served 
  aboard, that ship, take +2 armor forward.
   
  _ when you defend anyone on board, or who ever served aboard, that 
  ship, you get +1 hold, even on a miss.
   
  _ when you carouse with anyone who ever served aboard that ship, 
  you may make an additional choice.
   
  _ when you parley with anyone who ever served aboard that ship, they 
  will settle for less.
   
  _ you are always considered to have a useful reputation when recruit-
  ing for your ship.
   
  _ when you discern realities about the ship or anyone who ever served 
  aboard her, ask an additional question.
  May I Be of Assistance?
  When you aid someone, you may spend karma on their roll just as 
  they could.
  Expressions of Unity
  When you create art with rune carving or embroidery, take +1. If you 
  use the result in a successful greeting ritual, make an additional 
  choice.
  Passion 
  choose which you follow the most
  _ Astendar 
  art, music, love
  Convey the beauty of flight to someone earthbound.
  _ Chorrolis 
  trade, wealth, desire
  Gain a profit on something sold far from where it was purchased.
  _ Floranuus 
  energy, victory, motion
  Make use of three dimensional movement when winning a battle.
  _ Dis 
  slavery, bureaucracy
  Rigorously enforce discipline.
  
  34
  Air Sailor
  Gear
  Your load is 9+str. You carry dungeon rations (5 uses, 1 weight), 
  appropriate artisan tools (1 weight), a ragged bow (near, 2 weight), 
  a bundle of arrows (3 ammo, 1 weight), and a shield (+1 armor, 2 
  weight). Choose your weapon:
   
  _ short sword, axe, or warhammer (close, 1 weight)
   
  _ cutlass (close, +1 damage, 2 weight)
   
  _ rapier (close, precise, 1 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ chainmail (1 armor, worn, 1 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ adventuring gear (1 weight)
   
  _ antitoxin, poultices and herbs (1 weight)
   
  _ repair kit (6 uses, slow, 1 weight)
   
  _ a tiny or small animal
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Accommodating: counter my proposal with a less attractive one I must 
  either accept or disrupt the harmony of the group.
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Sycophantic: insist I publicly compare the greatness of two people from 
  whom I seek favor.
   
  _ Unsophisticated: exemplify a social convention or intricate concept I 
  must misunderstand.
  
  35
  Air Sailor
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Aegis
  When you defend while wielding a shield, you may also spend hold 
  on the following:
  • Knock the attacker down or back.
  • If it is mobile, the thing you defend may move or be moved somewhere 
  safe from the attacker.
  • Take –2 forward and negate the attack’s effect or damage.
  Second thread (requires circle 6): You also gain +1 hold, even on a miss. 
  You may also spend one karma to gain +1 hold.
  _ Brains and Brawn
  When you defy danger with quick thinking (+int) or by enduring 
  (+cOn), take +1.
  _ Eagle-Eyed
  When you observe a far-off location, roll+int. On a 10+, you may ask 
  three questions from the discern realities list about that location. On 
  a 7–9, ask two. On a miss, you may still ask one, but you are dis-
  tracted and taking your time while you do it.
  _ I Cannot Do It, Captain!
  When you or your crew proclaim the impossibility of a task related 
  to your airship and you are told to do it anyway, gain +1 forward on 
  that task.
  _ Taunt
  When you mock, tease or otherwise provoke an NPC, roll+cha. On a 
  hit, they become more aggressive towards you and your crew or 
  bonded group, possibly attacking. On a 10+, you also take +1 forward 
  against them. On a miss, they do as they please and you take –1 
  forward against them.
  _ With a Little Help
  When you successfully aid someone, you take +1 forward as well.
  
  36
  Air Sailor
  __ Work the Problem
  When you use training, teamwork and creativity to study a situation 
  or environment, you can discern realities with +int instead of +wis.
  Second thread (requires circle 6): In addition, on a 12+ the questions 
  you ask the GM may be anything, not limited by the list.
  __ Damage Party 
  requires circle 2
  When you work with your crew to jury rig an airship (Mounted Combat, 
  pg. 9), make an additional choice, even on a miss.
  Second thread (requires circle 6): On a 12+, if you repair something 
  caused by gaining stress, remove that point of Stress.
  _ Ear to the Wind 
  requires circle 2
  When you discern realities or spout lore about the history, crew, 
  location, destination, condition, or cargo of any airship, take +1. On 
  a 12+, in addition to the normal effects, you get to ask the GM any 
  one question about the subject.
  __ Got Your Back 
  requires circle 2
  When you fight next to a member of your crew or bonded group, 
  gain +1 armor.
  Second thread (requires circle 6): Gain +2 armor instead.
  __ Merchant Marine 
  requires circle 2
  When you use the supply move, before you roll choose one:
  • Roll+int instead of roll+cha.
  • If the cost of the item includes “-Charisma”, you may subtract your 
  Intelligence score from the price instead of your Charisma score.
  • On a 12+, you will find what you are looking for at a bargain price.
  • On a 12+, you will find what you are looking for at a fair price and find 
  something else unexpected and useful at a fair price.
  Second thread (requires circle 6): Choose two instead.
  _ That’s the Spot 
  requires circle 2
  When you volley with a vehicle-mounted weapon, you may use +int 
  instead of +dex.
  
  37
  Air Sailor
  _ Ward of Protection 
  requires circle 2
  You know a short incantation and hand gesture which acts as proof 
  against magic. When you use the protection to thwart a magical 
  effect (actively or passively), roll+cOn. On a 10+, you are unaffected 
  by the magic. On a 7–9, choose one:
  • you suffer the effect to a lesser degree
  • you are unaffected, but the effort is exhausting: mark a debility of 
  your choice.
  • you are unaffected, but your gesture will no longer work until you 
  next make camp.
  _ What’s Mine is Mine 
  requires circle 4
  When you give someone an item you’d rather keep, roll+int. On a 
  hit, it returns to you in good time but On a 7–9, there are strings 
  attached. On a miss, it’s gone forever.
  _ Spurn the Earth 
  requires circle 4
  When you leap or fall from a very great height, roll+cOn. On a hit just 
  before impact, you conjure a reaction between earth and air, settling 
  gently to the ground. On a 10+, at your option, you may use this 
  reaction to carry you back to where you started falling (the deck of 
  the airship you were on, for example).
  _ And Take That 
  requires circle 6
  When someone you are aiding hacks and slashes on 10+, deal your 
  damage to their target as well.
  _ Johnny on the Spot 
  requires circle 6
  Add the following to the list of choices you can make when aiding 
  someone on a 10+:
  • improve the result you are aiding by one step
  • reduce the result you are hindering by one step
  _ Leaf on the Wind 
  requires circle 6
  When you pilot an airship, you may automatically take the 10+ results 
  of any control vehicle rolls.
  
  38
  Air Sailor
  _ Love, Spit and Duct Tape 
  requires circle 6
  A vehicle you are occupying or piloting may continue moving even 
  if it has no stress left. You cannot use any pilot or passenger moves 
  while it is in this state. The vehicle will not run again once you come 
  to a stop. One more mark of damage will halt the vehicle.
  _ Vitality 
  requires circle 6
  When you make camp with your crew or bonded group, you heal 
  +1d8.
  
  39
  Archer
  Names 
  choose or invent
  Dwarf: Ahlan, Dopku, Idrur, Lanlar, Meslar, Nethin, Otkus, Uldir
  Elf: Ardith, Etrosal, Hatki, Mostitil, Nyshia, Perpeas, Quaciareas
  Human: Aeray, Eris, Ion, Iturit, Niunt, Oetor, Rotas, Sachrad, Semos
  Ork: Annys, Ashrod, Badryn, Farald, Ockath, Olang, Toghlye, Yaldver
  Troll: Fardar, Higol, Hostir, Mended, Rivel, Tulum, Vivuk, Zayoth, Zikith
  T’Skrang: Ayuskshy, Ayia’che, K’ranskel, T’ingath, V’ther, Vae’ough 
  Windling: Amkral, Anaki, Ashaja, Benaja, Bethiru, Chiddus, Ksanus
  Look 
  choose one for each
  Gaze: distant, attentive, staring
  Appearance: calloused, tanned, decorated
  Accoutrement: hooded, reserved, elegant
  Body: graceful, compact, built
  Stats
  Your maximum hP is 10+Constitution.
  Your base damage is d10.
  Species 
  choose one
  _ Dwarf
  You may defend an ally from a distance, rolling +dex instead of +cOn. 
  You may only redirect an attack to yourself if it could reach you.
  _ Elf
  When you successfully discern realities during combat, you may ask 
  an additional question.
  _ Human
  When a defending ally opens up an attacker to you, take an addition-
  al +1 forward against that attacker. 
  
  40
  Archer
  _ Ork
  Once per battle you may reroll a single damage roll (yours or someone 
  else’s).
  _ Troll
  When you select enhancements for your expressive style, you may 
  choose to add the forceful tag.
  _ T’Skrang
  When you use trick shot, you take +1. You ignore the circle requirement 
  for the trick shot talent.
  _ Windling
  When you volley on a 7–9, you may choose to take –1 forward to 
  your next volley instead of the listed choices.
  Starting Moves
  Expressive Style
  When you hold your favorite ranged weapon, you channel magic 
  through it in your unique way, altering the weapon to express your 
  soul and technique. Choose whether you express magic using:
   
  _ bows
   
  _ crossbows
   
  _ thrown weapons
  Choose two enhancements that get applied to your favorite weapon 
  of that type when you use it (and disappear when you put the weapon 
  down):
   
  _ Your magic directs your shots to exposed spots: 2 piercing.
   
  _ Your magic expresses your vendetta: when volleying at a specific 
  type of creature (your choice), take +1.
   
  _ Your magic speeds your cycle: ignore reload tag.
   
  _ Your magic directs your shots to vulnerable spots: +1 damage.
   
  _ Your magic makes the weapon feel at one with your body: –1 weight.
   
  _ Your magic braces the weapon allowing a brutal directness: Use str 
  to volley, not dex.
  
  41
  ARCHER
  Called Shot
  When you attack a defenseless or surprised enemy at range, you can 
  choose to deal your damage or name your target and roll+dex.
  • Head: On a hit, they do nothing but stand and drool for a few moments. 
  On a 10+, also deal your damage
  • Arms: On a hit, they drop anything they’re holding. On a 10+, also 
  deal your damage
  • Legs: On a hit, they’re hobbled and slow moving. On a 10+, also deal 
  your damage
  Expressions of the Arc
  When you create art with wood carving, take +1. If you use the result 
  in a successful greeting ritual and the person receiving your art retains 
  it, you may always find them using directional arrow.
  Passion 
  choose which you follow the most
  _ Astendar 
  art, music, love
  Make an artistic or flawless shot.
  _ Floranuus 
  energy, victory, motion
  Outmaneuver an opponent.
  _ Jaspree 
  growth, wilderness
  Hunt to provide sustenance.
  _ Vestrial 
  deceit, trickery
  Kill from ambush.
  Gear
  Your load is 12+str. You carry appropriate artisan tools (1 weight), a 
  bundle of arrows (3 ammo, 1 weight), and dungeon rations (5 uses, 
  1 weight). Choose an example of your favored weapon (which gains 
  your style enhancements):
   
  _ fine bow (far, near, 2 weight)
   
  _ crossbow (near, +1 damage, reload, 3 weight)
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
  
  42
  Archer
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight) and adventuring gear (1 
  weight)
   
  _ chainmail (1 armor, worn, 1 weight) and adventuring gear (1 weight)
   
  _ scale armor (2 armor, worn, clumsy, 3 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ extra arrows (3 ammo, 1 weight)
   
  _ antitoxin (0 weight), dungeon rations (1 weight), and poultices and 
  herbs (1 weight)
   
  _ any mount (with GM approval)
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Compassionate: offer me an easier solution that requires I exploit those 
  weaker than me.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Irresponsible: convince me to shirk my duty.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Trustworthy: confide in me a secret that would damage you if revealed.
  Talents
  You may weave threads into talents, if you meet their requirements:
  _ Blot Out the Sun
  When you volley you may spend extra ammo before rolling. For each 
  point of ammo spent you may choose an extra target. Roll once and 
  apply damage to all targets.
  _ Heirloom
  When you consult the spirits that reside within your favorite ranged 
  weapon, they will give you an insight relating to the current situation, 
  and might ask you some questions in return, roll+wis. On a 10+, the 
  GM will give you good detail. On a 7–9, the GM will give you an 
  impression.
  
  43
  ARCHER
  _ Improved Bow
  Choose one extra enhancement for your expressive style.
  __ Relentless
  When you volley an enemy, your next attack against that same foe 
  deals +1d4 damage.
  Second thread (requires circle 6): When you volley an enemy, your next 
  attack against that same foe deals +1d8 damage, instead.
  __ Accurate 
  requires circle 2
  When you deal damage with a ranged weapon, roll twice and keep 
  the higher result.
  Second thread (requires circle 6): When you deal damage with a ranged 
  weapon, your base damage die always scores the maximum.
  _ Bow History 
  requires circle 2
  When you spend several consecutive hours studying a ranged weapon 
  or ammunition for a ranged weapon, roll+int. On a 10+ you gain 
  insight into the item’s past and nature. Choose three and take +2 
  forward to study the item further. On a 7–9 choose one and take +1 
  forward to study the item further.
  • Discover the item’s basic abilities (that is, abilities that may be used 
  without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s 
  name. 
  • Discover the question that must be answered to gain the next key to 
  the item, if any.
  • Discover if the item requires that any deeds be performed.
  _ Direction Arrow 
  requires circle 2
  When you need to locate someone and have a personal item repre-
  sentative of them, you may release a ranged weapon into the air. At 
  the apex of the arrow or weapon’s flight, it explodes into sparks, 
  which shape into an arrow pointing the direction to the target.
  
  44
  Archer
  _ Missiles and Targets 
  requires circle 2
  When you discern realities about a social obstacle to a goal, add the 
  following to the questions you may ask:
  • Which tactic offers the most direct route to my goal (e.g. intimidation, 
  bribery, cooperation, subterfuge, etc.)
  _ Mounted Volley 
  requires circle 2
  When you volley while riding a mount or piloting a vehicle, add the 
  mount’s Control to your damage. If the mount or vehicle already 
  provides a move like this, add that damage as well.
  __ Wood skin 
  requires circle 2
  You gain +1 armor.
  Second thread (requires circle 6): You gain +2 armor instead.
  _ Fletcher 
  requires circle 4
  When you spend some time reflecting on your expressive style and 
  making arrows or bolts specifically for use with it, roll+wis. You create 
  a bundle of ammunition (3 ammo, 1 weight). On a 10+ choose three. 
  On a 7–9 choose one:
  • The ammunition is high quality: +1 ammo.
  • The ammunition is armor piercing: 2 piercing.
  • The ammunition is wicked: +1 damage.
  • The ammunition is non-lethal: deals stun damage.
  _ Suppressing Fire 
  requires circle 4
  When you lay down covering fire, roll+dex. On a 10+ choose three. 
  On a 7–9 choose one. You may spend one karma to make an addi-
  tional choice, even on a miss:
  • Your allies can make a quick dash without being attacked.
  • Your enemies keep their heads down.
  • You deal damage to one enemy.
  • You don’t expose yourself to danger.
  • You don’t reduce your ammo by one.
  
  45
  ARCHER
  _ Trick Shot 
  requires circle 4 or t’skrang
  When you make a fancy shot with a ranged weapon (cutting a rope, 
  banking a shot to hit someone around a corner, snuffing out a candle, 
  splitting another arrow in half,  shooting an apple off someone’s 
  head, etc.), roll+dex. Hit or miss, this shot reduces ammo by one. On 
  a 10+ the shot succeeds as intended (dealing damage, if appropriate). 
  On a 7–9 the trick works, but imperfectly (the rope is hanging on by 
  a thread, you deal –1d6 damage, you obliterate the candle, you un-
  intentionally knick the target, etc.)
  _ Warp Wood 
  requires circle 4
  When you touch wood, living or dead, and concentrate you may bend 
  and shape it as you desire. Take −1 ongoing to any other task while 
  you do so.
  _ Arcane Shot 
  requires circle 6
  When you volley, you may reduce your ammo to transform it into 
  magical energy once it is released. Choose one when you fire:
  • The ammunition becomes a bolt of fire, igniting anything flammable 
  it hits.
  • The ammunition becomes a shard of ice, coating the area around its 
  point of impact with ice.
  • The ammunition becomes insubstantial, passing through most targets, 
  but capable of wounding creatures which are themselves insubstan-
  tial.
  • The ammunition becomes white light, marking any target it hits. This 
  deals no damage, but any attempts to hit that target with ranged 
  weapons take +1 for the next few minutes.
  • The ammunition becomes a sticky black goo, tangling up a hit target, 
  or making an area it hits difficult to cross.
  _ Arrow’s View 
  requires circle 6
  When you fire an arrow or bolt, you may choose to replace your vision 
  by what would be seen if your eyes were on either side of the flying 
  arrow head, until the moment of the arrow’s impact. If you do, take 
  –1 forward from sensory confusion.
  _ Death From the Dark 
  requires circle 6
  When you volley from a concealed position on a 12+ you deal your 
  damage, and confuse, demoralize, or frighten your enemy.
  
  46
  Archer
  _ Inculcate Wood 
  requires circle 6
  When you touch wood, living or dead, or a vehicle, item or structure 
  made of wood, it becomes immune to fire so long as you remain in 
  contact with it and desire it be so. Any flames burning the wood when 
  you touch it immediately snuff out.
  _ Pinning Aim 
  requires circle 6
  When you intimidate someone by aiming your ranged weapon di-
  rectly and conspicuously at them, a subtle but obvious mark appears 
  on them and they stop in their tracks. While you maintain your aim, 
  you may only move slowly and they cannot move at all. If you decide 
  to shoot them after a while, improve your volley result by one step.
  _ Seed of Destruction 
  requires circle 8
  When you volley on a 12+, you deal damage and may choose to reduce 
  ammo by one. If you do, the arrow that struck the target grows into 
  a vine-like wood elemental that continues to attack the target (as an 
  assassin vine would, for example). This creature vanishes if it kills 
  the target, the combat ends, or you dismiss it (whichever comes first).
  
  47
  Beastmaster
  Names 
  choose or invent
  Dwarf: Birbir, Iddiv, Inlis, Lidtus, Lilva, Lovtir, Obran, Rotsin, Thilgan
  Elf: Athloedia, Eldraril, Hatlith, Lornel, Orleal, Oshar, Verkas, Warceth
  Human: Elana, Obelis, Herran, Syla, Siobhan, Aziz, Pelin, Sibel, Nils, Wei
  Obsidimen: Ausmos, Eilsul, Jooben, Lauven, Oraress, Ossiteng, Wailtpers
  Ork: Astai, Cundul, Dalpol, Fardas, Nofshy, Oldoll, Onoq, Othull, Unn
  Troll: Beshun, Cruphith, Diyad, Fesith, Hophul, Issurk, Kochal, Silom
  T’Skrang: Ayelmor, Ch’ar, Ch’polhin, R’pertas, Sh’enggar, Vo’is, Yai’ia, 
  Z’er
  Windling: Ashaki, Chadduz, Nathari, Nathichi, Shuthus, Shuyel, Yishnai
  Look 
  choose one for each
  Gaze: wise, wild, haunting
  Appearance: hairy, messy, braided
  Accoutrement: ceremonial, practical, weathered
  Body: powerful, limber, furtive
  Stats
  Your maximum hP is 8+Constitution.
  Your base damage is d8.
  Species 
  choose one
  _ Dwarf
  Your companion spirit gains the burrowing tag. When choosing a 
  species for your companion, include: beetle, huttawa, mole.
  _ Elf
  Your companion spirit gains the fearless tag. When choosing a species 
  for your companion, include: unicorn.
  
  48
  Beastmaster
  _ Human
  Your companion spirit gains +1 control. When choosing a species for 
  your companion, include: war-horse.
  _ Obsidimen
  Your companion spirit gains the giant tag.
  _ Ork
  Your companion spirit gains +1 ferocity. When choosing a species for 
  your companion, include: raptor, thundra beast.
  _ Troll
  Your companion spirit gains +1 armor. When choosing a species for 
  your companion, include: tricorn raptor.
  _ T’Skrang
  Your companion spirit gains +1 cunning. When choosing a species for 
  your companion, include: amphibious beast.
  _ Windling
  Your companion spirit may gain the miniature tag. When choosing a 
  species for your companion, include: bee, dragonfly, kue, spider.
  Starting Moves
  Companion Spirit
  You have a supernatural connection with a companion spirit who 
  manifests as a loyal animal. You can’t talk to it per se but it always 
  acts as you wish it to. Name your companion spirit and choose a 
  species (see Mounted Combat for descriptions, replace control and 
  armor stats with those below):
  • Bear, bird, bison, boar, camel, cat (small or large), dog, flightless bird, 
  frog, hawk, goat, horse, land lizard, llama, monkey, mule, owl, pigeon, 
  rabbit, rat, stag, troajin, wolf, zoak
  Choose a base:
   
  _ Ferocity +2, Cunning +1, Control +1, 1 Armor, Instinct +1
   
  _ Ferocity +2, Cunning +2, Control +2, 0 Armor, Instinct +1
   
  _ Ferocity +1, Cunning +2, Control +2, 1 Armor, Instinct +1
   
  _ Ferocity +3, Cunning +1, Control +1, 1 Armor, Instinct +2
  
  49
  Beastmaster
  Choose as many strengths as its ferocity:
  • Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, 
  ferocious, intimidating, keen senses, stealthy
  Your companion spirit is trained to fight humanoids. Choose as many 
  additional trainings as its cunning:
  • Hunt, search, scout, guard, fight monsters, perform, labor, travel
  Choose as many weaknesses as its instinct:
  • Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame
  Loyal Companion
  When you must control your companion spirit as a mount, you may 
  roll twice and take the better result.
  Command
  When you work with your companion spirit on something it’s trained 
  in and…
  • …you attack the same target, add its ferocity to your damage
  • …you track, add its cunning to your roll
  • …you take damage, add its armor to your armor
  • …you discern realities, add its cunning to your roll
  • …you parley, add its cunning to your roll
  • …someone interferes with you, add its instinct to their roll
  • …you undertake a perilous journey, take two roles
  Expressions of the Beast
  When you create art with body painting or wood carving, take +1. If 
  you give the result in a successful greeting ritual, any attempt to 
  track the recipient succeeds as if you rolled at 10+, if they have the 
  art in their possession.
  Passion 
  choose which you follow the most
  _ Garlen 
  hearth, healing
  Help a steading prosper.
  _ Jaspree 
  growth, wilderness
  Help something or someone grow.
  
  50
  Beastmaster
  _ Thystonius 
  valor, physicality
  Endanger yourself to combat an unnatural threat.
  _ Dis 
  slavery, bureaucracy
  Shackle someone as a beast.
  Gear
  Your load is 7+str. You carry appropriate artisan tools (1 weight), and 
  some token of your land (describe it). Choose your defenses:
   
  _ hide armor (1 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
   
  _ wooden shield (+1 armor, 1 weight)
  Choose your armament:
   
  _ shillelagh (close, 2 weight)
   
  _ staff (close, two-handed, 1 weight)
   
  _ spear (close, thrown, near, 1 weight)
  Choose one:
   
  _ adventuring gear (1 weight)
   
  _ poultices and herbs (2 uses, 1 weight)
   
  _ a horse or dog
   
  _ halfling pipeleaf (0 weight)
   
  _ 3 antitoxin (0 weight)
  Flags 
  select or invent two
   
  _ Compassionate: offer me an easier solution that requires I exploit those 
  weaker than me.
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Gullible: tell me a lie I believe.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Unsophisticated: exemplify a social convention or intricate concept I 
  must misunderstand.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  Talents
  You may weave threads into talents, if you meet their requirements:
  
  51
  Beastmaster
  _ Empathy
  When you study someone, you can also ask their player “What is 
  your character feeling?” in addition to anything else that happens. 
  Also, add these to the list of discern realities questions:
  • How could I make your character feel __________?
  • What is making your character feel this way?
  _ Hunt and Track
  When you follow a trail of clues left behind by passing creatures, 
  roll+wis. On a hit, you follow the creature’s trail until there’s a sig-
  nificant change in its direction or mode of travel. On a 10+, you also 
  choose one:
  • Gain a useful bit of information about your quarry, the GM will tell 
  you what
  • Determine what caused the trail to end
  __ Nature of the Beast
  When you spout lore about an animal or monster, you use cha instead 
  of int.
  Second thread (requires circle 6): In addition, on a 12+, you get to ask 
  the GM any one question about the subject.
  _ Thick Hide
  So long as your feet touch the ground you have +1 armor.
  __ Wild Tongue
  You can speak with and understand animals.
  Second thread (requires circle 4): You can speak with and understand 
  any non-magical, non-spirit creature.
  _ Borrow Sense 
  requires circle 2
  When you touch an animal or your companion spirit, one of your 
  senses changes to be like that of the animal’s for a short time. When 
  discerning realities, in addition to the normal result, hit or miss, you 
  may ask “what does my new sense reveal that I otherwise wouldn’t 
  be able to sense?”.
  
  52
  Beastmaster
  _ Comfortably Numb 
  requires circle 2
  When you touch a person or animal, you may deaden their emotions 
  and sense of pain. This stops them from feeling extremes of anger, 
  joy, or sadness, lasting for several hours or until the target suffers 
  any kind of emotional trigger or trauma.
  __ Dominate 
  requires circle 2
  When you weave an available thread into a non-sentient, natural 
  creature, roll+cha. On a 10+ choose three. On a 7–9 choose one. You 
  may spend one karma to make an additional choice, even on a miss.
  • The target treats you as a friend.
  • The target may be ordered to perform simple tasks.
  • The target will not remember being dominated.
  The effect lasts while the thread remains woven. If the target takes 
  damage, is put in more danger than you, or otherwise has its trust 
  seriously betrayed, the thread unravels. You may also release the 
  thread at any time.
  Second thread (requires circle 6): You may also dominate sentient 
  creatures.
  _ Eyes of the Tiger 
  requires circle 2
  When you mark an animal (with mud, dirt, or blood) you can see 
  through that animal’s eyes as if they were your own, no matter what 
  distance separates you. Only one animal at a time may be marked in 
  this way.
  _ Frighten Animals 
  requires circle 2
  When you make disturbing, unnatural noises, you frighten all natural 
  animals in earshot. This triggers a control mount move for any riders 
  present. Uncontrolled mounts and other animals flee the area at top 
  speed.
  _ Man’s Best Friend 
  requires circle 2
  When you allow your companion spirit to take a blow that was meant 
  for you, the damage is negated and your companion spirit’s ferocity 
  becomes 0. If its ferocity is already 0 you can’t use this ability. When 
  you have a few hours of rest with your companion spirit its ferocity 
  returns to normal.
  
  53
  Beastmaster
  _ Well-Trained 
  requires circle 2
  Choose another training for your companion spirit.
  _ The Circle 
  requires circle 4
  When you deal damage, hold 1. Spend hold later to foster life:
  • Touch someone and, for each hold spent, heal them 1d4 hP.
  • Touch a mount or animal and heal their injuries
  • Calm excited animals in the immediate vicinity
  _ Primal Urges 
  requires circle 4
  When you weave an available thread into a creature, roll+wis. On a 
  10+ choose three. On a 7–9 choose one. You may spend one karma 
  to make an additional choice, even on a miss.
  • You plant a strong emotional urge into the target (fear, fury, hunger, 
  thirst, desire, drowsiness, etc.). This does not force the target to act 
  against its will, but will influence its actions.
  • You avoid feeling this urge yourself.
  • The thread frees up immediately, instead of when the emotion has 
  run its course.
  • When the effect ends, the target will not realize it was manipulated.
  _ Animal Possession 
  requires circle 6
  When you lock eyes with an animal, you may project your mind into 
  it to control its body for a time. You retain your own intellect, but 
  cannot perform any actions that the animal is normally incapable of, 
  such as speaking. Any damage inflicted on the animal is also applied 
  to you. Your real body collapses, unconscious.
  _ Crowd Control 
  requires circle 6
  When you catch the attention of a crowd and fix your will upon their 
  emotions, roll+wis. On a hit, you may instill one emotion of your 
  choice into every member of that crowd. On a 10+, you may also 
  command the crowd to take one concrete action—the majority will 
  obey. On a miss, the crowd may turn on you.
  _ Special Trick 
  requires circle 6
  Choose a talent from another class. So long as you are working with 
  your companion spirit you have access to that move.
  
  54
  Beastmaster
  _ Unnatural Ally 
  requires circle 6
  Your companion spirit develops, taking on a monstrous form. Describe 
  it. Give it +2 ferocity and +1 instinct, plus a new training.
  _ Frenzy 
  requires circle 8
  When you hack and slash, you may target two enemies within range 
  of your weapon or apply damage twice to one target.
  
  55
  Cavalryman
  Names 
  choose or invent
  Dwarf: Agmir, Ardis, Cenli, Eldar, Itlon, Kulzer, Laryar, Revnar, Stuglar
  Elf: Belsath, Dynla, Issdil, Kimval, Onreal, Orsis, Ranelennea, Serreata
  Human: Ceichaver, Itas, Joosk, Pamar, Ruine, Telodad, Traikalen, Wyroth
  Ork: Agmor, Aqeld, Dald, Duch, Falt, Kostrad, Lus, Ontold, Ramrod, Ulttas
  Troll: Bithan, Gutam, Kezad, Lykad, Michirk, Nutim, Telled, Uped, Veltim
  T’Skrang: G’risban, Ge’at, Kra’nys, R’kel, S’toraw, Testtai, Vhatran, 
  Vyildtai
  Windling: Athict, Bejiru, Charkare, Chishiru, Chiyakra, Shujeni, Yithel
  Look 
  choose one for each
  Gaze: confident, empathetic, steely
  Appearance: tousled, dashing, noble
  Accoutrement: muddy, pragmatic, ornamented
  Body: slight, sturdy, athletic
  Stat
  Your maximum hP is 10+Constitution.
  Your base damage is d8.
  Species 
  choose one
  _ Dwarf
  Your maximum hP are increased by one.
  _ Elf
  Your long lifespan prepares you for loss. If your favored mount dies, 
  you may bond to a new one within days, and do not reduce your 
  maximum hP.
  _ Human
  You may make moves using your banner that would normally require 
  you to be mounted while not mounted.
  
  56
  Cavalryman
  _ Ork
  Your base damage is always d10.
  _ Troll
  When you deal damage while mounted on your favored mount, deal 
  +2 damage.
  _ T’Skrang
  When you would become unseated from your mount, you may use 
  your tail to stick with your mount and bring it back under control.
  _ Windling
  When you volley from a flying mount, deal +2 damage.
  Starting Moves
  No Secret So Close
  You have a deep supernatural connection to a mount appropriate to 
  your species and size (with GM approval). You likely have raised this 
  mount since birth. The link between your pattern and your favored 
  mount’s pattern is so strong, it has its own name, which only you 
  know. Your mount will never attempt to buck you off no matter the 
  danger. Your mount refuses other riders and does not require a bit 
  and bridle to control.
  Your favored mount has typical stats and moves for its type, but 
  your link to it increases its control stat by one. When you ride your 
  favored mount, your base damage increases to d10.
  Should your mount die, you lose a piece of yourself (permanent-
  ly reduce your maximum hP by one). If you choose, after a suitable 
  period of mourning, you may spend several months developing a 
  connection to a new mount.
  
  57
  Cavalryman
  Banner From a Trumpet
  When you fly your banner while you and your favored mount strike 
  an inspiring pose, roll+cha. On a hit, all allied hirelings take +1 loyalty 
  forward. On a 10+, allied hirelings also take +1 forward to their next 
  use of a skill. Your banner displays your personal colors. What are 
  they? It also shows a symbol representing the bond between you and 
  your favored mount. What is it?
  Expressions of Joining
  When you create art with body painting or braiding, take +1. If you 
  use the result in a successful greeting ritual, the recipient takes +1 
  forward to control a mount.
  Passion 
  choose which you follow the most
  _ Mynbrudje 
  justice, empathy, truth
  Fight for a noble cause.
  _ Floranuus 
  energy, victory, motion
  Mobilize a force.
  _ Thystonius 
  valor, physicality
  Lead an attack.
  _ Raggok 
  vengeance, jealousy
  Even a score.
  
  58
  Cavalryman
  Gear
  Your load is 12+str. You carry appropriate artisan tools (1 weight) and 
  dungeon rations (5 uses, 1 weight). Choose two weapons:
   
  _ lance (reach, +1 damage when charging, 2 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ long sword, battle axe or flail (close, +1 damage, 2 weight)
   
  _ crossbow (near, +1 damage, reload, 3 weight) and bundle of bolts (3 
  ammo, 1 weight)
   
  _ fine bow (near, far, 2 weight) and bundle of arrows (3 ammo, 1 
  weight)
   
  _ dagger or gauntlets (hand, 1 weight)
  Choose your defenses:
   
  _ chainmail (1 armor, worn, 1 weight) and adventuring gear (1 weight)
   
  _ scale armor (2 armor, clumsy, worn, 3 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ shield bearing your banner symbol (+1 armor, 2 weight)
   
  _ antitoxin (0 weight), dungeon rations (1 weight), and poultices and 
  herbs (1 weight)
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Compassionate: offer me an easier solution that requires I exploit those 
  weaker than me.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Heroic: let me keep you from going first into danger so I can go myself
   
  _ Honest: involve me in a deception I must ruin.
   
  _ Righteous: offer me an easier solution that requires I violate my prin-
  ciple of _______________.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  59
  Cavalryman
  Talents
  You may weave threads into talents, if you meet their requirements:
  _ For Want of a Nail
  When your mount suffers harm while you are riding it, you may 
  prevent this harm by taking it onto yourself.
  __ Neither Fear Nor Anger
  When you defend using a shield bearing your banner symbol, roll 
  +cha instead of +cOn.
  Second thread (requires circle 6): While on your favored mount, when 
  you defend on 7+, add your mount’s Control to the amount of hold 
  you gain.
  _ Summon Up the Blood
  When you whistle loudly for your mount when it is not nearby, it 
  will quickly arrive at your side in a dramatic fashion.
  _ Upon the Sightless Couriers of the Air
  When you carry a message or package on a perilous journey, choose 
  one: 
  • the journey’s scout, trailblazer, and quartermaster all take +1
  • improve the result of either the scout, trailblazer, or quartermaster 
  by one step
  • during the journey, you discover something of great interest
  _ Throwing steel in place of kisses
  When you charge your favored mount at a mounted rider who is also 
  charging at you, roll+Control. On a 10+, choose three. On a 7–9, 
  choose one. You may spend one karma to make an additional choice, 
  even on a miss:
  • Deal your damage to the rider. If you are using a forceful weapon, you 
  also unseat the rider.
  • Unseat the rider. If you are using a forceful weapon, you also knock 
  the mount off its stride.
  • You avoid taking damage from the rider.
  • You stay on your mount.
  • A witness of your choice becomes very impressed with you.
  
  60
  Cavalryman
  _ Where Grace is Served With Muscle
  You ignore the clumsy tag on armor you wear when mounted.
  __ Bones of the Horse 
  requires circle 2
  When you ride a mount, you gain +1 armor.
  Second thread (requires circle 6): You gain +2 armor instead.
  _ Dangerous at Both Ends 
  requires circle 2
  When you roll +DEX or +CON while on a mount, you may roll +Control 
  instead.
  __ Hide Thy Spurs 
  requires circle 2
  When you lead the charge into combat riding your favored mount, 
  those who ride or march under your banner take +1 ongoing during 
  the charge, and +1 forward after.
  Second thread (requires circle 6): Those under your banner also take +2 
  armor forward.
  ___ Hot and Fiery Steed 
  requires circle 2
  Your mount learns a special trick, learning a move from another 
  mount’s move list. Select a move for your favored mount from these 
  moves in Mounted Combat:
   
  _ loaded for bear (+Control to volley damage)
   
  _ pigheaded charge (+Control to hack and slash, on 10+ take the “deal 
  +1d6 damage” in addition to another choice)
   
  _ long live the fighters (+Control to defy danger, mount takes conse-
  quences)
   
  _ horny (when you deal damage by charging, target is knocked down)
   
  _ joust (when you deal damge with polearm, gain forceful)
   
  _ burst of speed (when defy danger to escape or dodge, roll twice and 
  take better result)
   
  _ up the antler (add to hack and slash choices: disarm enemy)
   
  _ jumpy (+Control to defy danger when jumping far, roll twice and 
  take better result)
   
  _ pack assault (+Control to hack and slash, +1 damage for each ally)
  Second thread (requires circle 4): Select a second move.
  Third thread (requires circle 6): Select a third move.
  
  61
  Cavalryman
  __ Incision in Their Hides 
  requires circle 2
  When you deal damage while mounted, deal +1d4 damage.
  Second thread (requires circle 6): When you deal damage while mounted, 
  deal +1d8 damage, instead. When you deal damage while not mounted, 
  deal +1d4 damage.
  _ Three Feet Higher 
  requires circle 2
  When you enter a steading on your mount with your banner displayed, 
  roll+cha. On a 10+, choose three. On a 7–9, choose one. You may spend 
  one karma to make an additional choice, even on a miss. For each 
  choice, someone of importance in the steading (selected by the GM)…
  • …fears you.
  • …respects you.
  • …lusts after you.
  • …will help you.
  • …has something for you.
  • …needs something from you.
  __ Let All Who Love Me… 
  requires circle 2
  When you rally soldiers to your banner, roll+cha. On a hit, you gather 
  a band who will fight for you for one battle. On a 10+, choose three. 
  On a 7–9, choose two. 
  • The band is as large as you could hope for
  • The band will follow you into the jaws of hell
  • The band is well equipped
  • All members of the band have mounts
  • All members of the band are veterans
  • The band will not expect a great reward at battle’s end
  Second thread (requires circle 6): Make an additional choice on a hit. 
  You may also spend one karma to make an additional choice, even 
  on a miss. Also add the following choices:
  • The band will bring mystic powers or potent artifacts to bear
  • The band will follow you as long as your bring them victories
  • The band will carry on your agenda after you leave them
  
  62
  Cavalryman
  _ Exemplar 
  requires circle 4
  When you raise your banner while on your favored mount, choose 
  one of your talents. Any of your allies can use this talent while they 
  ride by your side, until you lower your banner.
  _ Conquer Without Any Sword 
  requires circle 6
  When you outmaneuver an enemy while riding your favored mount, 
  each ally takes +2 armor forward against that enemy.
  _ Madly Off in All Directions 
  requires circle 6
  When you ride your favored mount waving your banner and shout-
  ing encouragement, roll+cha. On a hit, all allies who see you cease 
  to be afraid, panicked, cowed or otherwise incapacitated by emotion. 
  On a 7–9, they also take –1 forward.
  _ Rolling Thunder 
  requires circle 6
  When you score a hit while using one of your mount’s moves, take 
  +1 forward.
  _ Strength by Gentleness Confined 
  requires circle 6
  When you and your mount spend a moment to reassure each other, 
  roll+str. On a 10+, choose two. On a 7–9, choose one. You may spend 
  one karma to make an additional choice, even on a miss.
  • Heal 1d8 hP
  • Heal your mount
  • Take +1 forward
  _ Pure Air and Fire 
  requires circle 8
  When you hack and slash while mounted on your favored mount and 
  deal damage, you may deal your damage to a second enemy within 
  range of your weapon, or a second time to your target.
  
  63
  Elementalist
  Names 
  choºose or invent
  Dwarf: Anrir, Esma, Evdor, Mekkar, Molra, Ovlor, Thekon, Urler, Yldev
  Elf: Bancya, Belthil, Chalikia, Chayias, Lernouvith, Onsis, Ranllean
  Human: Eurnach, Haem, Luitonad, Relath, Resertur, Sios, Ubel, Vadend
  Obsidimen: Ainnver, Eharden, Idangdra, Kayching, Leatleold, Oustos
  Ork: Achath, Akeng, Avris, Buron, Kokom, Nart, Orsay, Oson, Ovelm
  Troll: Gunuth, Innok, Nonim, Nymed, Rayth, Riltik, Visid, Vobor, Voshurk
  T’Skrang: Ayachverard, Daenir, G’awack, Kr’seren, Rhdelervor, Tustayer
  Windling: Bejict,  Chanaja, Ksaddus, Nanaki, Shujnai, Shumkiru, Yirraja
  Look 
  choose one for each
  Gaze: penetrating, fierce, understanding
  Appearance: coarse, balanced, fastidious
  Accoutrement: unconventional, ostentatious, modest
  Body: gnarled, meaty, solid
  Stat
  Your maximum hP is 6+Constitution.
  Your base damage is d4.
  Species 
  choose one
  _ Dwarf
  When determining the disposition of an item made primarily from 
  metal or glass, make an additional choice, even on a miss.
  _ Elf
  When determining the disposition of an item made primarily from 
  wood or living material, make an additional choice, even on a miss.
  _ Human
  Choose one spell from another discipline’s list. You can cast it as if 
  it was a elementalist spell.
  
  64
  Elementalist
  _ Obsidimen
  When determining the disposition of an item made primarily from 
  earth or stone, on a hit make an additional choice.
  _ Ork
  When unmaking an item, take +1 and do so in half the time.
  _ Troll
  Your base damage is d6.
  _ T’Skrang
  When you interact with water spirits, take +1.
  _ Windling
  When you interact with air spirits, take +1
  Starting Moves
  Elementalism
  Through detailed understanding and manipulation of the basic forces 
  of nature, you can weave threads into spells. You gain access to a 
  number of moves and abilities related to spell casting:
  • You may use the astral sight move.
  • You have mastered several elementalist spells and inscribed them in 
  your grimoire. You start out with three first circle spells in your 
  grimoire as well as the cantrips. Whenever you gain a circle, you add 
  a new spell of your circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that makes 
  casting spells safer, called a spell matrix. You may fashion as many 
  spell matrices as you like; however, the combined circles of all spells 
  attuned into them may not exceed twice your own circle.
  • Through concentration and force of will, you can weave threads to 
  cast spells (from a spell matrix, grimoire or with raw magic). You can 
  use any of the weaving spell moves with +cOn.
  • Through force of personality and appreciation of the give and take of 
  the universe, you channel energy through your spell weaving to cast 
  a spell. You can use the cast a spell move with +cha.
  
  65
  Elementalist
  Elemental Sense
  When you discern realities about a location, you may add the fol-
  lowing questions to the list of choices:
  • What true elements are here?
  • What elemental spirits do I sense?
  Expressions of Balance
  When you create art with embroidery or sculpting, take +1. If you 
  use the result in a successful greeting ritual, elemental spirits will 
  give the recipient the benefit of the doubt so long as the item is re-
  tained.
  Passion 
  choose which you follow the most
  _ Garlen 
  hearth, healing
  Endanger yourself to heal another.
  _ Floranuus 
  energy, victory, motion
  Decrease entropy with magic.
  _ Upandal 
  smithwork, crafts, engineering
  Improve something.
  _ Raggok 
  vengeance, jealousy
  Demonstrate superiority over a rival.
  Gear
  Your load is 8+str. You start with your grimoire (1 weight), appro-
  priate artisan tools (1 weight),  and dungeon rations (5 uses, 1 weight). 
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
   
  _ scale mail (2 armor, worn, clumsy, 3 weight)
  Choose your weapon:
   
  _ short sword (close, 1 weight)
   
  _ ragged bow (near, 2 weight) and a bundle of arrows (3 ammo, 1 
  weight)
   
  _ staff (close, two-handed, 1 weight)
  
  66
  Elementalist
  Choose one:
   
  _ 2 healing potions (0 weight)
   
  _ 3 antitoxins (0 weight)
   
  _ an unimpressive mount, appropriate for your size.
  Flags 
  select or invent two
   
  _ Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Honest: involve me in a deception I must ruin.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Portentous: seek my divinations in a moment of uncertainty and trust 
  them implicitly.
   
  _ Righteous: offer me an easier solution that requires I violate my prin-
  ciple of _______________.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  67
  Elementalist
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Body Infusion
  When you infuse your body with the power of the elements over 
  several minutes, gain your choice until you use this move again:
   
  _ Air: you always have clean air to breathe, regardless of environment 
  (e.g. underwater, in a cloud of poison gas, buried, etc.)
   
  _ Earth: ignore damage dealt to you by spells or magic, so long as your 
  feet are on the ground.
   
  _ Fire: you take no damage from heat or flame.
   
  _ Water: you may not be entangled, grappled, bound or otherwise 
  bodily restrained against your will.
   
  _ Wood: gain +2 armor.
  Second thread (requires circle 6): Select two choices instead of one.
  ___ Elemental Voice
  When you sense an elemental spirit in the area, you may commu-
  nicate with it.
  Second thread (requires circle 2): When you demand an elemental spirit 
  perform a task for you, roll+cha. On a 10+ choose two. On a 7–9 choose 
  one. On a miss, some catastrophe occurs as a result of your calling.
  • The effect you desire comes to pass
  • You avoid paying nature’s price
  • You retain control
  Third thread (requires circle 6): So long as you do nothing but talk with 
  the elemental, you may force it to remain still.
  __ Filtration
  When you dig your fingers into someone’s skin and filter their blood, 
  roll+cOn. On a hit, you eliminate one poison or drug affecting them. 
  On a 7–9, you deal 1d4 damage to them when you remove your fingers.
  Second thread (requires circle 6): On a hit, when you remove your fingers, 
  you pull the toxin out of them intact, encased in a short-lived sphere 
  of magic. If preserved, that poison or drug may be used again.
  
  68
  Elementalist
  __ Arranging the Elements 
  requires circle 2
  When you touch someone, skin to skin, and shift the elemental 
  balances in their pattern, roll+cha. On a hit, choose one. On a 7–9, 
  whatever you choose is transferred to you.
  • You heal them of 1d8 damage
  • You remove one disease from them
  • You cure one of their debilities
  Second thread (requires circle 6): Choose two, instead. You may select 
  the same item more than once.
  __ Item Disposition 
  requires circle 2
  When you spend several consecutive hours getting to know an item, 
  roll+cha. On a 10+ you gain insight into the item’s past and nature. 
  Choose three and take +2 forward to study the item further. On a 7–9 
  choose one and take +1 forward to study the item further.
  • Discover the item’s basic abilities (that is, abilities that may be used 
  without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s 
  name.
  • Discover which true elements were used in the construction of the 
  item.
  • Discover the question that must be answered to gain the next key to 
  the item, if any.
  • Discover if the item requires that any deeds be performed.
  Second thread (requires circle 6): You need only examine the item for 
  several minutes or so before rolling.
  __ Favored Element 
  requires circle 2
  When you weave or cast a spell tagged with your favored element, 
  take +1. Choose the element you favor:
   
  _ Air
   
  _ Earth
   
  _ Fire
   
  _ Water
   
  _ Wood
  Second thread (requires circle 6): Select a second favored element.
  
  69
  Elementalist
  __ Ritual of Unmaking 
  requires circle 2
  When you know the name and elemental makeup of a magic item 
  with one or fewer ranks and perform a grueling, day long ritual over 
  it, roll+cOn. On a hit the item is unmade, and some of its materials 
  can be reused. On a 10+ you also salvage one kernel of the true ele-
  ments used to make it. On a miss the item explodes and you gain a 
  random debility.
  Second thread (requires circle 6): On a 10+, pick one:
  • salvaged kernels of the true elements are exceptionally pure
  • you salvage an additional kernel of a true element
  __ Sense the Flow 
  requires circle 2
  When you spout lore by sensing how the subject breaks down into 
  primal forces, you use cha instead of int.
  Second thread (requires circle 6): In addition, on a 12+, you get to ask 
  the GM any one question about the subject.
  __ Enhanced Matrix 
  requires circle 4
  When you prepare a spell matrix to hold a spell, you may also “pre-
  weave” a thread for casting that spell into the matrix, which remains 
  woven until you release it. You may reclaim this thread any time, but 
  doing so also empties the matrix. Only one spell matrix may be en-
  hanced at a time.
  Second thread (requires circle 6): You may enhance a second spell matrix.
  _ Become the Fire 
  requires circle 6
  When you convince an elemental spirit to merge with you, roll+cOn. 
  On a 10+ hold 3. On a 7–9 hold 2. On a miss hold 1 in addition to 
  whatever else happens (some elementals might not let go). You may 
  spend one karma to get +1 hold, even on a miss.
  So long as you have hold, your body is transformed into an ele-
  mental form, melding your features with the spirit’s. Your new form 
  has the innate abilities of its element. You retain your normal stats, 
  talents, and so on, but your base damage becomes d8. You gain one 
  or more moves based on the nature of the elemental form (work with 
  the GM to determine these). Spend hold to:
  • Make one of the elemental moves.
  • Automatically succeed with a 12+ when casting a spell with an ele-
  mental keyword matching the elemental’s nature.
  
  70
  Elementalist
  _ Consume the Truth 
  requires circle 8
  When you attune a spell matrix and weave a kernel of a true element 
  into it, the kernel is consumed. If the kernel was true earth or true 
  water, choose one. If the kernel was true wood, choose two. If the 
  kernel was true fire or water, choose three. If the kernel was orichal-
  cum, choose four. While that matrix remains attuned, choose:
  • When weaving the spell through the matrix, improve the result by 
  one step.
  • When casting the spell through the matrix, take +1
  • Increase the total number of circles you may hold in your spell ma-
  trices by one.
  • Threads woven into that spell matrix may not be unwoven by others.
  • Reduce the number of threads needed to cast the spell in that matrix 
  by one.
  
  71
  Elementalist Spells
  Cantrips
  Elementalists may use their cast a spell move with any cantrip they 
  have in their grimoire without performing any type of weaving. All 
  known cantrips can be cast as often as desired.
  Contain 
  ongoing
  You wrap a magical force around any kernels of true elements you 
  can see, preventing them from interacting. While ongoing you take 
  –1 to cast a spell.
  Ignite 
  fire
  A small flame, similar to that of a match, floats over the tip of your 
  finger for the next few moments.
  Mend
  A broken, mundane, unliving item you hold in your hands while you 
  cast this spell become whole again. This can repair crafted goods (rips 
  in fabric, shattered pots, wagon wheels, etc.) as well as natural items 
  (small fissures in rock, cracks in ice, etc.).
  Purify
  You remove impurities and mundane spoilage from food or water 
  you hold in your hands while you cast this spell.
  First Circle Spells
  First circle spells require one thread to be woven into them to be cast.
  Arborealinguist 
  ongoing, wood
  While ongoing, you may talk with any plant you can perceive. Plants 
  perceive the world much differently than namegivers, and lack real 
  language, but constantly monitor their surroundings and have long 
  memories.
  
  72
  Elementalist Spells
  Balance 
  ongoing
  You harmonize the elemental balance of a combatant of your choice. 
  They take +1 ongoing so long as battle continues and they stand and 
  fight. While ongoing you take –1 to cast a spell.
  Earth Blend 
  ongoing, earth
  You surround yourself with the essence of your environment, making 
  you nearly impossible to notice. While ongoing, you may not move.
  Elemental Weapon 
  ongoing, [element]
  You infuse your weapon with an element of your choice, giving this 
  spell that elemental tag. The weapon you hold while casting does 
  +1d4 damage (or +1d6 if you favor the element) until you dismiss 
  this spell. While ongoing you take –1 to cast a spell.
  Icy Surface 
  evocation, air, water
  When you touch the ground, a thin coat of ice grows outward, cov-
  ering all nearby surfaces. Until it melts, it makes footing precarious.
  Resist Element 
  ongoing, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. You bestow a defense against the rigors of that 
  element on a target you see, reducing damage from it by –1d8. The 
  spell also extends more abstract protection. Resistance to water, for 
  example, may allow the subject to avoid drowning, resistance to earth 
  might protect from falls, resistance to wood might help fight off a 
  plant’s poison, and so on, though such protection is not absolute.
  Sanctuary 
  ongoing
  As you cast this spell, you walk the perimeter of an area, harmoniz-
  ing its elemental balance and energy flow. As long as you stay within 
  that area, you are alerted whenever someone acts with malice within 
  the sanctuary (including entering with harmful intent). Anyone who 
  receives healing within a sanctuary heals +1d4 hP.
  Third Circle Spells
  Third circle spells require one thread to be woven into them to be 
  cast. Some third circle spells may have an additional thread woven 
  into them to give them more power.
  
  73
  Elementalist Spells
  Elemental Aid 
  [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. You may spend one karma to choose a second 
  element as well. You harness the power of that element to gain an 
  advantage:
  • Air: winds pick up anything you might lift with both hands and hurl 
  it in a direction of your choice.
  • Earth: you excavate a sizable chunk of mundane earth or stone, Perhaps 
  a cube of loose soil several meters on a side might be moved, signifi-
  cantly less granite.
  • Fire: you extinguish mundane fire within a volume up to, say, the size 
  of a tavern.
  • Water: you rapidly corrode a mundane metallic item, rusting it into 
  uselessness.
  • Wood: you transform mundane living plants into edible nutrition, 
  creating a number of rations equal to your elementalist circle.
  Elemental Wrath 
  summoning, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. You summon a small, angry, rudimentary ele-
  mental spirit, who immediately streaks towards a target you desig-
  nate, rips into the target for 2d4 damage, then vanishes. The target 
  suffers a secondary effect, based on the type of elemental:
  • Air: a cloud of mist is left behind, momentarily interfering with the 
  target’s vision. The attack may also snuff out candles or the like around 
  the target.
  • Earth: a billow of dust is left behind, momentarily interfering with 
  the target’s respiration.
  • Fire: the target’s clothes, fur, etc, may ignite.
  • Water: the target is drenched.
  • Wood: a sticky, difficult to remove sap splashes on the target.
  If you weave an additional thread into this spell, you may summon 
  two spirits of the same element. They attack different targets and 
  deal 2d6 damage each.
  
  74
  Elementalist Spells
  Fireball 
  evocation, fire
  You evoke a mighty ball of flame that envelops your target and ev-
  eryone nearby, inflicting 2d6 damage which ignores armor. If you 
  weave an additional thread into this spell, choose to either burn much 
  hotter (add +cOn to the damage) or have the fire cover a larger area.
  Summon Elemental 
  summoning, ongoing, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. An elemental of that type appears and aids you 
  as best it can. Treat it as your character, but with access to only the 
  basic moves. It has +1 modifier for all stats, 1 hP, and uses your damage 
  dice. The elemental also gets your choice of 1d4 of these traits:
  • It has +2 instead of +1 to one stat
  • It’s not reckless
  • It does 1d8 damage
  • Its bond to your plane is strong: +2 hP for each circle you have
  • It has some useful adaptation
  • It knows something of interest to you
  The GM will tell you the form of the elemental based on the traits 
  you select. The creature remains on this plane until it dies or you 
  dismiss it. While the spell is ongoing you take –1 to cast a spell.
  Life Aquatic 
  water, ongoing
  You and others link hands in a circle, and you all gain the ability to 
  breathe and speak underwater, but no longer may do so outside of 
  the water. You all swim effortlessly. You can use this spell on a number 
  of people equal to your elementalist circle. While the spell is ongoing 
  you take –1 to cast a spell.
  Sky Lattice 
  evocation, ongoing, air
  You create a shimmering network of energy in a shape of your choos-
  ing, filling your immediate area. To anyone you designate, this energy 
  feels solid and offers a secure grip, allowing them to climb to anywhere 
  the lattice leads. Those left out of the effect can neither climb on nor 
  perceive the lattice. While the spell is ongoing you take –1 to weave 
  a spell.
  
  75
  Elementalist Spells
  Fifth Circle Spells
  Fifth circle spells require two threads be woven into them to be cast.
  Convergence
  The elements come together just so, granting you a moment of perfect 
  understanding. The GM will shed light on the current situation. When 
  acting on the information, you take +1 forward.
  Elemental Wall 
  ongoing, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. You create a barrier of that element anywhere 
  you can see, either as a wall-like structure or as a dome. You decide 
  what side of the barrier you and your allies are on. While the spell is 
  ongoing you take –1 to cast a spell.
  • Air: the air whirls violently, picking up debris. Any ranged attack 
  through the barrier fails.
  • Earth: only great strength or affinity for stone can penetrate a stone 
  barrier.
  • Fire: anyone passing through the barrier takes 2d6 damage and may 
  ignite.
  • Water: anyone passing through the barrier is drenched. The barrier 
  blocks vision and may be split, moved, reformed and otherwise altered 
  while the spell is ongoing.
  • Wood: the thorny brambles entangle anyone passing through the 
  barrier and deal 1d6 damage. The living plants also form a barrier in 
  astral space.
  Polymorph 
  enchantment
  Your touch reshapes a creature entirely; they stay in the form you 
  craft until you cast another spell. Describe the new shape you craft, 
  including any stat changes, significant adaptations, or major weak-
  nesses. The GM will then tell you one or more of these:
  • The form will be unstable and temporary
  • The creature’s mind will be altered as well
  • The form has an unintended benefit or weakness
  Stoneswimmer 
  ongoing, earth
  You may swim through mundane stone and earth just like it was 
  water. While ongoing you may not weave spells.
  
  76
  Elementalist Spells
  Tree Walk 
  ongoing, wood
  When you walk directly into a tree, you are absorbed by the tree and 
  may remain hidden with it if you like, still able to see the world 
  outside. When you choose to leave, you may exit through any other 
  tree you can see. You need not spend any time within the tree, effec-
  tively stepping into one tree and coming out another immediately. 
  While ongoing you take –1 to weave a spell and cannot cast sum-
  moning spells.
  Patterns Exposed 
  divination, ongoing
  Your vision is opened to the true nature of everything you lay your 
  eyes on. You pierce illusions and see things that have been hidden. 
  The GM will describe the area before you ignoring any illusions and 
  falsehoods, magical or otherwise. While ongoing you take –1 to cast 
  a spell.
  Seventh Circle Spells
  Seventh circle spells require three threads be woven into them to be 
  cast.
  Control Weather 
  air
  Implore the spirits for rain—or sun, wind, or snow. Within a day or 
  so, they will answer. The weather will change according to your will 
  and last a handful of days.
  Elemental Hounds 
  summoning, ongoing, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. A pack of elementals of that type appears and aids 
  you as best it can. Treat this pack as your character, but with access 
  to only the basic moves and the group tag. It has +2 modifier for all 
  stats, 5 hP (treat the whole pack as a single creature), and deals 1d8 
  damage. The pack also gets your choice of 1d4 of these traits:
  • It has +3 instead of +2 to one stat
  • It has +1 armor
  • It’s not reckless
  • It does 1d10 damage
  • Its bond to your plane is strong: +2 hP for each circle you have
  • It has some useful adaptation
  • It has a special move related to its element
  
  77
  Elementalist Spells
  The GM will tell you the form of the pack based on the traits you 
  select. The pack remains on this plane until it dies or you dismiss it. 
  While the spell is ongoing you take –1 to cast a spell.
  Harm 
  evocation
  Touch an enemy and disrupt their elemental balance—deal 2d8 
  damage to them and 1d6 damage to yourself. This damage ignores 
  armor. Allies gain +1 ongoing against the target until it rests.
  Engulf 
  ongoing, [element]
  When you weave this spell, you select an element, giving this spell 
  that elemental tag. That element engulfs a target you can see. Describe 
  how that looks (whirlwind, crushing fist of earth, etc.). Gain 1d4 hold. 
  Any time the target deals damage or makes a move, you may spend 
  1 hold to deal 1d6 damage to it (from suffocation, heat, crushing, 
  cutting, etc.). If you run out of hold, the spell ends. While the spell is 
  ongoing you take –1 to cast a spell. If you weave an additional thread 
  into this spell, you may engulf two additional targets.
  Sever 
  ongoing, wood
  Choose an appendage on the target such as an arm, tentacle, or wing. 
  The appendage is temporarily severed from their body, causing no 
  damage but considerable pain. Missing an appendage may, for 
  example, keep a winged creature from flying, or a bull from goring 
  you on its horns. While ongoing you take –1 to cast a spell.
  Ninth Circle Spells
  Ninth circle spells require four threads be woven into them to be cast.
  Conversion
  You convert a volume of one element into another, permanently. You 
  might turn the flames of a forest fire into water (extinguishing the 
  flames and briefly flooding the forest) or earth (creating a strange 
  copse of crystals). This spell can also convert one form of an element 
  into a different form of the same element (water into ice, for example, 
  or stone into sand). This spell cannot affect living creatures or plants.
  Disintegrate
  You point at any target you can see, and it crumbles into its compo-
  nent elements. Living targets take 2d10 damage (ignores armor). This 
  spell may be able to affect targets not usually vulnerable to damage, 
  
  78
  Elementalist Spells
  though may do reduced damage to them (perhaps half). If used on a 
  magic item, the spell eliminates the highest rank of the item; however, 
  the item’s owner may elect to be the target instead. Mundane mate-
  rials or items with no ranks are destroyed. 
  Pattern Restoration
  Choose one event in the target’s past. All effects of that event, in-
  cluding damage, disabilities, poison, disease, and magical effects, 
  are ended and repaired. hP and diseases are healed, poisons are 
  neutralized, magical effects are ended.
  Shelter 
  ongoing, [element]
  When you weave this spell, you select air, earth, or wood, giving this 
  spell that elemental tag. You create a structure out of that element. 
  It can be as large as a castle or as small as a hut. The structure endures 
  until you leave it or you end the spell. The element chosen provides 
  additional benefits:
  • Air: the structure floats and is (slowly) mobile.
  • Earth: the structure is impervious to all non-magical damage.
  • Wood: the structure acts as barrier in astral space.
  Storm of Vengeance
  You give spirits permission to unnaturally alter the elemental balance 
  of the weather. Rain of blood or acid, clouds of souls, wind that can 
  carry away buildings, or any other weather you can imagine: ask and 
  it shall come.
  
  79
  Illusionist
  Names 
  choose or invent
  Dwarf: Erlor, Ibken, Innon, Ircar, Lofher, Ottiv, Ryldov, Sibbin, Tantos
  Elf: Chacean, Darlel, Engsil, Radnavea, Raniar, Verndoone, Vesleas, 
  Worcozal
  Human: Atia, Beiban, Dukimer, Nuitai, Oilor, Payer, Rhaild, Uetray, Zicer
  Obsidimen: Aukhonri, Dayliet, Embur, Liltkimash, Nushen, Oerdeltin
  Ork: Arok, Canran, Cant, Kalbat, Ortia, Ramos, Rurhon, Uldel, Yanurn
  Troll: Croghen, Dofith, Gemok, Jisad, Niltad,  Ranin, Tomim, Ulluth, 
  Vadam
  T’Skrang: Gi’mor, Kr’sam, Rhui’hang, Shauradan, Ss’pertan, Tai’im
  Windling: Arkect, Chorkiru, Ksajichi, Najare, Nathict, Yirrichi, Yithnai
  Look 
  choose one for each
  Gaze: tricky, dazzling, innocent
  Appearance: meticulous, feral, confident
  Accoutrement: ridiculous, distracting, opulent
  Body: nimble, fluid, lanky
  Stat
  Your maximum hP is 4+Constitution.
  Your base damage is d4.
  Species 
  choose one
  _ Dwarf
  You may cast Crackling Nimbus as a cantrip.
  _ Elf
  You may cast the wizard spell Detect Magic as an illusionist spell.
  _ Human
  Choose one spell from another discipline’s list. You can cast it as if 
  it was an illusionist spell.
  
  80
  Illusionist
  _ Obsidimen
  You may cast the elementalist spell Earth Blend as an illusionist spell.
  _ Ork
  You may cast Cause Fear as a cantrip
  _ Troll
  When may cast Crackling Nimbus as a cantrip.
  _ T’Skrang
  When you use your tail to aid in sleight of hand or other deception, 
  take +1.
  _ Windling
  You may cast Charm Person as a cantrip.
  Starting Moves
  Illusion
  Through dedication, trickery and practice, you can weave threads 
  into spells. You gain access to a number of moves and abilities related 
  to spell casting:
  • You may use the astral sight move.
  • You have mastered several illusionist spells and inscribed them in 
  your grimoire. You start out with three first circle spells in your 
  grimoire as well as the cantrips. Whenever you gain a circle, you add 
  a new spell of your circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that makes 
  casting spells safer, called a spell matrix. You may fashion as many 
  spell matrices as you like; however, the combined circles of all spells 
  attuned into them may not exceed twice your own circle.
  • Through intricate gestures and body movement, you can weave threads 
  to cast spells (from a spell matrix, grimoire or with raw magic). You 
  can use any of the weaving spell moves with +dex.
  • Through training, knowledge and improvisation, you channel energy 
  through your spell weaving to cast a spell. You can use the cast a spell 
  move with +int.
  
  81
  Illusionist
  Chicanery
  When you attempt to fool someone, describe what you are trying to 
  do. If you do it…
  • …with sleight of hand or manipulating the environment, roll+dex.
  • …with cleverness and guile, roll+int.
  • …with charm and wit, roll+cha.
  On a 10+ your con works as planned, with the mark none the wiser. 
  On a 7–9 the mark will realize he has been tricked at some point, but 
  cannot figure out how it was done. On a miss, the mark may see 
  through the con and react accordingly.
  Expressions of Deception
  When you create art with embroidery or acting, take +1. If you use 
  the result in a successful greeting ritual, the recipient becomes more 
  willing to disclose information about themselves.
  
  82
  Illusionist
  Passion 
  choose which you follow the most
  _ Astendar 
  art, music, love
  Bring people together with artistic lies.
  _ Lochost 
  rebellion, freedom
  Use lies to make others realize a truth.
  _ Upandal 
  smithwork, crafts, engineering
  Inspire the creation of something wonderous.
  _ Vestrial 
  deceit, trickery
  Improve your situation at the expense of another.
  Gear
  Your load is 8+str. You start with your grimoire (1 weight), appro-
  priate artisan tools (1 weight),  and dungeon rations (5 uses, 1 weight). 
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
   
  _ dazzling robes with many secret pockets (0 armor, worn, 0 weight) 
  and 3 healing potions
  Choose your weapon:
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
   
  _ staff (close, two-handed, 1 weight)
  Choose one:
   
  _ healing potion (0 weight)
   
  _ 3 antitoxins (0 weight)
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Deceitful: believe and act on a lie I’ve told you.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Irresponsible: convince me to shirk my duty.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Sycophantic: insist I publicly compare the greatness of two people from 
  whom I seek favor.
   
  _ Trustworthy: confide in me a secret that would damage you if revealed.
  
  83
  Illusionist
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Dream Rider
  You can call on an imaginary mount, constructed from your dreams. 
  Each time you call it, choose its form from among those ground 
  mounts just large enough to carry you (for most species, that’s large). 
  This mount’s passenger stat is always zero. Your mount remains until 
  you dismiss it.
  Second thread (requires circle 6): When you call your imaginary mount, 
  it may arrive in any form (see Mounted Combat) and has a passenger 
  stat as listed.
  __ Phantom Armor
  When you wear robes that dazzle the eye, but no armor or shield, 
  you get +2 armor.
  Second thread (requires circle 6): You get +3 armor, instead.
  _ Reading the Crowd
  When you study an audience or opponents to gauge what sort of il-
  lusions would work best on them, roll+int. On a 10+, ask the GM three 
  questions from the list below. On a 7–9, ask one. You may spend one 
  karma to make an additional choice, even on a miss. Either way, take 
  +1 forward when acting on the answers.
  • What are they most likely to fear?
  • What are they most likely to respect?
  • What are they most likely to want?
  • What will likely calm them down?
  • What will likely make them angry?
  • Which of them seems most gullible?
  • Which of them seems most able to sway the behavior of the others?
  __ River of Knives
  When you volley a real thrown weapon, you may retain the weapon 
  and throw out a solid illusion of the original instead. The illusion 
  functions in all respects like the original, but deals –1 damage and 
  disappears after the attack. If you would reduce ammo as a result of 
  
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  Illusionist
  the volley, instead your merely lose your grip on the original real 
  weapon.
  Second thread (requires circle 6): The illusion spawns a duplicate in 
  flight, dealing +1d4 damage.
  _ Dead Fall 
  requires circle 2
  When you take damage and fake your own death with illusions, 
  make a number of choices equal to your dex:
  • Whoever dealt the damage to you is convinced you are dead and turns 
  their attention elsewhere
  • The ruse convinces all onlookers
  • Even on thorough examination, you appear dead
  • The illusion allows you to slip away without being noticed by those 
  convinced by it.
  • The ruse lasts for more than a few minutes.
  _ Masque 
  requires circle 2
  When you concentrate on your appearance for a few minutes, you 
  may make any number of cosmetic changes to your clothes or person. 
  You remain recognizable, but can grow/remove facial hair, change 
  skin or hair color, add/remove scars, gain/lose weight, become more/
  less symmetrical, change threadbare clothes into fantastic robes or 
  vice versa, and so on.
  __ Practice, Practice, Practice 
  requires circle 2
  Choose one illusion spell. You may use that spell as if it was one circle 
  lower (though this does not change the number of threads needed to 
  cast it).
  • Second thread (requires circle 6): Choose another illusion spell to use 
  as if it was one circle lower.
  
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  Illusionist
  _ Subterfuge 
  requires circle 2
  When you take advantage of a distraction (including one provided 
  by the Distract cantrip), you immediately may choose one of the 
  following:
  • defy a danger threatened by a distracted opponent, taking +2
  • engage in chicanery against a distracted mark, taking +2
  • hack and slash a distracted opponent, taking +1
  • volley against a distracted opponent, taking +1
  • disengage from hostilities, retreating a good distance before being 
  noticed
  _ To the Heart of It 
  requires circle 2
  You first enter a steading and look around a while, you may ask the 
  GM: “With what lie do this steading’s residents fool themselves?” 
  Take +1 ongoing acting on the answer.
  _ Tough Phantasms 
  requires circle 2
  When you summon one or more creatures with an illusionist spell, 
  those creatures add your illusionist circle to their hP.
  _ Vicious Phantasms 
  requires circle 2
  When you summon one or more creatures with an illusionist spell, 
  those creatures add your int to any damage they deal.
  _ Slough Blame 
  requires circle 4
  When you set up a scapegoat to take the fall for you and events come 
  to a head, roll+int. On a 10+ choose three. On a 7–9 choose one. On 
  a miss, whatever else happens, the truth is exposed.
  • The scapegoat has no alibi.
  • At least one credible witness testifies against the scapegoat, based on 
  what they think they saw or heard.
  • The ruse holds up for much longer than just a few minutes after you 
  have gone.
  • You appear completely uninvolved.
  • You appear to be the victim.
  
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  Illusionist
  __ Enhanced Matrix 
  requires circle 4
  When you prepare a spell matrix to hold a spell, you may also “pre-
  weave” a thread for casting that spell into the matrix, which remains 
  woven until you release it. You may reclaim this thread any time, but 
  doing so also empties the matrix. Only one spell matrix may be en-
  hanced at a time.
  Second thread (requires circle 6): You may enhance a second spell matrix.
  _ Prominent Deterrent 
  requires circle 6
  When you trace out a complex and baffling pattern in the air with 
  your hands and feet during combat, roll+dex. On a 10+ hold 1d4+1. On 
  a 7–9 hold 1. Vicious-looking weapons hover over your head, point-
  ing down to strike any who harass you. Each weapon hums with 
  menace, perhaps bristling with electricity or dripping with venom. 
  Any time you take damage, spend 1 hold to direct one of the weapons 
  to strike your attacker, dealing 1d8 damage to them.
  _ Subversion 
  requires circle 6
  When you identify someone else’s illusion and want to alter it, 
  roll+int. On a 10+ choose three. On a 7–9 choose one. You may spend 
  one karma to make an additional choice, even on a miss.
  • you wrest sole control over the illusion from its creator; he or she 
  cannot undo your changes
  • you may end the illusion, if you wish
  • you may make more than subtle changes to the illusion
  • the illusion’s creator does not notice your meddling
  _ Astral Mask 
  requires circle 8
  When someone or something examines your aura in astral space, 
  you decide what they see.
  
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  Illusionist Spells
  Cantrips
  Illusionists may use their cast a spell move with any cantrip they 
  have in their grimoire without performing any type of weaving. All 
  known cantrips can be cast as often as desired.
  Amplify 
  ongoing
  You touch a willing subject (including yourself). While ongoing, all 
  in sight can hear the subject loud and clear.
  Distract
  You cause all who are paying attention to you to briefly redirect their 
  vision and attention to somewhere else. Describe how this happens 
  (bright flash, stray noise, puff of smoke, etc.).
  Encrypt 
  ongoing
  The writing in a book or other written work you touch becomes 
  jumbled and confused. While ongoing, only you can read the text.
  Message 
  ongoing
  A seemingly real piece of paper containing a written message or image 
  you designate appears in the hand, pocket, pouch, etc. of any target 
  you can see. When you end this spell, the paper vanishes.
  Move
  You cause any small objects in your hand to vanish and reappear a 
  short distance away, even in your pockets. Likewise, this spell may 
  make small objects (that you own or are sitting around unsecured) 
  disappear from a short distance away and reappear in your hands.
  Prestidigitation
  You perform minor tricks of true magic. If you touch an item as part 
  of the casting you can make cosmetic changes to it: clean it, soil it, 
  cool it, warm it, flavor it, or change its color. If you cast the spell 
  
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  Illusionist SPells
  without touching an item you can instead create minor illusions no 
  bigger than yourself. Prestidigitation illusions are crude and clearly 
  illusions—they won’t fool anyone, but they might entertain them.
  First Circle Spells
  First circle spells require one thread to be woven into them to be cast.
  Cause Fear 
  ongoing
  Choose a target you can see and a nearby object. The target is afraid 
  of the object so long as you maintain the spell. Their reaction is up 
  to them: flee, panic, beg, fight. While ongoing you take –1 to cast a 
  spell. You cannot target entities with less than animal intelligence 
  (magical constructs, undead, mindless automata, and the like).
  Charm Person 
  enchantment, ongoing
  The person (not beast or monster) you touch while casting this spell 
  counts you as a friend until they take damage or you prove otherwise.
  Crackling Nimbus 
  illusion, ongoing
  A weapon you touch glows impressively and crackles with power. The 
  weapon hums menacingly when moved through the air and sends 
  out a shower of sparks or flame or loud noises when it strikes. Apart 
  from being extremely intimidating, while ongoing, the weapon gains 
  +1 damage.
  Crafty Thought 
  illusion
  You plant an image into the mind of a target. The target does not 
  have to act on the thought, but the idea has now been planted. This 
  spell may be woven and cast with subtlety during conversation, but 
  if the casting misses, the target knows you were trying to ensorcel 
  him.
  Invisibility 
  illusion, ongoing
  Touch an ally: nobody can see them. They’re invisible! The spell 
  persists until the target attacks or you dismiss the effect. While the 
  spell is ongoing you can’t cast a spell.
  Over There 
  illusion, ongoing
  You create the appearance of something happening just beyond direct 
  sight (over the next hill, outside of the building, on the horizon, 
  behind the clouds, etc.). The illusion may encompass all senses (plumes 
  
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  Illusionist SPells
  of smoke rising, people screaming, haunting music, the scent of 
  delicious cooking, etc.). While ongoing you take –1 to cast a spell.
  Unseen Voices 
  illusion, ongoing
  Create up to 1d6 disembodied voices emanating from anywhere you 
  can see. Each voice may sound however you like and speak any lan-
  guage you know, but its style is fixed once you start using it. You can 
  make the voices follow a specific conversation, or change what they 
  say over time. The voices may move around as you like. While ongoing 
  you take –1 to weave a spell.
  Third Circle Spells
  Third circle spells require one thread to be woven into them to be 
  cast. An additional thread give some of them more power.
  Cloak 
  illusion, ongoing
  You pace the perimeter of a small area (such as a room, small cave, 
  etc.). Those outside the area perceive the area as if any activity inside 
  was not there. Those inside the area perceive everything normally. 
  For example, anyone viewing a campsite protected in this way from 
  the outside would not see, hear or smell any of the people within, 
  the fire, mounts, etc. While ongoing, any time you would heal damage, 
  heal –1d4 hP.
  Darkness 
  ongoing
  Choose an area you can see: it’s filled with supernatural darkness 
  and shadow. While ongoing you take –1 to cast a spell.
  Memory Blank 
  enchantment, ongoing
  You suppress the memory of events of the last few minutes in a target 
  you can see. The target forgets any imminent intention, but has no 
  trouble making new memories (for example, a target might forget 
  they were in the middle of fighting, but will react to a fresh attack 
  as if it were the start of hostilities). While the spell is ongoing you 
  take –1 to cast a spell. You may make this spell permanent (elimi-
  nating your ongoing penalty) by spending 1 blood.
  Mimic 
  ongoing
  You take the form of someone you touch while casting this spell. Your 
  voice and physical characteristics match theirs exactly but your 
  behavior may not. This change persists until you take damage or 
  
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  Illusionist SPells
  choose to return to your own form. While ongoing you lose access to 
  all your illusionist talents.
  Mirror Image 
  illusion, ongoing
  You create an illusory image of yourself. When you are attacked, roll 
  a d6. On a 4, 5, or 6 the attack hits the illusion instead, the image 
  then dissipates and the spell ends. If you weave an additional thread 
  into this spell, you create three images instead of one, with the spell 
  ending only once all are gone.
  Phantasm 
  summoning, ongoing
  You craft an illusion of some type of creature, then summon a spirit 
  into it, giving it substance. Describe what the creature looks like. 
  Treat it as your character, but with access to only the basic moves. 
  It has +1 modifier for all stats, 1 hP, and base damage of 1d4. The 
  phantasm also gets your choice of 1d4 of these traits (you may spend 
  one karma to gain an additional choice):
  • It has +2 instead of +1 to one stat
  • It has 1 armor
  • Its bond to the illusion is strong: +1 hP for each circle you have
  • It inspires a particular emotion in those who see it
  The creature remains until it dies or you dismiss it. While the spell 
  is ongoing you take –1 to cast a spell. If you weave an additional 
  thread into this spell, you may summon two additional phantasms 
  of the same type.
  Suffocation 
  illusion
  Select 1d4 enemies you can see. They become momentarily stunned, 
  thinking they have run out of air. Only creatures who breathe will 
  believe this illusion. If you weave an additional thread into this spell, 
  it affects 2d6 enemies you can see instead.
  
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  Illusionist SPells
  Fifth Circle Spells
  Fifth circle spells require two threads be woven into them to be cast.
  False Choice 
  illusion, ongoing
  You cast this spell over some pre-existing situation that offers a clear 
  choice (e.g. a fork in the road, which glass from the tray, which cup 
  hides the ball, etc.). Anyone confronted with this choice will make 
  the selection you designate, but will think they took the choice they 
  would have picked of their own free will. If a target travels more than 
  a few miles away from where the choice was made, they realize 
  something has gone awry. While ongoing, take –1 to cast spells.
  Mass Hallucination 
  illusion, ongoing
  Your surroundings fill with a multi-sensory illusion limited only by 
  your imagination. The effect may be subtle (e.g. a smell of perfume, 
  a slight haze in the air, barely audible whispers), overt (e.g. a massive 
  inferno, a landscape of writhing tortured souls, a raging thunder-
  storm), or anything in between. All present must contend with the 
  illusion as if it were real, unless they have some way of seeing through 
  the illusion or other certainty that it is false (the GM might give 
  monsters such knowledge as a consequence failed rolls). The illusion 
  may deal damage, but never more than 1d4, regardless of how bad 
  the situation may appear. While ongoing, you cannot weave spells.
  Pierce the Veil 
  divination, ongoing
  You sense illusions, seeing through them to the truth. You also intuit 
  the source of any illusions you see. While ongoing, take –1 to cast a 
  spell that is not an illusion.
  Phantom Apparatus 
  summoning, ongoing
  You craft an illusion of a grand vehicle with a passenger stat no greater 
  than eight, then summon a spirit into it, giving it substance. Describe 
  what the vehicle looks like. This functions exactly the way a real 
  vehicle of that type would, including its moves, though is signifi-
  cantly more luxurious. While ongoing, take –1 to cast a spell.
  Rain of Death 
  illusion
  You target every enemy you can see with illusory missiles of some 
  kind (fire raining from the sky, crystal shards spraying from your 
  hand, spears bursting out of the ground, swarms of bees, etc.). Say 
  
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  Illusionist SPells
  what this looks like, then deal 2d4 damage to each target. If it matters, 
  this damage heals once the combat is over.
  Switch 
  illusion, ongoing
  You touch two people while casting this spell (one of them can be 
  you), and each will take on the exact appearance and voice of the 
  other, though their behavior may not. Each subject retains their own 
  stats, abilities, gear and talents, all appearances to the contrary. You 
  need not have the subject’s consent to use this spell.
  Seventh Circle Spells
  Seventh circle spells require three threads be woven into them.
  Alienation 
  illusion, ongoing
  A target you can see perceives being banished to an abandoned waste, 
  trapped in an illusion that only they experience. Others see (and may 
  suffer from) the target’s reactions, but not what caused them. The 
  illusion cannot harm the target; however, it will rationalize harm 
  inflicted on the target in reality (someone attacking them, for example) 
  with a corresponding event in the illusory world. As with other illu-
  sions, failed moves may clue the target into the nature of the illusion. 
  If the target truly doubts the illusion, the spell ends. While the spell 
  is ongoing you take –1 to cast a spell.
  Aphasia 
  enchantment, ongoing
  Select any number of nearby targets. Anything the targets say comes 
  out a nonsensical jumble which no one can understand. They also 
  perceive other speech to be jumbled as well. While the spell is ongoing 
  you take –1 to cast a spell.
  Countless Doorways
  Select a mundane door. A small, nearly invisible mark appears on the 
  door in a location of your choosing. From now on, if you touch that 
  mark when opening the door, you may make it open into the location 
  of any other door you have marked with this spell. The connection 
  remains open as long as the door does, but severs if shut from either 
  end. Strong washing with soap may erase your mark from a door.
  Dreamwalk 
  ongoing
  You project your awareness into the dreams of a nearby sleeping 
  target, leaving your own body asleep. You fully (and secretly) expe-
  
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  Illusionist SPells
  rience the dreams of the target, and may be able to mine them for 
  information. You may also sculpt the dreams in any way you like and 
  to your own purposes. You may make moves (such as discern realities 
  or spout lore) while in the dream. Any harm you inflict on the target 
  in their dreams deals no damage in the real world, but may cause the 
  target to wake. While ongoing, you cannot cast spells.
  Life is Illusion 
  ongoing
  Select a target. When the target deals damage, you may transform 
  some of the attack into an illusion, cutting the damage dealt (before 
  armor) in half. While the spell is ongoing you take –1 to cast a spell.
  Phantom Horde 
  summoning, ongoing
  Choose a monster with the horde tag. You craft an illusion of that 
  horde, then summon a spirit into it. Use the same stats as real mon-
  sters of that type, except you define their instinct and they only deal 
  1d4 damage. The GM controls these monsters, staying true to the 
  instinct you define. The horde remains until it dies or you dismiss it.
  Ninth Circle Spells
  Ninth circle spells require four threads be woven into them.
  Afterlife 
  illusion
  Select a target who has recently taken damage or suffered some other 
  ill effect. They feel the icy clutch of death upon them and, as far as 
  they know, fall down dead, only to come to at the site of their final 
  judgement. Describe the tribunal who judges the target and what they 
  ask for in exchange for letting them cheat death and return to the 
  land of the living (as if they were taking their last breath). The spell 
  ends when the target either accepts or rejects the deal. Either way, 
  the target “wakes up” back in the real world (where, in reality, almost 
  no time has passed, regardless of the length of the negotiations). The 
  target heals 1d8 damage if they accepted the deal or takes 1d8 damage 
  if they rejected it. The spell provides no way of enforcing the deal, 
  but the target does not know that.
  Eclipse 
  illusion
  You conjure a disk of solid darkness high in the sky, slowly blotting 
  out the sun, just as an eclipse would, over scores of miles. While 
  ongoing you take –1 to cast a spell.
  
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  Illusionist SPells
  Presence 
  ongoing
  Every creature must ask your leave to enter your presence, and you 
  must give permission aloud for them to enter. Violators take an extra 
  1d10 damage whenever they take damage in your presence. While 
  ongoing you take –1 to cast a spell.
  Shadow Palace 
  illusion, ongoing
  You trace out a doorway in mid air and open it. The door enters into 
  a monumental palace (furnished, appointed and staffed as you see 
  fit) tucked into a pocket of astral space. Anything removed from the 
  palace vanishes into mist, but while inside the palace everything is 
  real; food is nourishing, baths are cleansing, and so on. Each thread 
  of this spell takes a quarter hour to weave. This spell can be sustained 
  permanently by spending 2 blood, allowing you to call the door any 
  time you like.
  What You’ve Done to the Place 
  illusion, ongoing
  Concentrate on the steading you are in and select any number of its 
  current occupants. The spell alters the the steading, altering its tags 
  to all appearances. The occupants you select can see the changes and, 
  knowing they are illusory, may act to reinforce them. To any affect-
  ed by the illusion, the prosperity, population and defense function 
  as if they were each one step higher or lower (decided at the time of 
  casting). In addition, you may remove or add four other tags on the 
  steading. While ongoing you take –1 to weave spells.
  
  95
  Nethermancer
  Names 
  choose or invent
  Dwarf: Hotnen, Icfer, Isnev, Liksur, Midgor, Odla, Oljis, Otdor, Unnan
  Elf: Ardaydel, Esthasar, Hinntial, Inataildi, Inebayles,  Samsentea
  Human: Ayusk, Chedra, Eine, Natusk, Oudar, Petan, Rokin, Suis, Teoret
  Obsidimen: Achtherad, Eyangkal, Ifold, Jisseran,  Noutves, Ortnys
  Ork: Apwar, Band, Borche, Buph, Nantest, Opage, Rok, Rollsul, Sogtan
  Troll: Banyth, Creser, Hafoth, Kerdod, Kerok, Lossod, Rihik, Wadym
  T’Skrang: Ayaundeves, Choutan, Ch’say, G’im, Soe’ad, Ta’undeng, 
  V’tasach
  Look 
  choose one for each
  Gaze: kind, sharp, sad
  Appearance: maudlin, jovial, strange
  Accoutrement: reverent, flowing, primitive
  Body: gaunt, knobby, flabby
  Stat
  Your maximum hP is 8+Constitution.
  Your base damage is d6.
  Species 
  choose one
  _ Dwarf
  When you defy danger by enduring, improve the result by one step.
  _ Elf
  You may cast Astral Weapon as a cantrip.
  _ Human
  Choose one spell from another discipline’s list. You can cast it as if 
  it was a nethermancy spell.
  
  96
  Nethermancer
  _ Obsidimen
  You are one with stone. You may cast a special version of Words of 
  the Unspeaking as a cantrip which only works on stone.
  _ Ork
  You may cast Grave Touch as a cantrip.
  _ Troll
  When you use the crucible talent, adjust the damage you take by –1d4 
  (minimum zero).
  _ T’Skrang
  When you use your tail to help successfully perform the ritual of 
  bone, make an additional choice.
  Starting Moves
  Nethermancy
  Through insight, fortitude and a special connection to spirit realm, 
  you can weave threads into spells. You gain access to a number of 
  moves and abilities related to spell casting:
  • You may use the astral sight move.
  • You have mastered several nethermancy spells and inscribed them in 
  your grimoire. You start out with three first circle spells in your 
  grimoire as well as the cantrips. Whenever you gain a circle, you add 
  a new spell of your circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that makes 
  casting spells safer, called a spell matrix. You may fashion as many 
  spell matrices as you like; however, the combined circles of all spells 
  attuned into them may not exceed twice your own circle.
  • Through patience, perception and experience, you can weave threads 
  to cast spells (from a spell matrix, grimoire or with raw magic). You 
  can use any of the weaving spell moves with +wis.
  • Through force of will and pushing your physical limits, you channel 
  energy through your spell weaving to cast a spell. You can use the 
  cast a spell move with +cOn.
  Reaper
  When you take time to respectfully tend to the dead, take +2 forward.
  
  97
  Nethermancer
  Ritual of Bone
  When you spend a grueling couple of hours constructing and in-
  scribing a bone circle several feet across, inviting a spirit to live 
  within it, roll+cOn. On a hit, a bone spirit inhabits the circle and will 
  take physical action against anyone who enters, or is already within, 
  the circle, except you. On a 10+, choose three. On a 7–9, choose one. 
  You may spend a point of karma to make an additional choice, but 
  not on a miss:
  • The spirit is particularly potent: take +1 when weaving a netherman-
  cy spell within the circle.
  • The spirit will not attack targets you designate.
  • The circle lasts for days instead of hours.
  • The circle is particularly hard to spot.
  • The circle is completed in less time than usual.
  • When in the circle, you may concentrate and observe the world as if 
  standing in another of your active bone circles.
  • When you speak within the circle, if you desire, your voice may be 
  heard by any standing near all of your other active bone circles.
  Expressions of the Netherworld
  When you create art with bone carving or embroidery, take +1. If you 
  give the result in a successful greeting ritual, the recipient may take 
  +1 to the their last breath, if they possess the art.
  Passion 
  choose which you follow the most
  _ Garlen 
  hearth, healing
  Help a steading grow.
  _ Jaspree 
  growth, wilderness
  Restore something to its natural state.
  _ Lochost 
  rebellion, freedom
  Endanger yourself to free another.
  _ Dis 
  slavery, bureaucracy
  Bind someone to an oath or contract.
  
  98
  Nethermancer
  Gear
  Your load is 10+str. You carry your grimoire (1 weight), appropriate 
  artisan tools (1 weight), and dungeon rations (5 uses, 1 weight). Choose 
  your defenses:
   
  _ hide armor (1 armor, worn, 1 weight)
   
  _ bone-decorated robes (0 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
  Choose your armament:
   
  _ axe (close, 1 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ staff (close, two-handed, 1 weight) and bandages (0 weight)
   
  _ whip (reach, dangerous, entangling, 1 weight)
  Choose one:
   
  _ adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
   
  _ healing potion (0 weight)
   
  _ a nightmare or imaginary mount
  Flags 
  select or invent two
   
  _ Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Graceless: include me in a beneficial social interaction I must spoil with 
  blunt observation or crass behavior.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Portentous: seek my divinations in a moment of uncertainty and trust 
  them implicitly.
   
  _ Righteous: offer me an easier solution that requires I violate my prin-
  ciple of _______________.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  99
  Nethermancer
  Talents
  You may weave threads into talents, if you meet their requirements:
  ___ Branded
  You bear a mark of your connection with the dead. Dead spirits know 
  you as their own. Any dead spirit that still clings to the mortal plane 
  will speak with you, sharing openly. The living see your mark as an 
  ill omen, and you take −1 ongoing to cha rolls with those who see your 
  mark. Choose a part of your body that takes on the visible aspects of 
  death while remaining fully functional:
   
  _ Arm: Any weapon you grasp flows into the other world. It gains 2 
  piercing against living creatures.
   
  _ Eye: When you touch a corpse you see what it saw in its last moments. 
  The GM will describe it.
   
  _ Legs: Your passing leaves no mark or scent as a living person would.
   
  _ Tongue: You may lace any oath, prayer, or spell with a link to the 
  netherworld. Its effects on the dying or dead will be amplified, as 
  described by the GM.
  Second or third thread (requires circle 4): Choose another body part to 
  take on the visible aspects of death.
  Second or third thread (requires circle 4): Your mark of death grows such 
  that it may not be concealed. Describe it. The dead will seek you out, 
  giving you what aid they can. The undead will not harm you. The 
  parochial will treat you as a pariah.
  __ Crucible
  When you take damage and embrace the pain, you may take +1d4 
  damage (ignoring armor). If you do, take +2 ongoing to weave spells 
  until you next cast a spell. You also take +1 forward to cast a spell.
  Second thread (requires circle 4): You also add your nethermancer circle 
  to any damage done or healed by your next spell. If the spell deals 
  damage by spending hold, you only add this bonus damage the first 
  time you spend hold.
  _ Feeling Loss
  You first enter a steading, you may ask the GM: “Who here suffers 
  most from death of their loved ones?” Take +1 ongoing acting on the 
  answer.
  
  100
  Nethermancer
  _ Spirit Talk
  You can speak with and understand all spirits, not just those who 
  communicate verbally. You can communicate with nearby spirits even 
  when they are solely in astral space and you are not.
  _ Spiritual Protection
  When you wear no armor or shield you get +cOn armor.
  _ imprecation
  When you call on the spirits to curse a target you can see, take a 
  random debility (if you already have that debility, you got lucky) and 
  roll+wis. If you do this inside a bone circle, improve the result by one 
  step. On a 10+ the target will soon take a noticeable loss in the arena 
  of your choice. On a 12+ so will one of the target’s descendants. On 
  a 7–9 the target is merely unlucky in the chosen arena until the spirit 
  grows tired of tormenting it. On a miss, possibilities include the target 
  discovering what you were attempting, or the spirits become offend-
  ed and cursing you instead, etc. Curses can affect these arenas:
  • Finances/occupation
  • Health/well-being
  • Love/relationships
  • Prospects/hope
  • Status/reputation
  __ The Scales of Life and Death
  When someone faces last breath in your presence, they take +2.
  Second thread (requires circle 6): When you touch someone taking their 
  last breath, you see what they do beyond the Black Gates. Should they 
  miss their last breath, you may intercede. Death will forfeit their soul 
  for now, but demands an appropriate favor or sacrifice in return. If 
  you agree, the target comes back to life, and you take –3 ongoing to 
  your own last breath until the debt is paid.
  _ RePel Undead 
  requires circle 2
  When you weave an available thread into a life-affirming pattern 
  around you and praise life, roll+wis. On a hit, so long as the thread 
  remains woven and your song continues, no undead may come within 
  reach of you. On a 10+, you also momentarily daze intelligent undead 
  and cause mindless undead to flee; aggression breaks the effects and 
  
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  Nethermancer
  they are able to act as normal. Intelligent undead may still find ways 
  to harry you from afar. They’re clever like that.
  _ Obstinacy 
  requires circle 2
  When you cast a spell you ignore a “–1 to weave spells” or “–1 to 
  cast spells” penalty from one of your ongoing spells.
  _ Speaker For the Dead 
  requires circle 2
  When you spout lore about undead, spirits, burial customs, or other 
  matters of life and death, you use wis instead of int. On a 12+, you get 
  to ask the GM any one question about the subject.
  __ Spirit Tutor 
  requires circle 2
  Choose one spell. You may use that spell as if it was one circle lower 
  (this does not change the number of threads needed to cast it).
  Second thread (requires circle 6): Choose another spell to use as if it 
  was one circle lower.
  _ Spiritual Intervention 
  requires circle 2
  When you attune a spell matrix you get 1 hold and lose any hold you 
  already had. When you or an ally takes damage, you may spend 1 hold 
  to call on the spirits, who intervene with an appropriate manifesta-
  tion (a sudden gust of wind, a lucky slip, a burst of light) and negate 
  the damage. You may spend 1 karma to gain +1 hold.
  _ Abate Curse 
  requires circle 4
  When you perform an hour long ritual of abatement on a cursed item 
  or person within a bone circle, roll+wis. On a hit, you transfer the 
  curse to the circle’s bone spirit. If the spirit previously obeyed your 
  commands, it no longer does. When the bone circle dissipates, so 
  does the curse. On a 7–9, when the bone circle dissipates, the bone 
  spirit, still cursed, goes free. On a miss, a lot can go wrong.
  _ Call to Task 
  requires circle 6
  When you call the name of a dead spirit near the location of its death 
  or while holding an object dear to it, roll+wis. If you do this in a bone 
  circle, take +2. On a hit, you may command the ghost to haunt any 
  person or place whose true pattern you know, including yourself. If 
  you choose to have it haunt you, you may have it take damage which 
  was meant for you, then it disappears and must be summoned again. 
  On a 7–9, the spirit demands a price for the haunting.
  
  102
  Nethermancer
  _ Lifesense 
  requires circle 6
  You constantly sense the energy of all nearby living beings, even 
  when you cannot see them. When you discern realities, you may 
  always ask “what living beings are nearby?”, even on a miss. When 
  you are present when someone fails their last breath, take –1 forward.
  _ Through Death’s Eyes 
  requires circle 6
  When you go into battle, roll+wis. On a 7–9, name someone who will 
  live or someone who will die. On a 10+, name one of each. Name nPcs 
  only. The GM will make your vision come true, if it’s even remotely 
  possible. On a miss you see your own death and consequently take 
  –1 ongoing throughout the battle.
  _ Erase Horror Mark 
  requires circle 8
  When you perform a day-long ritual on a horror marked person or 
  object, roll+cha. On a 10+ you remove the horror mark from the subject. 
  On a 7–9 you remove the horror mark, but only by transferring it to 
  yourself, where it will fade after seven days.
  
  103
  Nethermancy Spells
  Cantrips
  Nethermancers may use their cast a spell move with any cantrip they 
  have in their grimoire without performing any type of weaving. All 
  known cantrips can be cast as often as desired.
  Repel 
  ongoing
  Choose any creatures you can see (including yourself). For the next 
  day, mundane insects and other minor vermin will stay away from 
  the selected targets.
  Unseen Servant 
  ongoing
  You conjure a simple invisible construct that can do nothing but carry 
  items. It has load 3 and carries anything you hand to it. It cannot pick 
  up items on its own and can only carry those you give to it. Items 
  carried by an unseen servant appear to float in the air a few paces 
  behind you. An unseen servant that takes damage or leaves your 
  presence is immediately dispelled, dropping any items it carried. 
  Otherwise the unseen servant serves you until you end the spell.
  Wisp 
  ongoing
  You conjure a simple floating orb which glows dimly, shedding light 
  roughly equal to that of a full moon over a short distance. You may 
  direct this orb in any direction or elevation, and it will obey at no 
  faster than walking pace. Should the orb ever move out of your line 
  of sight, the spell ends.
  First Circle Spells
  First circle spells require one thread to be woven into them to be cast.
  Astral Weapon 
  ongoing
  While you use astral sight, you are armed with a weapon (+1 damage, 
  close, 0 weight) that may hack and slash astral beings using wis instead 
  of str. While ongoing you take –1 to cast a spell.
  
  104
  Nethermancer Spells
  Bright One 
  summoning, ongoing
  You summon a tasked spirit to assist you. Gain 1d4 hold. When you 
  take an action, spend 1 hold to have the spirit aid you (giving you +1 
  to your action). When you run out of hold, the spell ends and the 
  spirit vanishes.
  Contact Spirits 
  summoning
  Name the spirit you wish to contact (or leave it to the GM). You pull 
  that creature through the planes, just close enough to speak to you. 
  It is bound to answer any one question you ask to the best of its ability. 
  If you weave and cast this spell within a bone circle, you may ask 
  three questions.
  Grave Touch 
  summoning, ongoing
  You draw on spirits of the dead, channelling their energy through 
  your body into your enemies. Gain 1d6 hold. You may spend 1 karma 
  to gain +1 hold. When you hack and slash, you may spend 1 hold to 
  roll+cOn instead of +str and, on a hit, you add +1d4 damage. While 
  ongoing, take –1 to casting spells. If you run out of hold the spell 
  ends.
  Murder Fog 
  summoning
  Point to any location you can see. At that spot, a vaguely humanoid 
  fog coalesces and you coax a maleficent spirit to inhabit it. The fog 
  ghost is a monster: solitary, amorphous, spirit, 7 hP, 0 Armor, freezing 
  touch (close, d6 damage), instinct: to indiscriminately kill the nearest 
  living thing. The GM controls this monster, and may use it for moves, 
  with the understanding that it is mindless and attacks solely based 
  on proximity. You have no control over this creature, nor may you 
  dismiss it. The fog ghost dissipates when it is killed.
  Speak With Dead 
  summoning
  A corpse’s spirit converses with you briefly. It will answer any three 
  questions you pose to it to the best of the knowledge it had in life 
  and the knowledge it gained in death. If this spell is cast within a 
  bone circle, take +2 when you cast the spell.
  Shadow’s Whisper 
  divination, ongoing
  While ongoing, you may hear anything spoken next to any nearby 
  shadows. While ongoing you take –1 to weaving threads.
  
  105
  Nethermancer Spells
  Third Circle Spells
  Third circle spells require one thread be woven into them to be cast. 
  Some allow the weaving of an additional thread to give the spell more 
  potency.
  Animate Dead 
  summoning, ongoing
  You invoke a hungry spirit to possess a recently-dead body and serve 
  you. This creates a zombie that follows your orders to the best of its 
  limited abilities. Treat the zombie as a character, but with access to 
  only the basic moves. It has a +1 modifier for all stats and 1 hP. The 
  zombie also gets your choice of 1d4 of these traits (you may spend 
  one karma to gain an additional choice):
  • It’s talented. Give one stat a +2 modifier.
  • It’s durable. It has +2 hP for each nethermancer circle you have.
  • It has a functioning brain and can complete complex tasks.
  • It does not appear obviously dead, at least for a day or two.
  The zombie lasts until it is destroyed by taking damage in excess 
  of its hP, or until you end the spell. While ongoing you take –1 to cast 
  a spell. This spell must be cast in a bone circle.
  Dismissal
  You disrupt the pattern of the summoning which called a target spirit 
  creature. Ideally, this banishes the target back from where it came. 
  If not cast perfectly, however, a common complication is the sever-
  ing of the spell giving the summoner control over the summoned, 
  but not sending the summoned back, leaving an uncontrolled spirit 
  in your midst. If you weave an additional thread into this spell, you 
  may target two additional summoned creatures.
  Pain 
  enchantment, ongoing
  You inflict excruciating agony on a visible target. Gain 1d6 hold. Any 
  time the target deals damage or makes a move, you may spend 1 hold 
  to deal 1d4 damage to it. If you run out of hold, the spell ends. If you 
  weave an additional thread into this spell, hold an additional 2 and 
  grant +1 ongoing to anyone acting against the target as well. You may 
  not aid another while ongoing.
  
  106
  Nethermancer Spells
  Resurrection
  Tell the GM you would like to resurrect a corpse whose soul has not 
  yet fully departed this world. Resurrection is always possible, but the 
  GM will give you one or more (possibly all) of these conditions:
  • It’s going to take days/weeks/months
  • You must get help from    
  • It will require a lot of money
  • The target may change in a particular way
  • You must sacrifice     to do it
  The GM may, depending on the circumstances, allow you to res-
  urrect the corpse now, with the understanding that the conditions 
  must be met before it’s permanent, or require you to meet the con-
  ditions before the corpse is resurrected. This spell must be cast in a 
  bone circle.
  Wandering Eyes 
  summoning, ongoing
  You summon a tasked spirit which manifests as a floating puffball 
  with two large eyes. While ongoing, you see through these eyes, and 
  may direct them in any direction (including up and down) at running 
  pace. If you weave an additional thread into this spell, choose a special 
  ability for the spirit, such as:
  • Its eyes can see in the dark
  • You can hear through it
  • You can speak through it
  • It can spit a glowing ink, useful for marking trails.
  • It can perform small manipulations, such as opening doors.
  If this spirit takes damage, the spell ends. While the spell is ongoing, 
  you cannot see through your own eyes and cannot cast spells. If you 
  cast this spell within a bone circle, take +1 forward when discerning 
  realities through the eyes.
  Zealot 
  summoning, ongoing
  A simple ally spirit appears and fanatically follows your orders. Treat 
  it as a hireling with no cost and 1d4+2 skills (distributed as you like) 
  that never needs to make checks for loyalty. It can carry a load of 12. 
  The spirit remains on this plane until damaged or you dismiss it. 
  While the spell is ongoing you take –1 to cast a spell.
  
  107
  Nethermancer Spells
  Fifth Circle Spells
  Fifth circle spells require two threads be woven into them to be cast.
  Contact Other Plane 
  divination
  You send a request to another plane. Specify who or what you’d like 
  to contact by location, type of creature, name, or title. You open a 
  two-way communication with that creature. Communication can be 
  cut off at any time by either party. You must cast this spell from 
  within a bone circle. Horrors contacted with this spell may mark you.
  Contagion 
  ongoing
  Choose a creature you can see. Until you end this spell, the target 
  suffers from a disease of your choice. While ongoing you take –1 to 
  cast a spell. You may spend one blood to continue the disease after 
  the spell ends.
  Dust to Dust 
  evocation
  You fill the area around you with a glowing affirmation of life. Turn 
  1d6 undead horde enemies you can see (of the GM’s choice) to dust. 
  If you weave an additional thread into this spell, it affects 2d8 undead 
  hordes instead.
  Summon Ally 
  summoning, ongoing
  An ally spirit appears and aids you as best it can. Treat it as your 
  character, but with access to only the basic moves. It has +1 modifi-
  er for all stats, 1 hP, and uses your damage dice. The ally spirit also 
  gets your choice of 1d6 of these traits (you may spend one karma to 
  gain an additional choice):
  • It has +2 instead of +1 to one stat (may choose more than once)
  • It’s not reckless
  • It does 1d8 damage
  • Its bond to your plane is strong: +2 hP for each circle you have
  • It has some useful adaptation (may choose more than once)
  The GM will tell you the type of ally you get based on the traits 
  you select. The creature remains on this plane until it dies or you 
  dismiss it. While the spell is ongoing you take –1 to cast a spell. You 
  must cast this spell from within a bone circle.
  
  108
  Nethermancer Spells
  Trap Soul
  You trap the soul of a dying creature within a gem. The trapped 
  creature is aware of its imprisonment but can still be manipulated 
  through spells, parley, and other effects. All moves against the trapped 
  creature are at +1. You can free the soul at any time but it can never 
  be recaptured once freed.
  Words of the UnspeakinG 
  divination
  With a touch you speak to the spirits within things. The non-living 
  object you touch answers three questions you pose, as best it can. If 
  you cast this spell within a bone circle, you may ask an additional 
  question.
  Seventh Circle Spells
  Seventh circle spells require three threads be woven into them to be 
  cast.
  Bone Jump 
  ongoing
  Two of your active bone circles become connected. While ongoing, 
  anyone stepping into one circle will be instantly transferred to just 
  outside the other, and you take –1 to weave threads. You must cast 
  this within one of the two circles.
  Cloudkill 
  summoning, ongoing
  A cloud of fog drifts into this realm from beyond, filling the imme-
  diate area. Whenever a creature in the area takes damage it takes an 
  additional, separate 1d6 damage which ignores armor. This spell 
  persists so long as you can see the affected area, or until you dismiss 
  it.
  Mark of Death
  Choose a creature whose true name you know. This spell creates 
  permanent runes on a target surface that will kill that creature, should 
  they read them.
  Source of Wit 
  summoning
  You summon a tasked spirit, then tap the head of a target (including 
  yourself) to bind the spirit into the target’s mind. The target gains 3 
  hold. The target may spend 1 karma to gain +1 hold. The target may 
  spend 1 hold to reroll a failed test involving int, wis or cha. If the target 
  
  109
  Nethermancer Spells
  fails a re-roll, the spirit vanishes, taking any unused hold with it. If 
  the target runs out of hold, the spirit vanishes.
  Spirit Bolt 
  evocation
  Fire a ray of violet energy at any spirit you can see. If you are using 
  astral sight, this spell can target spirits in astral space. Deal 2d10 
  damage to the target. This damage ignores armor.
  Sympathy 
  ongoing
  You touch one target (including yourself). You gain 1d4 hold. Any 
  time the target takes damage from an attacker, you may spend 1 hold 
  to have the spell deal the same amount of damage to the attacker. 
  This spell may target a group pattern you are part of and, if so, you 
  may spend hold any time any member of the target group takes 
  damage from an attack. If you weave an additional thread to this spell 
  before casting, you get +2 hold and name an additional target. If you 
  run out of hold, the spell ends. While the spell is ongoing you take 
  –1 to cast a spell.
  Ninth Circle Spells
  Ninth circle spells require four threads be woven into them.
  Call Horror 
  summoning, ongoing
  You call the true name of a horror (which you must discover before-
  hand), summoning it from astral space. This spell must be cast from 
  directly outside a bone circle prepared especially and solely for this 
  summoning. The horror (or some part of it) manifests within the 
  circle. Choose 1d4 of the following:
  • The horror immediately kills the bone spirit in the circle, binding 
  itself to the circle instead. Its hourly attempts to escape the circle 
  always fail.
  • The horror will offer you great rewards in return for release into the 
  physical world.
  • The horror will accede to one of your demands in return for being 
  returned to astral space.
  • The horror will not mark you.
  While ongoing you cannot weave threads.
  
  110
  Nethermancer Spells
  Consume Unlife
  The mindless undead creature you touch is destroyed utterly and you 
  steal its death energy, gaining 2 hold for each hP the creature had 
  remaining before you destroyed it. Touch someone (including your-
  self) to heal them for 1 hP for each hold spent.
  Plague 
  ongoing
  Name a steading. As long as this spell is active that place is beset by 
  a plague appropriate to your Passion’s domains (locusts, death of the 
  first born, etc.), gaining a blight to reflect this. While ongoing you 
  take –1 to cast a spell.
  Recycle
  The soul who volunteers to be the target of this spell is ripped from 
  its home (body, ghost, gem prison, etc.) and pushed into the cycle of 
  life and death, reincarnating in the nearest convenient unborn name-
  giver. Its former home is utterly destroyed, preventing the soul from 
  being resurrected, interrogated or summoned.
  Talent Shredder 
  ongoing
  Select a trait, special ability or other known talent of a target monster. 
  While ongoing, the monster may not make a move involving that 
  talent/ability and you take –1 to weave threads.
  
  111
  Scout
  Names 
  choose or invent
  Dwarf: Atkis, Cotdan, Icner, Irlon, Lisfur, Mazav, Olper, Onnir, Tucles
  Elf: Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe
  Human: Augrund, Crayelm, Eivor, Etia, Netia, Niage, Teomeld, Veyan
  Obsidimen: Asisver, Eninatia, Inthongha, Mieqpolche, Onves, Otistia
  Ork: Ackiss, Dukran, Dul, Hoklye, Husray, Ondel, Osust, Pantech, Unnper
  Troll: Azan, Dordyn, Gadal, Kethor, Malik, Raltok, Tidith, Vonnar, Zarrod
  T’Skrang: Cheengad, G’belend, Gu’lerem, K’nys, Kui’ver, S’raytur, 
  V’rodwor
  Windling: Athaki, Benect, Chajaki, Chorreni, Namkel, Nashiru, Shurke-
  ni
  Look 
  choose one for each
  Gaze: wild, sharp, bestial
  Appearance: wild, professional, grubby
  Accoutrement: concealing, durable, practical
  Body: lithe, wild, sharp
  Stat
  Your maximum hP is 8+Constitution.
  Your base damage is d8.
  Species 
  choose one
  _ Dwarf
  When you discern realities about underground locations, you may 
  ask an additional question, even on a miss.
  _ Elf
  When you undertake a perilous journey through wilderness as trail-
  blazer, you succeed as if you rolled a 10+.
  
  112
  Scout
  _ Human
  When you take watch, improve the result by one step.
  _ Obsidimen
  You may use the disable talent with +str instead of +dex.
  _ Ork
  Add to the list of hack and slash choices:
  • deal +2d6 stun damage. 
  _ Troll
  When you hunt and track in the dark, improve the result by one step.
  _ T’Skrang
  When you defy danger and use your tail to your advantage, take +1.
  _ Windling
  When you ride a mount with the flying tag, take +1 ongoing to control 
  that mount.
  Starting Moves
  Ensnare
  When you prepare an area with traps (bending trees with spikes, 
  digging pits, lifting deadfalls, etc.), roll+str. On a 10+, hold 3. On a 
  7–9, hold 1. Spend your hold when enemies or creature move through 
  this area, choosing one for each hold spent:
  • One target is entangled or otherwise immobilized.
  • One target takes 1d8 damage.
  • One target is shaken and loses access to one of its moves until it leaves 
  the area.
  Hunt and Track
  When you follow a trail of clues left behind by passing creatures, 
  roll+wis. On a hit, you follow the creature’s trail until there’s a sig-
  nificant change in its direction or mode of travel. On a 10+, you also 
  choose one:
  • Gain a useful bit of information about your quarry, the GM will tell 
  you what.
  • Determine what caused the trail to end.
  
  113
  Scout
  Outrider
  When you undertake a perilous journey acting as scout, you succeed 
  as if you rolled a 10+.
  Vibe
  When you enter a settlement for the first time or discern realities 
  about a location, you add the following to the list of questions you 
  may ask the GM:
  • How could I be accepted by the people here?
  • How could I best attract attention here?
  • How could I gain access to what is secret here?
  • What here is a source of strife?
  • Where could I best hide around here?
  Expressions of the Trail
  When you create art with rune carving or wood carving, take +1. If 
  you give the result in a successful greeting ritual, any attempt to 
  track the recipient succeeds as if you rolled at 10+, if they have the 
  art in their possession.
  Passion 
  choose which you follow the most
  _ Mynbrudje 
  justice, empathy, truth
  Uncover an injustice or lie.
  _ Lochost 
  rebellion, freedom
  Free someone from literal or figurative bonds.
  _ Jaspree 
  growth, wilderness
  Use terrain to your advantage.
  _ Raggok 
  vengeance, jealousy
  Discover information which you keep to yourself.
  
  114
  Scout
  Gear
  Your load is 11+str. You start with appropriate artisan tools (1 weight) 
  and dungeon rations (5 uses, 1 weight). Choose two weapons:
   
  _ dagger (near, 1 weight)
   
  _ hunter’s bow (near, far, 1 weight) and a bundle of arrows (3 ammo, 
  1 weight)
   
  _ short sword, axe or club (close, 1 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ staff (close, two-handed, 1 weight)
  Choose your defense:
   
  _ leather armor (1 armor, worn,1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
   
  _ wilderness clothing
  Choose one:
   
  _ Adventuring gear (1 weight) and dungeon rations (1 weight)
   
  _ Adventuring gear (1 weight) and bundle of arrows (3 ammo, 1 weight)
   
  _ shield (+1 armor, 2 weight)
   
  _ Any common mount (with GM approval)
  Flags 
  select or invent two
   
  _ Accommodating: counter my proposal with a less attractive one I must 
  either accept or disrupt the harmony of the group.
   
  _ Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Heroic: let me keep you from going first into danger so I can go myself
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Trustworthy: confide in me a secret that would damage you if revealed.
  
  115
  Scout
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Camouflage
  When you keep still in natural surroundings, enemies never spot 
  you until you make a movement. Take +2 forward to act against a 
  target unaware of your presence.
  Second thread (requires circle 4): When you use camouflage with a 
  mount, roll+Control. On a 10+ you stay hidden even while mounted, 
  and your mount stays still. On a 7–9 the mount will stay still as long 
  as you want, but you must dismount.
  __ Follow Me
  When you undertake a perilous journey you can take two roles. You 
  make a separate roll for each.
  Second thread (requires circle 6): Roll twice and use the better result 
  for both roles.
  _ Read Lips
  When you see an intelligent creature speaking a language you know, 
  you can understand what they are saying even if you cannot hear 
  them.
  __ A Safe Place
  When you set the watch for the night, everyone takes +1 to take 
  watch, including you.
  Second thread (requires circle 6): Also, anyone who does not take watch 
  adds your +wis to the number of hP they heal while resting.
  _ Master Trapper
  When you use ensnare you always get +1 hold, even on a miss. Also, 
  you may spend 1 karma to gain +1 hold.
  
  116
  Scout
  __ Awareness 
  requires circle 2
  When you discern realities about a location, you add the following 
  to the list of questions you may ask the GM:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What is the best available location for an ambush?
  • What is the safest route through?
  Second thread (requires circle 6): When you discern realities about a 
  location, you may ask two additional questions, even on a miss.
  _ Closer Look 
  requires circle 2
  When you stand still and focus your vision, you can make out fine 
  details at far range and beyond.
  _ Communion of Whispers 
  requires circle 2
  When you spend time in a place, making note of its resident spirits 
  and calling on the spirits of the land, roll+wis. You will be granted a 
  vision of significance to you, your allies, and the spirits around you. 
  The GM will describe it. On a 10+ the vision will be clear and helpful 
  to you. On a 7–9 the vision is unclear, its meaning murky. On a miss, 
  the vision is upsetting, frightening, or traumatizing. Take –1 forward.
  _ Familiar Prey 
  requires circle 2
  When you spout lore about a monster you use +wis instead of +int. 
  In addition, on a 12+, you get to ask the GM any one question about 
  the subject.
  _ Forgotten Earth 
  requires circle 2
  When you defy danger by jumping, you may clear distances beyond 
  natural limits (leaping over walls, crossing a crevasse, etc.)
  
  117
  Scout
  _ In and Out 
  requires circle 2
  When you roll for another move that you want to perform in a clan-
  destine manner, tell the other players…
  • …why no one suspects your approach.
  • …why no one notices your action.
  • …why you leave no trace behind.
  On a 10+, in addition to the normal result of the roll, all that you say 
  is true. On a 7–9, the GM chooses one of your statements to be false, 
  the others are true.
  _ Snipe 
  requires circle 2
  When you strike with a ranged weapon from hiding, your first shot 
  never gives away your position and, if it hits, you may roll damage 
  twice and take the better result.
  _ Without a Trace 
  requires circle 2
  When you mask a trail with skill and magic, roll+wis. On a 10+ no 
  one will be able to track the trail, not even by scent or with magic. 
  On a 7–9 only extremely skilled trackers or those with magical as-
  sistance will be able to track the trail. On a miss, you make the trail 
  easier to spot.
  __ Viper’s Strike 
  requires circle 2
  When you strike an enemy with two weapons at once (or both ends 
  of a staff), add an extra +1d4 damage for your off-hand strike.
  Second thread (requires circle 6): Add an extra +1d8 damage for your 
  off-hand strike, instead.
  _ Disable 
  requires circle 4
  When you pick locks or disable traps, roll+dex. On a 10+, you do it, 
  no problem. On a 7–9, you still do it, but the GM will offer you two 
  options between suspicion, danger, or cost.
  _ By Nature Sustained 
  requires circle 4
  You don’t need to eat or drink. If a move tells you to mark off a ration 
  just ignore it.
  
  118
  Scout
  _ Secret Paths and Ways 
  requires circle 4
  You know places in the wilderness where secret paths lie unseen. 
  When you travel by a way that is beyond the mortal world, roll+wis. 
  On a 10+, it leads where you want it to. On a 7–9, you or the GM must 
  choose a difficulty:
  • Others find the way who did not know it before.
  • The journey takes much longer than it seemed to.
  • The way is long and hard. Each person who takes it must consume a 
  ration or mark the debility weak.
  • You encounter some danger upon the road.
  __ Tremors 
  requires obsidiman or circle 4
  You can feel vibrations echoing through the earth. You can never be 
  ambushed or surprised underground or on hard ground, even in the 
  dark. When an enemy, trap, or accident would get the drop on you, 
  you get to act first unless they never touch the earth.
  Second thread (requires circle 8, circle 4 for obsidimen): When you ask a 
  cave about someone or something else inside it, roll+int. On a 10+, 
  the cave tells where it is, what it’s doing, and answers any one ques-
  tion you ask about it. On a 7–9, the cave tells you either where it is 
  or what it’s doing.
  _ Magic Sense 
  requires circle 6
  You may make use of the Astral Sight special move.
  _ Weather Weaver 
  requires circle 8
  When you are under open skies when the sun rises the GM will ask 
  you what the weather will be that day. Tell them whatever you like, 
  it comes to pass.
  
  119
  Sky Raider
  Names 
  choose or invent
  Dwarf: Fucsen, Lijhun, Munlur, Neyxin, Nultan, Oktas, Oplan, Taztir
  Elf: Adtal, Atyi, Banfeth, Danseeldi, Elmsi, Lyedaega, Mornoume, Rangas
  Human: Breing, Erod, Keuntai, Nekal, Oecha, Ryvor, Seerad, Taudar, 
  Urad
  Ork: Andnal, Atord, Lom, Oras, Ortkin, Rogh, Ul, Umust, Uyest, Yukqua
  Troll: Bemark, Bytem, Fossim, Gisirk, Hasil, Poshul, Siltod, Soshon, 
  Zidom
  T’Skrang: Cha’vor, D’quaia, K’ia, R’acheld, Ss’tonrak,T’bur, Vkim, Z’ald
  Look 
  choose one for each
  Gaze: fiery, contemptuous, gleeful
  Appearance: cosmopolitan, bold, restrained
  Accoutrement: garish, ornate, minimal
  Body: hulking, spry, sturdy
  Stat
  Your maximum hP is 8+Constitution.
  Your base damage is d10.
  
  120
  Sky Raider
  Species 
  choose one
  _ Dwarf
  When you defy danger with a shield, you may release the shield to 
  improve the result by one step.
  _ Elf
  When you volley with a thrown weapon, deal +2 damage.
  _ Human
  When you hack and slash with an improvised weapon, deal +2 damage.
  _ Ork
  When you succeed in letting it all out, make an additional choice.
  _ Troll
  When you and your shipmates or bonded group are acting honorably, 
  take +1 ongoing to hack and slash.
  _ T’Skrang
  When you are on an unstable, shifting or narrow surface, take +1 to 
  any move that requires roll+dex.
  Starting Moves
  Honor or Spoils
  When you take a trophy to commemorate an impressive victory, 
  hold 1d4+3. If you lose possession of the trophy or take a new trophy, 
  loose all hold. When you run out of hold, the trophy ceases to be a 
  point of noteworthy conversation. Spend hold to:
  • Take +2 to carouse
  • Take +1 to recruit
  • Take +1 to discern realities about the trophy
  • Take +1 to spout lore about the trophy
  • Gain insight into the trophy’s past and nature, learning a question 
  that must be answered to unlock one of its ranks (if any)
  • Impress someone of the GM’s choice in a way you specify
  • Impress someone you choose in a way the GM specifies
  
  121
  Sky Raider
  Let It All Out
  When you shout over the din of battle, roll+str. On a 10+ choose two. 
  On a 7–9 choose one. On a miss, your words or intent might be 
  misinterpreted or mocked. You may spend 1 karma to make an ad-
  ditional choice, even on a miss.
  • You intimidate someone: take +1 forward against them
  • You intimidate someone else: take +1 forward against them
  • Everyone in the vicinity (within far range, on the whole vessel, inside 
  the building, etc.) hears and understands
  • Divert attention from an ally to yourself
  • You heal 1d4 hP
  My Ship is My Clan
  When a ship you crew or group to which you are bound is insulted, 
  take +1 ongoing to any efforts which serve to redress the insult, but 
  –1 ongoing to any efforts that don’t, until the slight is rectified.
  Expressions of Freedom
  When you create art with panel painting or wood carving, take +1. 
  If you use the result in a successful greeting ritual, the recipient will 
  keep mentioning your most recent trophy in conversation, so long 
  as they retain the art.
  Passion 
  choose which you follow the most
  _ Thystonius 
  valor, physicality
  Demonstrate your honor through exertion.
  _ Jaspree 
  growth, wilderness
  Use the sky, the weather or nature to your advantage.
  _ Lochost 
  rebellion, freedom
  Put yourself in danger by defying authority.
  _ Raggok 
  vengeance, jealousy
  Cast a rival in an unfavorable light.
  
  122
  Sky Raider
  Gear
  Your load is 9+str. You carry appropriate artisan tools (1 weight) and 
  dungeon rations (5 uses, 1 weight). Choose your weapon:
   
  _ short sword, axe, or warhammer (close, 1 weight)
   
  _ cutlass (close, +1 damage, 2 weight)
   
  _ rapier (close, precise, 1 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight) and adventuring gear (1 
  weight)
   
  _ chainmail (1 armor, worn, 1 weight) and adventuring gear (1 weight)
   
  _ scale armor (2 armor, worn, worn, clumsy, 3 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ shield (+1 armor, 2 weight)
   
  _ antitoxin, poultices and herbs (1 weight)
   
  _ repair kit (6 uses, slow, 1 weight)
   
  _ a tiny or small animal that might be welcome on a ship
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Graceless: include me in a beneficial social interaction I must spoil with 
  blunt observation or crass behavior.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Gullible: tell me a lie I believe.
   
  _ Heroic: let me keep you from going first into danger so I can go myself
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
  
  123
  Sky Raider
  Talents
  You may weave threads into talents, if you meet their requirements:
  _ Boarding Party
  When you board a hostile vessel or your vessel is boarded by hostiles, 
  hold 1d4. You may spend one karma to gain +1 hold, even on a miss. 
  During the battle, spend 1 hold to do one of the following:
  • during some sort of physical action, also incidentally start or extinguish 
  a fire.
  • add to the list of hack and slash choices: knock the target from the 
  deck.
  • describe how you defy a danger using the rigging or other elements 
  of the environment and automatically take the 10+ result.
  • when dealing damage to the vessel, deal +1d4 damage.
  • take a danger that would affect someone near you onto yourself.
  __ Damage Control
  When you jury rig an airship (Mounted Combat, pg. 9) successfully, 
  make an additional choice.
  Second thread (requires circle 6): On a 12+, if you repair something 
  caused by gaining stress, remove that point of stress.
  ___ Louder
  When you let it all out, add an additional choice to the list of possi-
  bilities for each thread you weave into this talent. Select which choice 
  is added when you weave the thread:
   
  _ (requires circle 2) You disarm someone: their damage is halved until 
  they are rearmed.
   
  _ (requires circle 2) You scare someone: their reaction is up to them, 
  but they are afraid of you.
   
  _ (requires circle 4) You terrify the easily cowed: a group or horde that 
  lacks the organized or terrifying tags flees for a short while.
   
  _ (requires circle 6) You prevent a spell being woven but not yet cast.
   
  _ (requires circle 6) You heal +1d8 hP
  _ Shield Bash
  When you hack and slash with your shield, add to the list of choices: 
  • knock the enemy away or down and take +1 forward against them.
  
  124
  Sky Raider
  __ Sky Legs
  When you are on an unstable, shifting or narrow surface (such as 
  the deck of a ship, rigging, rooftop, sand, etc.), gain +1 armor.
  Second thread (requires circle 6): Gain +2 armor instead.
  _ Expert Sailor 
  requires circle 2
  When you undertake a perilous journey in an airship, whatever job 
  you take you succeed as if you rolled a 10+.
  _ Intimidating 
  requires circle 2
  When you give an NPC an order with menacing confidence, roll+str. 
  On a hit, they choose one:
  • Do what you say
  • Back away cautiously, then flee
  • Attack you
  On a 10+, you also take +1 forward against them. On a miss, they do 
  as they please and you take –1 forward against them.
  _ One in Every Port 
  requires circle 2
  When you enter a steading you have visited before, roll+cha. On a 
  hit you know someone who is willing to help you. On a 7–9 there is 
  also someone else who does not remember you fondly.
  __ Scent of Blood 
  requires circle 2
  When you deal damage to an enemy, your next attack against that 
  same foe deals +1d4 damage.
  Second thread (requires circle 6): Your next attack against that same 
  foe deals +1d8 instead.
  
  125
  Sky Raider
  __ Shock and Awe 
  requires circle 2
  When you attack a surprised or defenseless enemy with a one-hand-
  ed melee weapon, you can choose to deal your damage or roll+str. 
  On a 10+ choose two. On a 7–9 choose one. You may spend one karma 
  to make an additional choice, even on a miss.
  • Deal your damage
  • Create an advantage, +1 forward to you or an ally acting on it
  • Knock them from where they are standing (or even further with a 
  forceful weapon)
  • Deal 1d6 damage to a different enemy within range of your weapon
  • If using a messy weapon, deal an extra +1d6 damage 
  • Adjust the damage of the target’s next successful attack on you by 
  –1d4
  Second thread (requires circle 6): Make an additional choice.
  _ Wind Catcher 
  requires circle 2
  When you leap or fall from a great height, roll+dex. On a 10+ you 
  land on your feet, completely unharmed, exactly where you were 
  aiming. On a 7–9 you land on your feet, completely unharmed, but 
  the farther you fall, the further away from your target you drift.
  _ Conversationalist 
  requires circle 4
  When you let it all out, always gain an additional choice, even on a 
  miss.
  _ Deck Anchor 
  requires circle 4
  When you are at risk of being knocked down or moved from your 
  position, roll+str. On a 10+ you resist being moved. On a 7–9 you 
  resist being moved, but take –1 forward against whatever tried to 
  move you.
  _ Hot Shot Pilot 
  requires circle 6
  When you have a chance to show off your moves as a pilot, you may 
  automatically take the 10+ results of any control vehicle rolls.
  
  126
  Sky Raider
  _ Reboarding 
  requires circle 6
  When you hold out your hand to a loose, familiar object, the object 
  (a weapon you have thrown or dropped, the end of a rope on your 
  ship, your lucky coin, your shield, etc.) flies into your hand. Roll 1d4. 
  If the result is greater than your dex, the item takes a few moments 
  to get under control, otherwise you may immediately act again.
  _ Storm Shield 
  requires circle 6
  When you focus on your strength and physical prowess for a few 
  moments, hold 1d4+str. You conjure a fog-like disk of crackling air, 
  which you may wield as a shield (+1 armor, 0 weight). Any time you 
  are attacked, you may spend 1 hold to give the attacker an electric 
  shock, dealing 1d4 damage. If this damage kills the attacker, their 
  attack on you is negated. When you run out of hold, the shield van-
  ishes, and may not be summoned again until you make camp.
  _ Ride the Lightning 
  requires circle 8
  When you roar and sing from the deck of an airborne airship for a 
  few minutes, roll+str. On a 10+ you summon a fierce storm, but the 
  ship you are on is protected from it. Gain 1 hold while the storm lasts. 
  You may spend one hold to direct a lightning strike into any ship 
  within the storm. On a 7–9 you summon a fierce storm, which mostly 
  doesn’t bother the ship you are on.
  
  127
  Swordmaster
  Names 
  choose or invent
  Dwarf: Agtev, Anlan, Emsov, Epsar, Icror, Ikhen, Isla, Orler, Uklan, Uskir
  Elf: Anfath, Chennal, Densial, Elmtial, Hatdoisa, Inaldil, Inetorial, Pernnes
  Human: Filon, Iali, Ilasil, Inaru, Lamarn, Malurmol, Qarasan, Wialasti
  Obsidimen: Arersam, Elser, Ilsay, Jazkin, Molen, Oenhon, Rialest, Uimqua
  Ork: Amkin, Dudina, Dund, Jas, Lutton, Onkel, Ostin, Toph, Yumath, Zosh
  Troll: Dolid, Elyrk, Eston, Iyd, Kenyd, Lindak, Sykek, Tesyrk, Tokod, 
  Zatek
  T’Skrang: Giormorm, Rhoi’lerat, Ss’est, Su’war, Talordra, Y’ondra, 
  Y’usken
  Windling: Benash, Chajuz, Ksarrel, Namkeni, Shurrict, Shushichi, Yimkal
  Look 
  choose one for each
  Gaze: fiery, cold, weary
  Appearance: adventurous, urbane, secretive
  Accoutrement: aristocratic, threadbare, flamboyant
  Body: muscular, lithe, agile
  Stat
  Your maximum hP is 10+Constitution.
  Your base damage is d10.
  
  128
  Swordmaster
  Species 
  choose one
  _ Dwarf
  When you hack and slash a solitary, large target with a favorite weapon 
  made by dwarven hands, it gains an additional enhancement.
  _ Elf
  When you discern realities about a solitary enemy, ask an additional 
  question, even on a miss.
  _ Human
  Your personal idiom favors an additional type of weapon.
  _ Obsidimen
  When you defend against a solitary enemy, get +1 hold.
  _ Ork
  When you hack and slash a solitary target with a messy weapon, add 
  +2 damage.
  _ Troll
  When you hack and slash on a 10+, always take +3 armor against the 
  enemy’s attack, if any.
  _ T’Skrang
  When you defend against a solitary enemy and spend hold to deal 
  damage, add +dex to the damage you deal.
  _ Windling
  When you throw down the gauntlet, take +1.
  
  129
  Swordmaster
  Starting Moves
  Personal Idiom
  When you hold your favorite weapon, your magic improves that 
  weapon, altering it to express your soul and fit your unique fighting 
  style. Choose the type of weapon you favor:
   
  _ Sword
   
  _ Axe
   
  _ Hammer
   
  _ Spear
   
  _ Flail
   
  _ Dagger
   
  _ Whip
   
  _ Fists
  Choose two enhancements that get applied to any weapon of that 
  type when you use it (and disappear when you put the weapon down):
   
  _ Your magic favors agility over brawn: Add precise.
   
  _ Your magic guides your strikes to exposed spots: 2 piercing.
   
  _ Your magic directs your strikes to vulnerable spots: +1 damage.
   
  _ Your magic favors brutality: Add messy and forceful.
   
  _ Your magic brings you within the enemy’s guard: Add hand.
   
  _ Your magic keeps your enemy at arms length: Add close.
   
  _ Your magic favors lunges and maneuver: Add reach.
   
  _ Your magic harms without killing: Add stun.
   
  _ Your magic alerts you to hated foes: glows in the presence of one 
  type of creature, your choice.
   
  _ Your magic makes the weapon feel at one with your body. –1 weight.
  The Dance
  When you hack and slash with your favorite weapon against an enemy 
  wielding a weapon, add the following to your choices:
  • You maneuver your target to a nearby spot of your choosing.
  • You maneuver yourself to a nearby spot of your choosing.
  • You embarrass or humiliate your target. Say how.
  • You impress witnesses. Say how.
  • You cause your target to over-commit and stumble.
  Perfect Poise
  You never lose your balance, even on a high wire, or fall without being 
  pushed. If you are pushed, as long as there is something to break 
  your fall, you can defy danger with dex to use it and take no damage.
  
  130
  Swordmaster
  Expressions of Form
  When you create art with dancing or acting, take +1. If you perform 
  the result in a successful greeting ritual within a steading, take +1 
  forward to carouse within that steading.
  Passion 
  choose which you follow the most
  _ Mynbrudje 
  justice, empathy, truth
  Right a wrong.
  _ Thystonius 
  valor, physicality
  Endanger yourself to protect someone weaker than you.
  _ Upandal 
  smithwork, crafts, engineering
  Get someone to invest more effort into the quality of their weapon 
  or technique.
  _ Vestrial 
  deceit, trickery
  Fool someone to their detriment during a fight.
  Gear
  Your load is 12+str. You start with appropriate artisan tools (1 weight) 
  and dungeon rations (5 uses, 1 weight). Choose a basic example of 
  the weapon favored by your personal idiom, which gains your idiom 
  enhancements:
   
  _ short sword, axe, or warhammer (close, 1 weight)
   
  _ long sword, battle axe, or flail (close, +1 damage, 2 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ dagger (hand, 1 weight)
   
  _ whip (reach, dangerous, entangling, 1 weight)
   
  _ fists (hand, 0 weight)
  Choose your defense:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ breastplate (1 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only)
  Choose one:
   
  _ adventuring gear (1 weight)
   
  _ dungeon rations (1 weight) and healing potion (0 weight)
   
  _ a common mount appropriate to your size (with GM approval)
  
  131
  Swordmaster
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________.
   
  _ Graceless: include me in a beneficial social interaction I must spoil with 
  blunt observation or crass behavior.
   
  _ Heroic: let me keep you from going first into danger so I can go myself.
   
  _ Irresponsible: convince me to shirk my duty.
   
  _ Righteous: offer me an easier solution that requires I violate my prin-
  ciple of _______________.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
  Talents
  You may weave threads into talents, if you meet their requirements:
  _ A Little Noise Adds a Touch of Cheer
  When you successfully defy danger while engaged in witty banter, 
  with a solitary target, take +1 forward to hack and slash that target.
  _ Artful Dodger
  When nothing you wear or carry is clumsy or awkward, get +1 armor.
  _ Improved Weapon
  Choose one extra enhancement for your personal idiom.
  _ In Like Flynn
  When you meet someone for the very first time and parley with them, 
  improve your result by one step.
  
  132
  Swordmaster
  __ Laughing, Then Jumping Off Something
  When you use your surroundings to perform a flamboyant acrobat-
  ic maneuver, choose one outcome, in addition to anything else that 
  may happen. You may spend one karma to make an additional choice:
  • You grab something undefended. Now it’s yours!
  • You knock someone down or off-balance.
  • You move from where you are to somewhere else in sight or in reach 
  without difficulty.
  Second thread (requires circle 6): Your choices become:
  • You grab something, even if someone else is holding it: Now it’s yours!
  • You knock someone down or off-balance. You may deal your damage 
  equal to your circle.
  • You move from where you are to somewhere else in sight or in reach 
  without difficulty. You may take someone else with you.
  _ Nine Lives
  When you fall, if there is something that could possibly break your 
  fall, it does so and you take no damage.
  _ Throw Down the Gauntlet
  When you challenge someone to a duel, roll +cha. On a 10+, they 
  choose two if they do not accept. On a 7–9, they choose one if they 
  do not accept.
  • You take +1 ongoing against them until they defeat you
  • They lose the respect of their peers and underlings
  • They retreat
  _ Cutting Jibe 
  requires circle 2
  When you mock, insult or otherwise taunt someone, roll+cha. On a 
  10+, choose two. On a 7–9, choose one:
  • The target makes a rash decision.
  • The target falters or leaves an opening—you or an ally takes +1 forward 
  against them.
  • You take +cha armor forward against damage from the target.
  
  133
  Swordmaster
  _ Dedicated 
  requires circle 2
  When you face an enemy who has defeated you before, take +1 ongoing 
  against them until you defeat them.
  _ Disarm 
  requires circle 2
  When you use your weapon to disarm an enemy, roll+dex. On a hit, 
  the enemy’s damage is halved until they are rearmed. On a 7–9, you 
  also lose your weapon in the scuffle.
  _ The Long Climb 
  requires circle 2
  When you assess a stretch of dangerous terrain between you and an 
  objective, the GM will sketch out a map or diagram to help you plot 
  your approach. Working together, make note of a number of useful 
  features equal to your circle, and take +1 forward when you make use 
  of them.
  __ Setup Strike 
  requires circle 2
  When you hack and slash a solitary target, choose an ally. Their next 
  attack against your target does +1d4 damage. If you are in a bonded 
  group with that ally, their next attack against your target does +1d6 
  damage instead.
  Second thread (requires circle 6): Your ally also takes +1 forward against 
  your target. If they hack and slash against the target, they add the 
  choices offered by the The Dance.
  __ Staunch Defender 
  requires circle 2
  When you defend against a solitary attacker you always get +1 hold, 
  even on a miss. Also, you may spend 1 karma to gain +1 hold.
  Second thread (requires circle 6): In addition, when you get a 12+ to 
  defend, instead of getting hold, the nearest attacking creature is 
  stymied, giving you a clear advantage; the GM will describe it.
  _ They See me Rollin’ 
  requires circle 2
  When you first enter a steading looking to impress people, roll +cha. 
  On a 10+, choose three. On a 7–9, choose one. You may spend one 
  karma to make an additional choice, even on failure: 
  • You catch the eye of someone who wants to get intimate.
  • You catch the eye of someone willing to help you.
  • Someone in the steading, of your choice, wants to fight you.
  • You understand some local drama or injustice.
  • You make someone jealous. Say how.
  
  134
  Swordmaster
  _ You Seem a Decent Fellow 
  requires circle 2
  When you are about to first cross swords with a solitary intelligent 
  enemy who uses weapons, you may roll+cha when discerning reali-
  ties about them. If you do, add the following to the list of questions 
  you can ask:
  • What is this person about to do?
  • What emotion drives this person?
  • What is this person trying to hide?
  _ Prepare to Die 
  requires circle 4
  When you speak aloud your promise to defeat a solitary enemy, you 
  deal +2d4 damage against that enemy and –4 damage against anyone 
  else. This effect lasts until the enemy is defeated. If you fail to defeat 
  the enemy or give up the fight, you can admit your failure, but the 
  effect continues until you find a way to redeem yourself.
  _ Serpentine 
  requires circle 4
  When you employ acrobatics, deft maneuvers, or quick reflexes, you 
  can defend with +dex instead of +cOn.
  _ Not Left-handed 
  requires circle 6
  When you take damage from an attack, you learn and change your 
  tactics. If you take less damage than your circle, choose another:
  • Take +1 forward to hack and slash that attacker
  • Take +1 forward to defend against that attacker
  • The next time that attacker deals damage to you, adjust it by –1d4 
  (minimum zero)
  _ Walk Between the Raindrops 
  requires circle 6
  You may use any of your talents that specify a solitary enemy (i.e. 
  those with the solitary tag) against groups (i.e. enemies with the group 
  tag) as well.
  _ Dance of Death 
  requires circle 8
  When you hack and slash and deal damage to a solitary enemy, you 
  may deal your damage to a second enemy within range of your weapon, 
  or a second time to your target.
  
  135
  Thief
  Names 
  choose or invent
  Dwarf: Doxyar, Fenvas, Huvla, Ihres, Nisgu, Oblin, Rarsur, Runlis, Tewmir
  Elf: Alegi, Emgath, Ghatea, Nalceal, Nysbi, Rynldi, Tasstedi, Warsebeal
  Human: Ennyon, Filrian, Ina, Palcil, Phaeda, Philae, Quelon, Riral, Syalosu
  Ork: Aldtia, Cul, Dam, Hotskel, Otum, Tarr, Ughtur, Urd, Usstas, Xussul
  T’Skrang: Danina, G’rayum, R’garnys, Ssi’ir, Tengraying, V’is, V’kaleld
  Windling: Athral, Berresh, Chayesh, Ksajel, Nanare, Shusheni, Yithnai
  Look 
  choose one for each
  Gaze: shifty, criminal, mischievous
  Appearance: messy, official, suave
  Accoutrement: hooded, fancy, common
  Body: lithe, knobby, flabby
  Stat
  Your maximum hP is 6+Constitution.
  Your base damage is d8.
  
  136
  Thief
  Species 
  choose one
  _ Dwarf
  When dealing with traps with complex metal mechanisms, take +1.
  _ Elf
  When you successfully discern realities about places or situations, 
  ask an additional question.
  _ Human
  You are a professional. When you spout lore or discern realities about 
  criminal activities, improve your result by one step.
  _ Ork
  When you deal damage with a hand weapon, deal +2 damage.
  _ T’Skrang
  When you use tricks of the trade and use your tail to your advantage, 
  take +1.
  _ Windling
  When you deal damage with a near weapon, deal +2 damage.
  Starting Moves
  Trap Expert
  When you spend a moment to survey a dangerous area, roll+dex. On 
  a 10+, hold 3. On a 7–9, hold 1. On a hit, you may spend one karma 
  to gain +1 hold. Spend your hold as you walk through the area to ask 
  these questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
  Tricks of the Trade
  When you pick locks or pockets or disable traps, roll+dex. On a 10+, 
  you do it, no problem. On a 7–9, you still do it, but the GM will offer 
  you two options between suspicion, danger, or cost.
  
  137
  Thief
  Warding Ritual
  When you make a ritualized gesture and incantation to protect 
  yourself from a magical effect (actively or passively), roll+cOn. On a 
  10+, you are unaffected by the magic. On a 7–9, choose one:
  • you suffer the effect to a lesser degree
  • you are unaffected, but the effort is exhausting: mark a debility of 
  your choice.
  • you are unaffected, but your gesture will no longer work until you 
  next make camp.
  Expressions of the Mask
  When you create art with acting or poetry, take +1. If you present 
  the result in a successful greeting ritual, take +1 forward to any cha 
  test involving the recipient.
  Passion 
  choose which you follow the most
  _ Astendar 
  art, music, love
  Demonstrate your style in your actions.
  _ Chorrolis 
  trade, wealth, desire
  Gain more than you lose.
  _ Lochost 
  rebellion, freedom
  Leap into danger without a plan.
  _ Vestrial 
  deceit, trickery
  Shift danger or blame from yourself to someone else.
  
  138
  Thief
  Gear
  Your load is 9+str. You start with appropriate artisan tools (1 weight), 
  dungeon rations (5 uses, 1 weight), leather armor (1 armor, 1 weight), 
  and 10 coins. Choose your arms:
   
  _ dagger (hand, 1 weight) and short sword (close, 1 weight)
   
  _ rapier (close, precise, 1 weight)
   
  _ whip (reach, dangerous, entangling, 1 weight)
  Choose a ranged weapon:
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
   
  _ ragged bow (near, 2 weight) and bundle of arrows (3 ammo, 1 weight)
  Choose one:
   
  _ adventuring gear (1 weight)
   
  _ healing potion (0 weight)
   
  _ a tiny roguish pet (such as a frog, bird, rat, or spider). You can have 
  a larger pet, but if you do, it gains the miniature tag and its size 
  becomes tiny.
  Flags 
  select or invent two
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Deceitful: believe and act on a lie I’ve told you.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Irresponsible: convince me to shirk my duty.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Sycophantic: insist I publicly compare the greatness of two people from 
  whom I seek favor.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  139
  Thief
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Cautious
  When you use trap expert you always get +1 hold, and may spend 
  karma to get hold, even on a miss. 
  Second Thread (requires circle 6): When you use trap expert, on a 12+ 
  you get 3 hold and the next time you come near a trap the GM will 
  immediately tell you what it does, what triggers it, who set it, and 
  how you can use it to your advantage.
  __ Eye for Loot
  When you see or come to know about a thing you want, roll+int. On 
  a 10+, ask the GM three questions about it. On a 7–9, ask two. On a 
  miss, ask one anyway, but your desire is betrayed to everyone who 
  cares (and some who don’t):
  • What happened to it recently?
  • What is it really worth, all things considered?
  • What protects it and keeps it where it is?
  • Who will notice it’s missing?
  • Who will try to keep it from me?
  • Who will want it once it is mine?
  Second Thread (requires circle 6): On a 12+, ask the GM an additional 
  question, any question, about the thing you want. While executing a 
  plan to steal it, any time you or your allies can put one of the answers 
  to use, take +1 forward.
  _ Shoot First
  You’re never caught by surprise. When an enemy would get the drop 
  on you, you get to act first instead.
  
  140
  Thief
  ___ Surprise Attack
  When you attack a surprised or defenseless enemy with a melee 
  weapon, you can choose to deal your damage or roll+dex. On a 10+ 
  choose two. On a 7–9 choose one.
  • You don’t get into melee with them.
  • You deal your damage+1d6.
  • You create an advantage, +1 forward to you or an ally.
  • Reduce their armor by 1 until they repair it.
  Second thread (requires circle 2): When using a precise or hand weapon, 
  your surprise attack deals an extra +1d6 damage.
  Third Thread (requires circle 6): When using a precise or hand weapon, 
  the extra damage added to a surprise attack increases to +1d8 and all 
  other attacks deal +1d4 damage.
  __ Underdog
  When you’re outnumbered, you have +1 armor.
  Second Thread (requires circle 6): You always have +1 armor. When 
  you’re outnumbered, you have +2 armor instead.
  _ Bloody Aegis 
  requires circle 2
  When you take damage you can grit your teeth and accept the blow. 
  If you do, take no damage but instead suffer a debility of your choice. 
  If you already have all six debilities you can’t use this move.
  __ Connected 
  requires circle 2
  When you put out word to the criminal underbelly about something 
  you want or need, roll+cha. On a 10+, someone has it, for a reasonable 
  price. On a 7–9, you’ll have to settle for something close or it comes 
  with strings attached, your call.
  Second Thread (requires circle 6): When you put out the word that you 
  want to meet with someone, roll+cha. On a 10+, someone can set up 
  a meeting, with circumstances in your favor. On a 7–9, you can meet 
  with them, but there are strings attached or the circumstances are 
  less than ideal.
  _ Iron Will 
  requires circle 2
  When you are subject to mind control or magic that influences your 
  feelings, you may choose to take 1d4 damage (ignores armor) and 
  ignore the influence.
  
  141
  Thief
  _ Silk Walker 
  requires circle 2
  When you run across a surface that cannot hold your weight, roll+-
  dex. On a hit, you make it across gracefully and without trouble. On 
  a 7–9, you also expose yourself to danger somehow—the GM will 
  tell you how.
  _ Sticky Fingers 
  requires circle 2
  When you set your eye on something small in a room tell the GM 
  what you intend to grab. If you leave the room without drawing at-
  tention to yourself or starting a fight the item you name comes with 
  you with no one the wiser.
  __ Sympathetic Ward 
  requires circle 2
  Your warding ritual also guards anyone you touch; they resist any 
  magic you do. On a 7–9, you make one choice for everyone.
  Second Thread (requires circle 6): When your ward protects you, on a 
  12+, the magic rebounds onto its caster, affecting them instead of 
  anyone else.
  _ Wealth and Taste 
  requires circle 2
  When you make a show of flashing around your most valuable 
  possession, choose someone present. They will do anything they can 
  to obtain your item or one like it.
  _ Disguise 
  requires circle 4
  When you have time you may alter your features and appearance to 
  fool anyone into thinking you’re another creature of about the same 
  size and shape. Your actions can give you away but your appearance 
  won’t.
  _ Greed is Good 
  requires circle 4
  When you obtain a great and valuable treasure you’ve never owned 
  before, gain 1d6 temporary hit points. Damage is applied to these 
  temporary hit points before harming you.
  _ Mimic 
  requires circle 4
  When you have time you may alter your vocal chords to mimic the 
  voice of another creature. Restoring your own voice takes about the 
  same time.
  
  142
  Thief
  _ Silver Tongue 
  requires circle 4
  When you tell a convincing lie, roll+cha. On a 10+ choose three. On 
  a 7–9 choose one. You may spend one karma to make an additional 
  choice, even on a miss.
  • The intended targets believe the story.
  • Bystanders believe the story.
  • Those who believe the story do so for more than a few minutes.
  • Those who hear the story are amused.
  _ Escape Route 
  requires circle 6
  When you’re in too deep and need a way out, name your escape route 
  and roll+dex. On a 10+ you’re gone. On a 7–9 you can stay or go, but 
  if you go it costs you: leave something behind or take something with 
  you, the GM will tell you what.
  _ Evasion 
  requires circle 6
  When you defy danger on a 12+, you transcend the danger. You not 
  only do what you set out to, but the GM will offer you a better outcome, 
  true beauty, or a moment of grace.
  _ Grudge 
  requires circle 6
  When you suffer a debility (even through bloody aegis or your warding 
  ritual) take +1 forward against whatever caused it.
  _ Magic Mark 
  requires circle 6
  When you mark an object in some special way, you can always find 
  out where it is later on by making the mark again on something you 
  have at hand.
  _ Unmask 
  requires circle 8
  You can see through illusions, disguises and concealment.
  
  143
  Troubadour
  Names 
  choose or invent
  Dwarf: Acgu, Annan, Atfen, Avnar, Ibmen, Nerkun, Nojser, Uhma, Ysgu
  Elf: Astrafel, Daelwyn, Feliana, Damarra, Pendrell, Melliandre, Dagoliir
  Human: Anastin, Ardmol, Ealirian, Firiel, Iralria, Paluard, Ridueria
  Obsidimen: Eufother, Ildan, Laselmat, Oryer, Tordunt, Urough, Zavesh-
  on
  Ork: Atrad, Corler, Duntar, Loldech, Ollest, Pamver, Ractia, Yataugh, Zarr
  T’Skrang: Ayohonskel, Gy’onmor, S’cha, Sai’enage, Tlyetai, Yi’is, Za’es-
  sray
  Windling: Charkaja, Ksathel, Nayural, Shuyel, Yijel, Yishiru, Yithuz
  Look 
  choose one for each
  Gaze: knowing, fiery, joyous
  Appearance: groomed, meticulous, sleek
  Accoutrement: fancy, utilitarian, stylish
  Body: fit, well-fed, thin
  Stat
  Your maximum hP is 6+Constitution.
  Your base damage is d6.
  Species 
  choose one
  _ Dwarf
  When you first enter a steading built underground or with the dwarven 
  tag, you find many people willing to volunteer information.
  _ Elf
  When you enter an important location (your call) you can ask the GM 
  for one fact from the history of that location.
  
  144
  Troubadour
  _ Human
  When you first enter a steading, someone who respects the custom 
  of hospitality to minstrels will take you in as their guest.
  _ Obsidimen
  When you first enter a steading with the personage tag, you will have 
  no trouble gaining an audience with the notable person.
  _ Ork
  When you first enter a steading with the dirt, exodus, enmity, arcane 
  or lawless tags, you will find someone who offers you hospitality.
  _ T’Skrang
  When you enter a steading built near a river, you can ask the GM for 
  one fact from the history of that location.
  _ Windling
  When you enter a steading with the need, exotic, resource, or blight 
  tags, you immediately know the details of those tags.
  Starting Moves
  Expressions of the Heart
  When you create art with music or stories, make an additional choice, 
  even on a miss. You may spend one karma to make an additional 
  choice. If the performance is part of a greeting ritual, take +1. Also 
  add the following to the list of available choices:
  • You hold the attention of every intelligent creature that can see or 
  hear you until the performance is completed, or until something 
  happens to break their attention.
  • A member of the audience requests your services.
  • You gain useful information.
  • One or more members of the audience give you hospitality or gifts—
  the GM will tell you what.
  • One or more members of the audience become infatuated with you—
  the GM will tell you who.
  • You target the performance at an individual. If you are charming and 
  open with that individual within the next day, ask an additional 
  question without having to answer in return.
  
  145
  Troubadour
  Stories & Legends
  When you declare that you’ve heard of something or someone im-
  portant, name the book, song, or story that you learned of it from. 
  Ask the GM any one question about it and roll+int. On a hit, the GM 
  will provide you with an answer. On a 10+, the answer will be more 
  elaborate, providing information immediately useful or relevant. On 
  a miss, the GM will likely tell you an answer, but part of it will turn 
  out to be inconveniently false.
  Charming and Open
  When you speak frankly with someone, you can ask their player a 
  question from the list below. They must answer truthfully, then may 
  ask you a question from the list, which you must answer truthfully.
  • Whom do you serve?
  • What do you wish I would do?
  • How can I get you to    ?
  • What are you really feeling right now?
  • What do you most desire?
  A Port in the Storm
  When you return to a steading you’ve visited before, tell the GM 
  when you were last here. They’ll tell you how it’s changed since then.
  Passion 
  choose which you follow the most
  _ Astendar 
  art, music, love
  Perform your art to aid someone else.
  _ Mynbrudje 
  justice, empathy, truth
  Avoid a conflict or defuse a tense situation.
  _ Chorrolis 
  trade, wealth, desire
  Spur others to significant and unplanned decisive action.
  _ Raggok 
  vengeance, jealousy
  Perform your art to create tension and strife.
  
  146
  Troubadour
  Gear
  Your load is 9+str. You have appropriate artisan tools (1 weight) and 
  dungeon rations (5 uses, 1 weight). Choose one instrument, all are 0 
  weight for you:
   
  _ your father’s mandolin, repaired
   
  _ a fine lute, a gift from a noble
   
  _ the pipes with which you courted your first love
   
  _ a stolen horn
   
  _ a fiddle, never before played
   
  _ the drums of your people
   
  _ a songbook in a forgotten tongue
  Choose your clothing:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ tough, decorated skin (1 armor, worn, obsidimen only)
   
  _ ostentatious clothes (worn, 0 weight)
   
  _ scale armor (2 armor, clumsy, worn, 3 weight)
  Choose your armament:
   
  _ dueling rapier (close, precise, 2 weight)
   
  _ worn bow (near, 2 weight), bundle of arrows (3 ammo, 1 weight), 
  and short sword (close, 1 weight)
  Choose one:
   
  _ adventuring gear (1 weight)
   
  _ bandages (0 weight)
   
  _ halfling pipeleaf (0 weight)
   
  _ a horse or dog (page 13 and 16 of Mounted Combat)
   
  _ 3 coins
  Flags 
  select or invent three
   
  _ Accommodating: counter my proposal with a less attractive one I must 
  either accept or disrupt the harmony of the group.
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Curious: convince me to try something I probably shouldn’t.
   
  _ Deceitful: believe and act on a lie I’ve told you.
   
  _ Honest: involve me in a deception I must ruin.
   
  _ Sycophantic: insist I publicly compare the greatness of two people from 
  whom I seek favor.
  
  147
  Troubadour
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Bamboozle
  When you parley with someone and they need assurances, describe 
  how you con them into accepting some false assurance, and it comes 
  to pass.
  Second thread (requires circle 6): When you parley with someone, on a 
  hit you also get to ask their player one question which they must 
  answer truthfully.
  __ Insight
  When you miss using stories and legends or spout lore, in addition 
  to whatever else the GM says, you know where to go to find the in-
  formation you seek.
  Second thread (requires circle 6): You can discern realities by quickly 
  glancing about. When you use stories and legends or spout lore, on 
  a 12+ the GM will also reveal to you a glaring weakness, strength, or 
  a long forgotten secret.
  __ Pilgrimage
  When you arrive at a well-respected place after a dangerous journey, 
  hold 2. Spend one hold at any time to:
  • Create a rumor in a well-traveled location. It will never be traced back 
  to you.
  • Run across exactly the person, place, or item that will help you.
  • Gain a point of karma.
  • Use a move that another Pc has but you don’t.
  Second thread (requires circle 6): You can also spend one hold to:
  • Restore yourself to max hP.
  • Use the astral sight move for a few minutes.
  • Use the cast a spell move (+nothing) to cast a cantrip from any of the 
  disciplines.
  
  148
  Troubadour
  __ Stirring Speech
  When you deliver a stirring speech before a conflict, roll+cha. On a 
  10+, choose two. On a 7–9, choose one. You may spend one karma to 
  make an additional choice, even on a miss.
  • Your allies take +2 armor forward.
  • Your allies take +1d4 damage forward.
  • Your allies take +1 forward.
  Second thread (requires circle 6): You can use stirring speech simply by 
  shouting as you charge headlong into the fray, and make an addi-
  tional choice, even on a miss. Also, add these choices:
  • Your allies are immune to fear until the conflict ends.
  • You gain the same benefits as your allies.
  ___ Refreshing Song
  When you make camp, if you sing a soothing song, everyone in camp 
  may choose one:
  • Skip consuming a ration.
  • Heal +1d6 hP.
  • Take +1 forward.
  Second thread (requires circle 6): Everyone in camp chooses two.
  Third thread (requires circle 8): Add the following choice:
  • Remove a debility.
  __ Grace Under Pressure 
  requires circle 2
  When you face a foe one-on-one and are wielding a precise weapon, 
  gain +1 armor. In addition, when you hack and slash with a precise 
  weapon, on a 12+ you ignore their armor.
  Second thread (requires circle 6): When you defy danger related to a 
  nearby opponent while wielding a precise weapon, on a 10+ you can 
  deal your damage to that opponent.
  __ Life of the Party 
  requires circle 2
  When you create art with music or stories in a social situation while 
  your allies mingle in the crowd, on a hit, in addition to whatever else 
  happens, select one mingling ally. During, or shortly after, your 
  
  149
  Troubadour
  performance, that person can say how they take advantage of it for 
  their own benefit, then they select one:
  • Choose a benefit that could normally be generated by your performance 
  and apply it as if the performance was their own.
  • Improve the outcome of one of their rolls by one step
  Second thread (requires circle 6): On a 10+, instead of choosing one ally, 
  all mingling allies may make a choice.
  _ Lullaby 
  requires circle 2
  When you express a gentle song from the heart, add the following 
  to the list of choices:
  • Every creature you choose that can hear you becomes lethargic and 
  inattentive until the song ends.
  • Every listener who is (or is made) lethargic falls asleep after a few 
  minutes.
  __ Pep Talk 
  requires circle 2
  When you aid or interfere with +cha, by simply giving someone a few 
  words of encouragement or scorn, improve the result by one step.
  Second thread (requires circle 6): When you aid or interfere by shouting 
  at someone, on a 10+ they instead take +2 or -3, your choice.
  _ War Skald 
  requires circle 2
  You ignore the clumsy tag when wearing armor, and when you hack 
  and slash while chanting a war hymn deal +1 damage.
  _ Fawning Entourage 
  requires circle 4
  Hirelings in your sole employ have +1 Loyalty, no matter how you 
  treat them.
  _ Reputation 
  requires circle 6
  When you first meet someone who’s heard songs about you, roll 1d4. 
  If the result is less than your cha, tell the GM two things they’ve heard 
  about you. If the result equals your cha, tell the GM one thing they’ve 
  heard, and the GM tells you one thing. Otherwise, the GM tells you 
  two things they’ve heard.
  
  150
  Troubadour
  _ Reinforcing Song 
  requires circle 6
  When you aid spell weaving or casting with a song, you provide no 
  bonus to the caster’s roll, but improve the outcome by one step.
  _ An Ear For Magic 
  requires circle 6
  When you hear an enemy cast a spell the GM will tell you the name 
  of the spell and its effects. Take +1 forward when acting on the answers.
  _ Devious 
  requires circle 6
  When you use charming and open you may also ask “How are you 
  vulnerable to me?” Your subject may not ask this question of you.
  
  151
  Warrior
  Names 
  choose or invent
  Dwarf: Andar, Dinnar, Greta, Kefkur, Nulsor, Ozruk, Rahtin, Talfan, Yottin
  Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian
  Human: Eudai, Farmol, Firatrian, Isurstilis, Malatrian, Quanon, Umwen
  Obsidimen: Bazrakel, Heanum, Nipvor, Reyrser, Rokqua, Teannal, Um-
  saykri
  Ork: Ashen, Hur, Kashold, Nothran, Odlor, Ogris, Rasves, Sapat, Tutess
  Troll: Dakik, Ehik, Gesun, Jovod, Ladum, Laldek, Minuk, Rodan, Zasik
  T’Skrang: Ayormosu, D’erther, K’achit, Krey’rilang, Tuild, Tuitorroth, 
  V’vor
  Windling: Benal, Chajus, Charkarja, Charrect, Ksathural, Shuddal, Yijarja
  Look 
  choose one for each
  Gaze: hard, dead, eager
  Appearance: calloused, tanned, scarred
  Accoutrement: wild, sharp, battered
  Body: built, lithe, ravaged
  Stat
  Your maximum hP is 10+Constitution.
  Your base damage is d10.
  Species 
  choose one
  _ Dwarf
  When you share a drink with someone, you may parley with them 
  using cOn instead of cha.
  _ Elf
  When you hack and slash a monster with the group or horde tag, add 
  the precise tag to your weapon.
  
  152
  Warrior
  _ Human
  Once per battle you may reroll a single damage roll (yours or someone 
  else’s).
  _ Obsidimen
  You ignore the awkward equipment tag.
  _ Ork
  When you hack and slash a monster with the group or horde tag using 
  a messy weapon, deal +2 damage.
  _ Troll
  When you hack and slash a monster with the group or horde tag, add 
  the forceful tag to your weapon.
  _ T’Skrang
  When you hack and slash with a hand weapon on your tail, add: 
  • deal +1d8 to either your target or a different nearby target.
  _ Windling
  When you take a physical blow while airborne, you may reduce the 
  damage by your cOn but, if you do, get hurled out to near rage from 
  your attacker in a direction chosen by the GM.
  Starting Moves
  Armored
  You ignore the clumsy tag on armor you wear.
  Bend Bars, Lift Gates
  When you use pure strength to destroy an inanimate obstacle, roll+str. 
  On a 10+, choose three. On a 7–9 choose two.
  • It doesn’t take a very long time
  • Nothing of value is damaged
  • It doesn’t make an inordinate amount of noise
  • You can fix the thing again without a lot of effort
  Live by the Sword
  When you deal damage to an enemy, hold 1 impetus. If you go a day 
  without dealing damage to an enemy, spend one karma or lose all 
  
  153
  Warrior
  the impetus you have gained. When you make camp, you may heal 
  +1 hP per impetus spent. Other moves may allow you to gain or spend 
  impetus.
  Paper People
  When you hack and slash against a target with the group or horde 
  tag, add the following to the list of choices:
  • Deal +1d6 damage and take +3 armor against their attack.
  • Gain 1 impetus.
  • Move past the target to a more important one.
  Expressions of War
  When you create art with sculpting or rune carving, take +1. If you 
  use the result in a successful greeting ritual, you may parley with the 
  recipient using str instead of cha.
  Passion 
  choose which you follow the most
  _ Mynbrudje 
  justice, empathy, truth
  Defend those weaker than you.
  _ Thystonius 
  valor, physicality
  Defeat a worthy opponent.
  _ Floranuus 
  energy, victory, motion
  Upset the status quo.
  _ Dis 
  slavery, bureaucracy
  Kill a defenseless or surrendered enemy.
  
  154
  Warrior
  Gear
  Your load is 12+str. You carry appropriate artisan tools (1 weight) and 
  dungeon rations (5 uses, 1 weight). Choose two weapons:
   
  _ crossbow (near, +1 damage, reload, 3 weight) and bundle of bolts (3 
  ammo, 1 weight)
   
  _ dagger or gauntlets (hand, 1 weight)
   
  _ dueling rapier (close, 1 piercing, precise, 1 weight)
   
  _ halberd (reach, +1 damage, two-handed, 2 weight)
   
  _ fine bow (near, far, 2 weight) and bundle of arrows (3 ammo, 1 
  weight)
   
  _ long sword, battle axe or flail (close, +1 damage, 2 weight)
   
  _ maul or greataxe (close, two-handed, messy, 3 weight)
   
  _ whip (reach, dangerous, entangling, 1 weight)
   
  _ throwing knives (thrown, hand, near, 3 ammo, 1 weight)
  Choose your defenses:
   
  _ chainmail (1 armor, worn, 1 weight) and adventuring gear (1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only) and adventuring gear 
  (1 weight)
   
  _ scale armor (2 armor, worn, 3 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ shield (+1 armor, 2 weight)
   
  _ antitoxin (0 weight), dungeon rations (1 weight), and poultices and 
  herbs (1 weight)
   
  _ any mount (with GM approval)
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Devoted: offer me an easier solution that requires I compromise my 
  relation with _______________. 
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Heroic: let me keep you from going first into danger so I can go myself
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Unsophisticated: exemplify a social convention or intricate concept I 
  must misunderstand.
  
  155
  Warrior
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Armor Mastery
  When you make your armor take the brunt of damage dealt to you, 
  the damage is negated but you must reduce the armor value of your 
  armor or shield (your choice) by 1. The value is reduced each time 
  you make this choice. If the reduction leaves the item with 0 armor 
  it is destroyed.
  Second thread (requires circle 6): Also take +1 forward against the at-
  tacker and you may spend one karma to avoid the reduction in armor 
  value.
  _ Interrogator
  When you parley using threats of impending violence as leverage, 
  you may use str instead of cha.
  __ Seeing Red
  When you discern realities during combat, you may use cOn instead 
  of int. On a hit, add this question to those you may ask:
  • Who or what here is most vulnerable to me?
  Second thread (requires circle 6): When you enter combat with an eye 
  toward intimidating your foes, roll+cha. On a 10+, hold 2. On a 7–9, 
  hold 1. Spend your hold to make eye contact with an nPc present, 
  who freezes or flinches and can’t act until you break it off. You may 
  spend one karma to gain an additional 1 hold, even on a miss.
  _ Shield Charge
  When you charge an enemy with your shield, roll+str. On a 10+, 
  choose three. On a 7–9, choose one. You may spend one karma to 
  make an additional choice, even on a miss.
  • You knock the enemy down.
  • You push the enemy beyond close range of you.
  • You move past the enemy.
  • Deal your damage to the enemy.
  
  156
  Warrior
  __ What Are You Waiting For?
  When you cry out a challenge to your enemies, roll+cOn. On a 10+, 
  they treat you as the most obvious threat to be dealt with and ignore 
  your companions, take +2 damage ongoing against them until some-
  thing proves otherwise. On a 7–9, only a few (the weakest or most 
  foolhardy among them) fall prey to your taunting.
  Second thread (requires circle 6): On a hit, they also hesitate for a 
  moment and allow you to make the next move unimpeded.
  __ Iron Hide 
  requires circle 2
  Armor that you are wearing has +1 armor and weighs 1 less.
  Second thread (requires circle 6): Any shield on your arm has +1 armor, 
  too, and counts as 0 weight.
  __ Fireblood 
  requires circle 2
  When you have a moment to rest, you can spend impetus on yourself 
  or someone else, healing 1 damage per impetus spent.
  Second thread (requires circle 6): When you are wounded and take a 
  moment to gather yourself during combat, you may spend impetus. 
  Your wounds bubble and hiss, cleansing and cauterizing them, healing 
  +cOn damage per impetus spent.
  __ Merciless 
  requires circle 2
  When you deal your damage to something that can bleed, deal +str 
  damage. If the target is part of a group or horde, you may deal this 
  extra damage to a different member of the same group or horde 
  within range of your weapon.
  Second thread (requires circle 6): If you spend one impetus when dealing 
  this extra damage, deal your circle in extra damage instead of +str.
  _ Relentless 
  requires circle 2
  When you miss a hack and slash against a target with the group or 
  horde tag, whatever else happens you also deal str damage to them.
  
  157
  Warrior
  __ Vim and Vigor 
  requires circle 2
  In combat, you can spend your impetus, 1-for-1 to:
  • Block a blow meant for someone else. You take the result instead.
  • Disarm a foe.
  • Free yourself from constraints or bonds.
  • Add forceful or stunning to one of your attacks.
  • Decrease the damage dealt to you by 1.
  • Increase the damage of one attack by +1.
  Second thread (requires circle 6): Add the following choices
  • Leap twice as far or high as normal.
  • Escape the clutches of a foe.
  • Throw off the effects of being stunned, confused, or enchanted.
  __ Voice of Experience 
  requires circle 2
  When you order hirelings during violent or tense situations, improve 
  the result by one step.
  Second thread (requires circle 6): In addition, when you roll a 12+ the 
  hireling transcends their moment of fear  and doubt and carries out 
  your order with particular effectiveness or efficiency.
  _ Die by the Sword 
  requires circle 4
  When you face your last breath, you may spend all your impetus to 
  impress Death. If you do and survive, you return healed an addition-
  al 1 hP per impetus spent. If you spend your impetus, but miss or 
  refuse, you can still come back to life, but Death will take you during 
  the next combat you participate in, somehow, some way, no matter 
  what. 
  _ Disrupt 
  requires circle 4
  When you hack and slash a weaving spellcaster, add this choice: 
  • prevent the spell; the caster must start all over.
  _ Angel of Death 
  requires circle 6
  When you hack and slash or volley, you may spend impetus before 
  rolling. For each impetus you spend choose an extra target. Roll once 
  and apply damage to all targets, but gain no impetus for this attack.
  
  158
  Warrior
  _ Immovable object 
  requires circle 6
  While you defend while holding at least one impetus, add +cOn to 
  your armor. 
  _ Irresistible Force 
  requires circle 6
  After seeing the result of a +cOn or +str roll you make, you may spend 
  1 impetus to add +1 to the result.
  _ Martial Insight 
  requires circle 6
  When you have your eyes opened to an instrument of war, you gain 
  a sudden insight or vision into the origin, history, purpose or ranks 
  of the item. The GM will describe it. Any of the following can trigger 
  such a revelation:
  • When you roll a 12+ while dealing damage with your weapon, you 
  gain insight into it or the armor of your target.
  • When you hack and slash on a 12+ you also gain insight into your 
  enemy’s weapon, if it deals damage to you.
  • When you defend on a 12+, you gain insight into your armor.
  • If you return from facing your last breath, you gain insight into the 
  weapon that sent you there or the armor that failed you.
  • When you first weave a thread into a rank of a relic built for combat, 
  you gain insight into its next rank, if any.
  _ Superior Warrior 
  requires circle 6
  When you hack and slash on a 12+, make two choices from the list 
  instead of one and gain the following choice:
  • impress, dismay, or frighten your enemy.
  _ Wading Through Bodies 
  requires circle 8
  When you hack and slash and deal damage to a member of a group, 
  you may deal your damage to a second member of that group within 
  range of your weapon, or a second time to your target. When you 
  hack and slash and deal damage to a member of a horde, you may 
  deal your damage to all members of that horde within range of your 
  weapon, or kill your target outright.
  
  159
  Weaponsmith
  Names 
  choose or invent
  Dwarf: Ahgav, Cezlar, Dorcor, Enun, Ezro, Ollo, Shalkev, Uslur, Yrsen, 
  Yxlar
  Elf: Burtalas, Cerrdias, Emreldes, Garleal, Irndoistia, Untlial, Vorssias
  Human: Aellynu, Creonallo, Ealwen, Indrion, Malrion, Seorithcal, Tinadil
  Obsidimen: Asundhat, Lofinem, Nizmos, Oltaldran, Uickack, Yeshon
  Ork: At, Bord, Gunbur, Kop, Ockhin, Owet, Romtia, Tath, Voyton, Zucos
  Troll: Bydal, Crezar, Dotor, Esik, Gavoth, Nelurk, Ontod, Pesan, Zesod
  T’Skrang: Ayburban, Ch’eldkel, Kr’draine, Rhathrak, V’nalkal, Vroth
  Windling: Beyarja, Chinare, Choject, Nashakra, Shurkash, Yinel, Yishash
  Look 
  choose one for each
  Gaze: assessing, determined, kind
  Appearance: glistening, grimy, grim
  Accoutrement: elaborate, minimal, practical
  Body: burly, chiseled, weathered
  Stat
  Your maximum hP is 8+Constitution.
  Your base damage is d8.
  Species 
  choose one
  _ Dwarf
  When you forge armor, on a hit you make an additional choice.
  _ Elf
  When you study an item, you make an additional choice, even on a 
  miss.
  _ Human
  You gain an additional forge specialty.
  
  160
  WeaponSmth
  _ Obsidimen
  When you prepare materials, make an additional choice.
  _ Ork
  When you forge weapons, on a hit you make an additional choice.
  _ Troll
  When you are physically in your home Forge, take +1 ongoing.
  _ T’Skrang
  When you work on an item while using your tail to assist, reduce the 
  amount of time it takes by 15%.
  _ Windling
  When you work with an apprentice add two their skill.
  Starting Moves
  The Forge
  You belong to one of many guilds of weaponsmiths known as a Forge. 
  Your time as an apprentice in this Forge has colored your skills, based 
  on the steading containing it (choose one):
   
  _ Village: take +1 when preparing materials or during social interactions 
  in any village.
   
  _ Town: take +1 when performing any task involving true elements or 
  any rolls involving money.
   
  _ City: take +1 when spouting lore about weapons, armor and smith-
  ing. You also gain easier access to prepared and rare materials when 
  working in your own forge.
   
  _ Kaer: take +1 when reusing, dismantling or recycling anything or 
  any task involving defense against the horrors.
  Either through need, circumstance, or tradition, each Forge spe-
  cializes. When you forge, examine, attack with, defend with, or discuss 
  your forge’s specialties, take +1. Choose one specialty:
   
  _ bows
   
  _ crossbows
   
  _ daggers
   
  _ swords
   
  _ axes
   
  _ hammers
   
  _ maces
   
  _ flails
   
  _ polearms
   
  _ rapiers
   
  _ whips
   
  _ l e a t h e r 
  armor
   
  _ chainmail
   
  _ scale mail
   
  _ plate armor
   
  _ shields
  
  161
  WeaponSmith
  Solidarity
  When you enter a steading, you may count on hospitality from the 
  local Forge(s). Forges extend this courtesy to each other, allowing 
  visiting weaponsmiths to use their facilities, often in exchange for a 
  little work or training. Steadings without a forge always need smiths, 
  so tend to be even more hospitable.
  Prepare Materials
  When you purify, refine, distill, smelt, filter or otherwise process a 
  raw material into a more suitable form, roll+int. On a 12+ choose 
  three. On a 10–11 choose two. On a 7–9 choose one. On a miss, it is 
  likely the material is ruined and cannot be used. If the process con-
  sumes a kernel of a true element, improve the result by one step.
  • the process takes half the time
  • the process yields more output than usual
  • the result is particularly suitable: take +1 forward using it
  • the result is higher quality than usual: sell for twice the coin
  • the process provides insight to an unrelated matter
  Expressions of Travail
  When you create art with rune carving or wood carving, take +1. If 
  you use the result as part of a successful greeting ritual, take +1 
  forward to perform work for the recipient.
  Passion 
  choose which you follow the most
  _ Garlen 
  hearth, healing
  Help a steading defend itself.
  _ Chorrolis 
  trade, wealth, desire
  Increase the value of something.
  _ Upandal 
  smithwork, crafts, engineering
  Create something of quality.
  _ Vestrial 
  deceit, trickery
  Make something appear better than it is.
  
  162
  WeaponSmth
  Gear
  Your load is 12+str. You carry dungeon rations (5 uses, 1 weight) and 
  basic artisan and smithing tools (2 weight). Choose a weapon:
   
  _ dagger or gauntlets (hand, 1 weight)
   
  _ rapier (close, precise, 1 weight)
   
  _ warhammer, short sword or axe (close, 1 weight)
   
  _ spear (reach, thrown, near, 1 weight)
   
  _ long sword, battle axe or flail (close, +1 damage, 2 weight)
   
  _ maul or greataxe (close, two-handed, messy, 3 weight)
  Choose your defenses:
   
  _ chainmail (1 armor, worn, 1 weight) and adventuring gear (1 weight)
   
  _ tough skin (1 armor, 0 weight, obsidimen only) and adventuring gear 
  (1 weight)
   
  _ scale armor (2 armor, clumsy, worn, 3 weight)
  Choose two:
   
  _ 2 healing potions (0 weight)
   
  _ shield (+1 armor, 2 weight)
   
  _ antitoxin (0 weight), dungeon rations (1 weight), and poultices and 
  herbs (1 weight)
   
  _ a common mount appropriate to your size (with GM approval)
   
  _ 22 coins
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   
  _ Deceitful: believe and act on a lie I’ve told you.
   
  _ Greedy: offer me financial reward to undermine a friend.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Trustworthy: confide in me a secret that would damage you if revealed.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  
  163
  WeaponSmith
  Talents
  You may weave threads into talents, if you meet their requirements:
  ___ Forge Weapon
  When you improve or create a mundane weapon in a forge or work-
  shop, roll+str. On a hit choose one. On a 10+ you also finish in half 
  the time. On a miss, in addition to whatever else happens, roll 1d6; 
  on a 1, the weapon becomes unusable, otherwise you merely waste 
  your time. Improving a weapon normally takes a few days. Creating 
  a weapon, once the materials are ready, normally takes a few weeks. 
  Any benefit gained from prior forging is lost.
  • +1 damage
  • 1 piercing
  • −1 weight
  • add precise
  • add messy
  • add stun
  • add an additional range
  • add 50 coins to the cost
  Second thread (requires circle 4): When choosing a benefit, make an 
  additional choice as well. You may also improve magical or living 
  weapons, but on a 6−, such a weapon becomes unusable if you roll a 
  2 as well.
  Third thread (requires circle 6): When choosing a benefit, add the fol-
  lowing choices to the list:
  • add living
  • add ignores armor
  • add forceful
  • remove reload
  _ Discerning Eye
  When you go to buy a special, exotic, or magical item, you may roll 
  +int instead of +cha.
  __ Stand the Heat
  When you take damage from heat or fire, adjust it by –1d8.
  Second thread (requires circle 6): Ignore damage from heat or fire.
  __ Forge Armor 
  requires circle 2
  When you improve or create a mundane suit of armor or shield in a 
  forge or workshop, roll+str. On a hit choose one. On a 10+ you also 
  finish in half the time. On a miss, in addition to whatever else happens, 
  roll 1d6; on a 1, the armor becomes unusable, otherwise you merely 
  waste your time. Improving armor normally takes several days. 
  
  164
  WeaponSmth
  Creating armor, once the materials are ready, normally takes a few 
  weeks per point. Any benefit gained from prior forging is lost.
  • −1 weight
  • remove clumsy, but only for a specific wearer
  • double the cost
  Second thread (requires circle 6): When choosing a benefit, add the 
  following choices to the list:
  • +1 armor
  • add living
  You may also improve magical, living or implanted armor, but on 
  a 6−, such armor becomes unusable if you roll a 2 as well. You also 
  cannot double the cost of such armor.
  __ Item History 
  requires circle 2
  When you spend several consecutive hours studying an item, the GM 
  will tell you if the item is cursed or not, then you roll+int. On a 10+ 
  you gain insight into the item’s past and nature. Choose four and 
  take +1 forward to study the item further. On a 7–9 choose two. You 
  may spend one karma to gain an additional choice, even on a miss.
  • Discover the item’s basic abilities (that is, abilities that may be used 
  without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s 
  name.
  • Discover the question that must be answered to gain the next key to 
  the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Identify the style of the item’s maker to the point that you would 
  recognize it in other items.
  • If the item is cursed, discover what the curse will do.
  • If the item is cursed, discover how to abate the curse.
  • Avoid the effects of the item’s curse, if any.
  • Studying the item takes half the time.
  Second thread (requires circle 6): You need only examine the item for 
  several minutes or so before rolling.
  
  165
  WeaponSmith
  __ Versatility 
  requires circle 2
  Select a second forge specialty.
  Second thread (requires circle 6): Select a third forge specialty.
  _ Immutable Hands 
  requires circle 6
  When you handle true elements, you may prevent them from react-
  ing until you need them to,  using sheer will alone.
  _ Item Infusion 
  requires circle 6
  Tell the GM you would like to infuse a mundane item with magic to 
  give it one rank and an appropriate magical ability associated with 
  that rank. Such enchantment is always possible, but the GM will give 
  you one or more (possibly all) of these conditions to fulfill:
  • It will require certain amounts of true elements.
  • It will require one or more rare ingredients.
  • The ability may function a bit differently than you propose.
  • It’s going to take days/weeks/months.
  • You must get help from    .
  • You must perform the work in a certain place.
  • You must perform the work with specific tools.
  _ Locate Material 
  requires circle 4
  When you discern realities, add the following question to the list:
  • Is there a concentration of [a particular material] nearby?
  _ Forge Sense 
  requires circle 6
  When you are in your forge, you may use the Astral Sight move. You 
  may use +int in place of +str for any roll related to forging.
  _ Locate Weakness 
  requires circle 6
  When you discern realities looking for flaws or weaknesses in a plan, 
  item, location or creature, you may roll int instead of wis. You also 
  add the following question to the list of choices:
  • What is the weakest point?
  
  166
  WeaponSmth
  _ Salvage 
  requires circle 6
  When you aid an elementalist in a ritual of unmaking, add these 
  choices:
  • the ritual salvages all of the kernels of true elements in the item
  • the ritual salvages 10-100 coins worth of raw materials.
  _ Temper 
  requires circle 6
  When you spend several minutes drawing ornate symbols on a willing 
  subject (including yourself) then weave a thread into those symbols, 
  the subject temporary hP equal to your circle. Damage applies to 
  these hP first. Once they are gone, roll 1d6. If the result is equal to 
  or less than your int, the thread becomes available immediately and 
  you can repeat this move on the same target within an hour or so, 
  needing only to “touch up” the symbols for a minute or so. Otherwise 
  the thread remains bound until the markings are thoroughly washed 
  off.
  _ Traveling Smithy 
  requires circle 6
  As long as you have basic smithing tools, fire, and raw materials, you 
  can create a makeshift forge or workshop anywhere. Using a make-
  shift forge or workshop takes twice as long, however.
  _ Ghost Master 
  requires circle 8
  When you spend a night consulting the spirits of master weapon-
  smiths about a crafting, forging or enchanting project you are about 
  to undertake, roll+cha. On a 10+, take +2 ongoing to tests related to 
  that project. On a 12+, the spirits also give you information about an 
  unrelated matter. On a 7–9, take +1 ongoing to project related tests. 
  On a miss, you take +1 ongoing to project related tests, but the project 
  or its result become cursed in some way.
  
  167
  Wizard
  Names 
  choose or invent
  Dwarf: Akban, Amlan, Ezhin, Hubnev, Idsen, Ildas, Oltun, Runar, Uctor
  Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
  Human: Aithello, Eyrian, Laman, Malanon, Phallyria, Quarusie, Railillo
  Obsidimen: Diesdrader, Dokler, Hertonbur, Luitan, Nezdra, Ticranlor
  Ork: Av, Boshia, Kosser, Lushold, Ollskel, Orrough, Orunt, Sul, Tar, Vand
  Troll: Bunnuk, Gethur, Juruk, Kided, Mamor, Muntir, Mykon, Sithek, 
  Zosith
  T’Skrang: D’kel, D’skelvor, Kroe’ath, Rau’dar, Relyekim, Rh’ang, V’rynis
  Windling: Athral, Beyect, Chiddarja, Nanash, Shujiru, Shuyeni, Yirkiru
  Look 
  choose one for each
  Gaze: haunted, sharp, crazy
  Appearance: unkempt, slick, ancient
  Accoutrement: worn, stylish, strange
  Body: pudgy, creepy, thin
  Stat
  Your maximum hP is 4+Constitution.
  Your base damage is d4.
  Species 
  choose one
  _ Dwarf
  When casting a spell at a huge creature, improve the result by a step.
  _ Elf
  Magic is natural as breath to you. Cast Detect Magic as a cantrip.
  _ Human
  Choose one spell from another discipline’s list. You can cast it as if 
  it was a wizard spell.
  
  168
  Wizard
  _ Obsidimen
  You have an intimate connection to the spirits of the rock. You may 
  cast the nethermancy spell Contact Spirits as a cantrip.
  _ Ork
  When dealing damage with a spell, deal +2 damage.
  _ Troll
  When casting a spell at a target with the horde tag, the spell may also 
  effect 1d4 additional horde targets.
  _ T’Skrang
  You know a cantrip you can cast only on yourself that allows you to 
  breathe and talk underwater for nearly an hour.
  _ Windling
  You may cast the illusionist spell Charm Person as a wizard spell.
  Starting Moves
  Wizardry
  Through mastery of arcane formulæ and study, you can weave threads 
  into spells. You gain access to a number of moves and abilities related 
  to spell casting:
  • You may use the astral sight move.
  • You have mastered several spells and inscribed them in your grimoire. 
  You start out with three first circle spells in your grimoire as well as 
  the cantrips. Whenever you gain a circle, you add a new spell of your 
  circle or lower to your grimoire.
  • You know how to form and stabilize an astral construct that makes 
  casting spells safer, called a spell matrix. You may fashion as many 
  spell matrices as you like; however, the combined circles of all spells 
  attuned into them may not exceed twice your own circle.
  • Through patience, perception and experience, you can weave threads 
  to cast spells (from a spell matrix, grimoire or with raw magic). You 
  can use any of the weaving spell moves with +wis.
  • Through training, knowledge and improvisation, you channel energy 
  through your spell weaving to cast a spell. You can use the cast a spell 
  move with +int.
  
  169
  Wizard
  Ritual
  When you draw on a place of power to create a magical effect, tell 
  the GM what you’re trying to achieve. Ritual effects are always pos-
  sible, but the GM will give you one to four of the following conditions:
  • It’s going to take days/weeks/months.
  • First you must    .
  • You’ll need help from    .
  • It will require a lot of money or resources (such as true elements).
  • The best you can do is a lesser version, unreliable and limited.
  • You and your allies will risk danger from    .
  • You’ll have to disenchant     to do it.
  Expressions of Magic
  When you create art with manuscript illumination, calligraphy or 
  embroidery, take +1. If the result is used in a successful greeting 
  ritual, the recipient will seriously consider coming to you for advice.
  Passion 
  choose which you follow the most
  _ Garlen 
  hearth, healing
  Use magic to directly aid another.
  _ Chorrolis 
  trade, wealth, desire
  Acquire something that furthers your magical aims.
  _ Upandal 
  smithwork, crafts, engineering
  Discover something about a magical mystery.
  _ Dis 
  slavery, bureaucracy
  Use magic to cause terror and fear.
  
  170
  Wizard
  Gear
  Your load is 7+str. You start with your grimoire (1 weight), appro-
  priate artisan tools (1 weight),  and dungeon rations (5 uses, 1 weight). 
  Choose your defenses:
   
  _ leather armor (1 armor, worn, 1 weight)
   
  _ tough skin (1 armor, 0 weight, Obsidimen only)
   
  _ bag of books (5 uses, 2 weight) and 3 healing potions
  Choose your weapon:
   
  _ dagger (hand, 1 weight)
   
  _ staff (close, two-handed, 1 weight)
  Choose one:
   
  _ healing potion (0 weight)
   
  _ 3 antitoxins (0 weight)
   
  _ a common mount appropriate to your size (with GM approval)
   
  _ a tiny familiar (such as a cat, raven, rat, or spider). It gains the 
  sentient tag.
  Flags 
  select or invent two
   
  _ Aspiring: make me an offer that threatens my social standing.
   
  _ Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   
  _ Graceless: include me in a beneficial social interaction I must spoil with 
  blunt observation or crass behavior.
   
  _ Peculiar: refuse my aid because I’m different.
   
  _ Portentous: seek my divinations in a moment of uncertainty and trust 
  them implicitly.
   
  _ Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   
  _ Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
  Talents
  You may weave threads into talents, if you meet their requirements:
  __ Curiouser and Curiouser
  When you use discern realities, ask one additional question, even on 
  a miss.
  Second thread (requires circle 6): When you discern realities on a 12+, 
  you get to ask the GM any three questions, not limited by the list.
  
  171
  Wizard
  _ Fount of Knowledge
  When you spout lore about something no one else has any clue about, 
  whatever else happens, the GM will tell you an additional interesting 
  thing.
  _ Know-It-All
  When another player’s character comes to you for advice and you 
  tell them what you think is best, they get +1 forward when following 
  your advice and you mark experience if they do.
  _ Misty Morning, Clouds in the Sky
  When you enter a steading, the GM will tell you something useful 
  about the mystical energies of the place.
  _ Quick Study
  When you see the effects of a spell, ask the GM the name of the spell 
  and its effects. You take +1 when acting on the answers.
  __ Show Me the Way
  When you give a receptive NPC advice about what they should do, 
  roll+wis. On a 10+, they follow your advice in whatever way they think 
  is most beneficial for them. On a 7–9, they only follow your advice 
  if you back them up and help them do it.
  Second thread (requires circle 6): On a 12+, they do exactly what you 
  tell them to do.
  __ Spell Defense
  You may end any of your ongoing spells immediately and use the 
  energy of its dissipation to deflect an oncoming attack. The spell ends 
  and you subtract its circle from the damage done to you.
  Second thread (requires circle 6): You may empty a spell matrix to nullify 
  any one attack that you can see, after its result is known.
  __ Arcane Ward 
  requires circle 2
  As long as one of your spell matrices is in working order (undamaged 
  and containing an attuned spell), you have +1 armor. If all your spell 
  matrices are in working order, you have an additional +1 armor.
  Second thread (requires circle 6): You instead gain +1 armor each for 
  up to five working spell matrices.
  
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  Wizard
  __ Expanded grimoire 
  requires circle 2
  Select a spell from the spell list of any discipline. You may cast this 
  as a wizard spell.
  Second thread (requires circle 6): Select a second such spell. 
  __ Psychometry 
  requires circle 2
  When you spend several consecutive hours studying an item, roll+int. 
  On a 10+ you gain insight into the item’s past and nature. Choose 
  three and take +2 forward to study the item further. On a 7–9 choose 
  one and take +1 forward to study the item further. You may spend 
  one karma to make an additional choice, even on a miss.
  • Discover the item’s basic abilities (that is, abilities that may be used 
  without weaving threads into the item).
  • Discover how many threads may be woven into the item, if any.
  • Understand exactly what must be done (and where) to learn the item’s 
  name.
  • Discover the question that must be answered to gain the next key to 
  the item, if any.
  • Discover if the item requires that any deeds be performed.
  • Discover the general nature of the item’s magic (e.g. enchantment, 
  transformation, investigation, protection, etc.).
  • What are the most recent words spoken near it prior to being found?
  • What has been done to or with it recently?
  • What strong emotions has it been close to?
  • Studying the item takes half the time.
  Second thread (requires circle 6): You need only examine the item for 
  several minutes or so before rolling.
  __ Prodigy 
  requires circle 2
  Choose a spell. You prepare that spell as if it were one circle lower.
  Second thread (requires circle 6): Choose another spell. You prepare 
  that spell as if it were one circle lower.
  _ Scrying Pool 
  requires circle 2
  When you perform a ritual to investigate the doings of someone, and 
  you have a piece of their body or an item that is important to them, 
  
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  Wizard
  roll+int. On a 10+, ask the GM two questions from the list. On a 7–9, 
  ask one. On a miss, they get to ask two questions about you:
  • How could I get to them, physically or emotionally?
  • What are they really up to?
  • What is their weakness?
  • Who are their allies?
  • Who are their enemies?
  _ Counterspell 
  requires circle 4
  When you interfere with a spell being woven but not yet cast, roll+wis. 
  On a hit, the spell is prevented. On a 7–9, you also take 1d6 damage 
  that ignores armor, from feedback.
  __ Empowered Magic 
  requires circle 4
  When you cast a spell on a 10+, you have the option of choosing from 
  the 7–9 list. If you do, you may choose one of these as well:
  • The spell’s effects are doubled
  • The spell’s targets are doubled
  Second thread (requires circle 6): On a 12+, you need not choose from 
  the 7–9 list to gain the benefit.
  __ Enhanced Matrix 
  requires circle 4
  When you prepare a spell matrix to hold a spell, you may also “pre-
  weave” a thread for casting that spell into the matrix, which remains 
  woven until you release it. You may reclaim this thread any time, but 
  doing so also empties the matrix. Only one spell matrix may be en-
  hanced at a time.
  Second thread (requires circle 6): You may enhance a second spell matrix.
  __ Matrix Armor 
  requires circle 4
  One of your spell matrices becomes armored. Threads woven into 
  that spell matrix may not be unwoven by others.
  Second thread (requires circle 6): A second spell matrix becomes armored.
  
  174
  Wizard
  _ Book of Names 
  requires circle 6
  When you meet someone important, say what you’ve heard about 
  them and roll+wis. On a hit, the GM will tell you more details. On a 
  10+, the GM’s details will complement yours. On a 7-9, the GM’s 
  details may contradict your own information, and how you discover 
  the truth is your own affair. On a miss, you are wrong about something 
  important.
  _ Hidden Puppet Strings 
  requires circle 6
  When you use magic to control a person’s actions they have no 
  memory of what you had them do and bear you no ill will.
  _ Spell Augmentation 
  requires circle 6
  When you deal damage to a creature you can shunt a spell’s energy 
  into them—end one of your ongoing spells and add the spell’s circle 
  to the damage dealt.
  _ Self-Powered 
  requires circle 8
  When you have time, arcane materials, and a safe space, you can 
  create your own place of power. Describe to the GM what kind of 
  power it is and how you’re binding it to this place, the GM will tell 
  you one kind of creature that will have an interest in your workings.
  
  175
  Wizard Spells
  The spells of wizardry are primarily concerned with the working of 
  magic itself, raw force, lore, information, and magic’s interaction 
  with living minds. They tend to deal with the areas that the other 
  types of magicians cannot affect.
  Cantrips
  Wizards may use their cast a spell move with any cantrip they have 
  in their grimoire without performing any type of weaving. All known 
  cantrips can be cast as often as desired.
  Foible
  A single person you can see suffers a brief, moderate, involuntary 
  action: momentary blinking, quick cough, short giggle, a nod, un-
  thinking scratch, a twitch, a wink, a yawn. This spell can be cast with 
  some subtlety.
  Light 
  ongoing
  An item you touch glows with arcane light, about as bright as a torch. 
  It gives off no heat or sound and requires no fuel, but it is otherwise 
  like a mundane torch. You have complete control over the color of 
  the flame. The spell lasts as long as it is in your presence.
  Wrench
  You make a sudden violent twist, push, or pull, as if with a sweep of 
  your arm, on any one object you can see. For example, you might 
  open or close an unlocked door or window, pull a lever, upend a table, 
  break something fragile, etc.
  
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  Wizard Spells
  First Circle Spells
  First circle spells require one thread to be woven into them to be cast.
  Alarm 
  ongoing
  Walk a wide circle as you cast this spell. Until you make camp again 
  your magic will alert you if a creature crosses that circle. Even if you 
  are asleep, the spell will shake you from your slumber.
  Astral Armor 
  ongoing
  You select a target you can see (or yourself). When that target uses 
  astral sight, he or she gains +3 armor against astral attackers.
  Decipher 
  divination, ongoing
  The symbols, patterns and sounds of any written or spoken language 
  become understandable to you while this spell is active, though you 
  may not speak or write them yourself. While the spell is ongoing you 
  take –1 to cast a spell.
  Detect Magic 
  divination
  One of your senses is briefly attuned to magic. The GM will tell you 
  what here is magical.
  Magic Missile 
  evocation
  Projectiles of pure magic spring from your fingers. Deal 2d4 damage 
  to one target within far range.
  Seal
  Select a door or chest you can see. That object slams shut and its 
  latch, hinges, and lock (if any) become immobile until a keyword you 
  silently select when casting the spell is spoken in front of the door. 
  Until the mechanism is released, the only way to open the door or 
  chest is to break it.
  Telepathy 
  divination, ongoing
  You form a telepathic bond with a single person you touch, enabling 
  you to converse with that person through your thoughts. You can 
  only have one telepathic bond at a time. Improve any attempts to aid 
  or interfere with the target while this spell is ongoing by one step.
  
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  Wizard Spells
  Third Circle Spells
  Third circle spells require one thread to be woven into them to be 
  cast. Most third circle spells may be increased in potency by weaving 
  another thread into them before casting.
  Dispel Magic
  Choose a spell or magic effect in your presence: this spell rips it apart. 
  Lesser spells are ended, powerful magic is just reduced or dampened 
  so long as you are nearby. This spell cannot affect summonings.
  Disrupt Pattern 
  evocation
  You channel energy into the weak points of a visible target’s person-
  al pattern, inflicting 2d8 damage which ignores armor and the Scarred 
  debility. If you weave an additional thread into this spell, you may 
  apply the spell’s effects to two additional targets you can see.
  Hold 
  enchantment
  Choose a person, sentient mount, or intelligent creature you can see. 
  Until you cast a spell or leave their presence they cannot act except 
  to speak. This effect ends immediately if the target takes damage 
  from any source. If you weave an additional thread into this spell, 
  you may apply the spell’s effects to two additional targets.
  Levitate 
  ongoing
  You are held aloft by magical forces, and can move at walking pace 
  in any direction, including up and down. While the spell is ongoing 
  you take –1 to cast a spell, unless you weave an additional thread 
  into it before casting.
  Memory Reading 
  divination
  You touch someone and experience one of their memories, as if it 
  were your own.
  Sleep 
  enchantment
  1d4 enemies you can see of the GM’s choice fall asleep. Only creatures 
  capable of sleeping are affected. They awake as normal: loud noises, 
  jolts, pain. If you weave an additional thread into this spell, it affects 
  2d6 enemies you can see instead.
  
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  Wizard Spells
  Truth Telling 
  enchantment , ongoing 
  A creature you touch is prevented from saying anything they know 
  to be a deliberate lie. While this spell is ongoing, take −1 to cast a 
  spell. If you weave an additional thread into this spell, you may apply 
  the spell’s effects to two additional targets.
  Visions Through Time 
  divination
  Cast this spell and gaze into a reflective surface to see into the depths 
  of time. The GM will reveal the details of a grim portent to you—a 
  bleak event that will come to pass without your intervention. They’ll 
  tell you something useful about how you can interfere with the grim 
  portent’s dark outcomes. Rare is the portent that claims “You’ll live 
  happily ever after.” Sorry.
  Fifth Circle Spells
  Fifth circle spells require two threads be woven into them to be cast.
  Cage 
  evocation, ongoing
  The target is held in a cage of magical force. Nothing can get in or 
  out of the cage. The cage remains until you cast another spell or 
  dismiss it. While the spell is ongoing, the caged creature can hear 
  your surface thoughts and you cannot leave sight of the cage.
  Displacement 
  ongoing
  You bind your pattern loosely to time and space. You gain 1d4 hold. 
  When you would take damage, you may spend 1 hold to avoid the 
  damage, vanish and reappear somewhere safe a short distance away. 
  If you spend hold, but there is no safe place a short distance away, 
  you still move, but take damage and the spell ends. If you run out of 
  hold the spell ends. While the spell is ongoing, you cannot weave 
  threads.
  Doom Missile 
  evocation
  A sphere of energy rockets from your fingers to engulf a target with 
  a series of rapid implosions. Between each implosion, you must move 
  the sphere to a new target (you may hit the same target more than 
  once, just not twice in a row). The spell implodes three times, growing 
  and dealing progressively more damage with each implosion. If you 
  weave an additional thread into it before casting, the sphere implodes 
  once more if you have reached seventh circle or twice more if you 
  have reached ninth. Deal the following damage in progression, stop-
  
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  Wizard Spells
  ping when you run out of implosions: 1d6, 1d8, 1d10, 1d12, 2d6. If you 
  gain bonus damage from any source, apply it only to the last of these 
  implosions.
  Invigorate
  You energize the pattern of an adept you touch. They immediately 
  gain benefits as if they had performed their karma ritual. If you are 
  part of a group pattern, you may cast this on a group member without 
  needing to touch (or even see) them.
  Open Mind 
  ongoing 
  When you touch someone, their thoughts become audible to anyone 
  else nearby, as long as you continue to concentrate. While this spell 
  is ongoing, you take −1 to cast a spell.
  Pattern Link 
  divination, ongoing
  Name a person, place, or thing you want to learn about. If the target 
  is within a few days walking distance, the spell locates the pattern 
  of what you seek and links it to your own pattern. While this spell is 
  active, you gain visions of the target, as clear as if you were there. 
  The threads woven to cast this spell remain woven while it is active, 
  freeing only when you end the spell. Those capable of traveling in 
  astral space could track these threads back to you, if put to such a 
  task. Some locations may be shielded to prevent such prying.
  Sanctuary 
  ongoing
  You touch the window or door of a building (from inside or outside). 
  While the spell is ongoing all portals and entrances to that building 
  seal and are magically reinforced to keep out intruders (or keep in 
  those inside). Further, the skin of the building acts as a barrier in 
  astral space. This spell may only be dispelled or interfered with by 
  those on the same side of the building walls as you. You take –1 
  ongoing while this spell is active.
  
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  Wizard Spells
  Seventh Circle Spells
  Seventh circle spells require three threads be woven into them to be 
  cast.
  Contingency 
  evocation
  Choose a 5th circle or lower spell you know. Describe a trigger con-
  dition using a number of words equal to your circle. The chosen spell 
  is held until you choose to unleash it or the trigger condition is met, 
  whichever happens first. You don’t have to roll for the held spell, it 
  just takes effect. One of the threads woven into this spell remains 
  woven until the condition is met.
  Dislodge Spell
  Choose an unarmored spell matrix you can see with astral sight, and 
  empty that matrix. A target magical monster (the owner of the matrix) 
  is denied part or all of one of its spellcasting moves (player’s choice) 
  until it can refill the matrix.
  Dominate 
  enchantment, ongoing
  Your touch pushes your mind into someone else’s. You gain 1d4 hold. 
  Spend one hold to make the target take one of these actions:
  • Speak a few words of your choice
  • Give you something they hold
  • Make a concerted attack on a target of your choice
  • Truthfully answer one question
  If you run out of hold the spell ends. If the target takes damage 
  you lose 1 hold. While the spell is ongoing you cannot cast a spell.
  Past Thoughts 
  divination
  You can “hear” the thoughts and emotions that happened in your 
  specific location during one historical event of your choosing. You do 
  not necessarily know who originally possessed these thoughts and 
  emotions, though thoughts can easily give away their origins.
  Peacebond 
  ongoing
  Select a target you can see. Whenever the target takes damage from 
  an attack, the attacker takes the same amount of damage. Likewise, 
  if the target deals damage, the target suffers the same amount of 
  damage. If you weave an additional thread to this spell before casting, 
  
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  Wizard Spells
  apply its effects to an additional target. While the spell is ongoing 
  you cannot cast a spell.
  True Seeing 
  divination, ongoing
  You see all things as they truly are. This effect persists until you tell 
  a lie or dismiss the spell. While ongoing you take –1 to cast a spell.
  Word of Recall
  Choose a word. The first time after casting this spell that you speak 
  the chosen word, you and any allies touching you when you cast the 
  spell are immediately returned to the exact spot where you cast the 
  spell. You can only maintain a single location; casting Word of Recall 
  again before speaking the word replaces the earlier spell.
  Ninth Circle Spells
  Ninth circle spells require four threads be woven into them to be cast.
  Antipathy 
  enchantment, ongoing
  Choose a target and describe a type of creature or a Passion. Creatures 
  of the specified type or who embrace the ideals of that Passion cannot 
  come within sight of the target. If a creature of the specified type 
  does find itself within sight of the target, it immediately flees. This 
  effect continues until you leave the target’s presence or you dismiss 
  the spell. While the spell is ongoing you take –1 to cast a spell.
  Alert 
  divination, ongoing
  Describe an event. The GM will tell you when that event occurs, no 
  matter where you are or how far away the event is. If you choose, 
  you can view the location of the event as though you were there in 
  person. While the spell is ongoing, one of the threads woven into this 
  spell remains woven into the spell.
  Fork
  When you prepare this spell into a spell matrix, select three spells in 
  your grimoire with circles adding up to nine (e.g. one fifth circle, one 
  third, one first; or one seventh, two first; or three third). When you 
  cast fork, the effects of the selected lesser spells occur simultane-
  ously. Each may be targeted separately.
  
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  Wizard Spells
  Mind Transfer 
  ongoing
  You transfer your mind into the body of another living being you 
  touch. You may choose to exchange bodies, in which case their mind 
  now inhabits your body until the effect is reversed. You retain all your 
  moves and stats except those that require your old body. You may 
  instead choose to possess them, which makes this spell ongoing and 
  gives them a chance to resist. If they cannot, your body remains in a 
  state of sleep and while this spell is ongoing, you take −1 to cast a 
  spell.
  Perfect Summons 
  summoning
  You teleport a creature to your presence. Name a creature or give a 
  short description of a type of creature. If you named a creature, that 
  creature appears before you. If you described a type of creature, a 
  creature of that type appears before you.
  Warp Astral Space 
  ongoing
  You twist, stretch and deform the local astral space, making working 
  magic difficult. Gain 1d4+1 hold. Spend hold, 1 for 1, to choose an 
  option like:
  • Disrupt a magic-related GM move.
  • Banish a summoned spirit or elemental.
  • Force astral creatures to flee the area.
  • Prevent a spirit monster from leaving this plane.
  • Snuff out a magical effect.
  • Prevent a target from teleporting away.
  • Force a target to reveal its true form.
  If you run out of hold the spell ends. While the spell is ongoing 
  you cannot cast a spell.
  
  183
  On Relics
  The Fourth World expands upon the equipment chapter of Dungeon 
  World, bringing the notion of weaving threads to bear here as well. 
  This chapter divides magical items into categories, based on how 
  they use threads.
  Ranks
  A magic item may contain a number of ranks. Each rank represents 
  the capacity of the item to have a thread woven into it. When a char-
  acter weaves a thread into a rank, they gain access to the move 
  provided by that rank, so long as the thread remains woven. Threads 
  must be woven into ranks in order, slowly unleashing the potential 
  of the item. Weak magic items hold no ranks, so do not and cannot 
  have threads woven into them.
  All items fit into a particular category or type, based on how many 
  ranks it has and how they work:
  • mundane items contain no ranks and are in no way magical
  • trifles contain a bit of magic, but not enough to warrant a rank
  • trinkets contain one rank, but only require a thread when being used. 
  You can weave a thread into a trinket much more quickly.
  • wonders contain one rank, but require a thread full time.
  • relics contain more than one rank. Full time threads activate the ranks 
  in order.
  
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  On Relics
  Additional Tags
  In addition to the tags in Dungeon World and Mounted Combat, this 
  document adds a few of its own:
  • living: Though of a type normally inanimate, this item is alive. If 
  properly tended, the item can repair itself if damaged. This tag is 
  mostly used as a usage restriction. For example, GMs may wish to 
  enforce a guideline that obsidimen may only wear living armor.
  • entangling: The weapon is meant to immobilize or hinder its target 
  rather than do damage. When such a weapon would do damage, you 
  may choose to forgo the damage and instead entangle the target in a 
  way fictionally appropriate to the weapon.
  • implant: The item (usually a blood charm) must be implanted into 
  the body to function.
  • n blood: The item works through blood magic, only usable by com-
  mitting n blood to it.
  • n sacrifice: The item works through blood magic, only usable by 
  spending n blood as it is implanted.
  Keys, Deeds and Demands
  The more potent magical items in the Fourth World carry a unique 
  pattern and a name, and must be uniquely understood to be used. 
  When a wonder or relic is first discovered, all of its ranks are locked. 
  To weave a thread into an item, its next rank must be unlocked. 
  Unlocking a rank requires a key: the answer to a specific question 
  about the item. For every magic item with ranks, the first question 
  that must be answered is almost always “what is the item’s name?”.
  Studying the item’s pattern (several disciplines have talents to do 
  this) can lead to discovery of its name. Research and legwork can 
  provide another avenue to learning a name. Some items may even 
  inscribe the name on the item itself, making discovery of the first 
  key trivial.
  Many magic items contain only one rank, so the first key unlocks 
  the item’s entire potential. More powerful items, however, contain 
  additional ranks, each with their own key. Though magic can discov-
  er what question must be answered to reveal the key, few shortcuts 
  are available to find the answer. Research and adventuring are typ-
  ically a character’s only option. Discovering keys, therefore, often 
  drives the story in Fourth World games.
  While powerful items are not (necessarily) intelligent, many of 
  them want things. In particular, they may require deeds from a 
  
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  On Relics
  wielder. When a rank requires a deed to be unlocked, the deed acts 
  as the key, unlocking the rank when the wielder (and only the wielder) 
  completes the task. One difficulty surrounds deeds: no magic can 
  reveal what deed must be performed, only that one must be performed. 
  Figuring out what is required often takes even more research and 
  adventuring than discovering a key.
  Lastly, some ranks may demand certain qualities from their wielder, 
  in addition to a key or deed. Demands might include being a partic-
  ular discipline, having an ability score at a certain value, being a 
  certain species or having reached a certain circle. Fortunately, a 
  wielder who has woven threads into all the prior ranks immediately 
  understands what the demands of the next rank are.
  Spouting Lore About Relics
  Some disciplines have talents which grant magical insight into an 
  item’s ranks (e.g. Bow History, Psychometry, Item Disposition, Item 
  History,  Martial Insight). Such talents magically expose a character 
  to information they might have no other way of discovering. So what 
  happens when a character Spouts Lore about a relic?
  Like much else in Dungeon World, it depends on the needs of the 
  story. Often, discovering keys drives longer term story arcs in play, 
  but sometimes keys may be more of a hindrance on the narrative the 
  table finds interesting. Fun things can be discovered when a group 
  has to track down and negotiate with the right kind of adept. On the 
  other hand, sometimes that is just an unwelcome digression.
  So, when spouting lore about a relic comes up, the GM can easily 
  use the outcome to pace revelations about the item. It’s certainly 
  possible that Spout Lore could reveal something about the item’s 
  ranks, should that be more interesting to the story. Perhaps the 
  character spouting lore happens to remember the name of the item 
  from a story or song. 
  In cases where the preference may be to drive more investigation 
  before ranks can be unlocked, spouting lore might be used to provide 
  hints where to look.
  The GM might consider the following when revealing  “something 
  interesting and useful” related to an item with ranks:
  • If the use of the item is not obvious, describe the item’s general 
  purpose.
  • Provide one of the items from the Item History talent (if revealing 
  such information makes the story better), perhaps slightly concealed. 
  
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  On Relics
  (“Items from that period were known to reveal their names in glowing 
  writing when rubbed with grapeseed oil.” “You realize that the mark-
  ings on the pommel are much like a type of coded writing you learned 
  as a child.  How did you learn it?”)
  • Provide a concrete lead about where more information could be dis-
  covered. (“The library in the city down the road is known to have a 
  copy of On Instruments, which would almost certainly mention a 
  magical trumpet like this. What is your connection to this library?” 
  “The alloy used in the handle could have only come from one place….”)
  • Open a door to a specific, fruitful line of investigation on a related 
  topic.  (“From the style, you are certain that this is the work of master 
  artificer Malgrave the Younger, who did most of his work for the 
  aropagoi of the Serpent River. How do you know of him?”)
  When revealing something merely “interesting” instead, the GM 
  might consider more oblique or less specific hints:
  • Provide a tour-guide-like comment about the history of the item 
  (“Items of this kind were often used by [particular disciplines, species, 
  peoples in a geographic region, followers of a particular Passion, 
  etc.]…”.  “This style was common prior to the completion of the Eternal 
  Library…”)
  • Provide a hint about the item’s purpose. (“The symbol on the hilt was 
  often used to mark the property of those who had been claimed by 
  the invae.”)
  • Provide a rumor. (“You’ve heard that the crew of the Yrnilus has been 
  destroying items like that.”)
  
  187
  On Relics
  Mundane Items
  An item with no magic at all is a mundane item and never contains 
  ranks. These can be bought and sold in most places. Mundane gear 
  dominates the first few pages of Dungeon World’s gear section. The 
  Fourth World differs from a number of settings in that literally every-
  one able to perform some kind of craft does so. As a result, quality 
  and availability of items can be unpredictable. The smallest village, 
  for example, might include someone who weaves the best blankets.
  When converting mundane items, favor Dungeon World costs when 
  you can, but otherwise just guess. Some additions to the gear list:
  Bola 
  thrown, near, entangling, 1 coins, 1 weight
  Blowgun 
  near, –2 damage, 2 coins, 0 weight
  Blowgun needles 
  5 ammo, 1 coin, 0 weight
  Espagra-scale cloak 
  1 armor, worn, 100 coins, 1 weight
  Lance 
  reach, requires (mounted), 15 coins, 1 weight
  Mareka 
  close, 9 coins, 1 weight
  Net 
  thrown, near, entangling, awkward, 1 coins, 1 weight
  Raid Spear 
  reach, 6 coins, 1 weight
  Maul, Greataxe 
  close, two-handed, messy, 20 coins, 3 weight
  Stone Maul 
  close, two-handed, forceful, messy, 
   
  awkward, 350 coins, 4 weight
  Throwing knives 
  thrown, near, hand, 3 ammo, 3 coins, 1 weight
  Trispear 
  reach, two-handed, 10 coins, 1 weight
  Whip 
  reach, dangerous, entangling, 4 coins, 1 weight
  Wyvern-skin armor 
  2 armor, worn, 300 coins, 1 weight
  Farrier 
  2 coins
  Messenger, local 
  1 coin
  Messenger, steading-to-steading 
  25 coins
  Library access, town 
  5 coins
  Library access, city 
  10 coins
  Library access, Thoral 
  8 coins
  Granlain 
  100 coins
  Huttawa 
  80 coins
  Kue 
  60 coins
  Troajin 
  60 coins
  Zoak 
  70 coins
  
  188
  On Relics
  Trifles
  A trifle possesses some magical power, but requires no threads to 
  use (and so, have no ranks). All of the following from Dungeon World 
  are probably trifles:
  • healing potion
  • arrows of acheron
  • barb of the black gate
  • coin of remembering
  • devilsbane oil
  • the echo
  • lamented memento
  • sacred herbs
  When converting, “common magic items” and “blood charms” 
  are typically trifles, such as the following examples. In the Fourth 
  World, such items are commodities, available in many markets; 
  however, blood charms are not self-implanting, requiring ritual magic 
  and a skilled hand (see the chirurgeon obsession, page 232) to install. 
  Creation or conversion of additional trifles is left as an exercise to 
  the reader:
  Amber Eyes 
  living, implant, 1 sacrifice, 350 coins, 0 weight
  This pair of amber spheres replace a character’s own eyes. While they 
  are implanted, the character may use the astral sight move.
  Blood Pebbles 
  +1 armor, living, implant, 3 blood, 500 coins, 0 weight
  Hundreds of small of small elemental stones implanted into the skin 
  deflect harm, drawing power from the host’s blood.
  Echo Stone 
  300 coins, 0 weight
  These baubles capture sounds within their crystalline structure. If 
  you tap the stone on the earth five times, then speak a password, the 
  stone will remember everything you say next, until you say the 
  password again or about a minute passes. From then on anyone who 
  speaks the password to the stone will hear the captured message in 
  your voice. The stone may hold different messages under different 
  passwords. Someone who knows a password can clear the message 
  remembered under that password.
  
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  Fernweave 
  1 armor, living, worn, 125 coins, 1 weight
  Armor made from living plant fibers and herbs, woven densely. It 
  must be watered once every three days, or loses its armor tag until 
  it is watered.
  Firefly Chalk 
  12 coins, 0 weight
  The enchantment within a stick of this chalk causes its writing to 
  glow in the dark. It can also be used to decorate skin. Like all chalk, 
  it washes off most surfaces if rubbed or doused with water.
  Horn Needle 
  implant, 1 blood, 200 coins, 0 weight
  These thin ivory needles are implanted under the skin. Should you 
  be poisoned while using one, roll+cOn. On a hit, the needle absorbs 
  the poison, delaying the poison’s effects by several days. If you remove 
  the used needle before that, you remove the poison from your body 
  entirely. On a 10+, when you remove the needle, you may extract one 
  dose of the poison from it. On a miss, the needle is overwhelmed and 
  ruined, and the poison effects you normally.
  Horror Fend 
  implant, 2 blood, 500 coins, 0 weight
  When implanted, this charm of gold and silver around a kernel of 
  true earth provides +1 armor against monsters with the horror tag, 
  or contructs created by horrors.
  Life Extender 
  living, implant, 1 blood, 150 coins, 0 weight
  These crystal blood charms absorb damage inflicted on the host once 
  they are implanted, if the host chooses. Once the charm has absorbed 
  seven points of damage, it becomes inert. The charm must be removed 
  to uncommit the blood.
  Luxury Bedroll 
  300 coins, 0 weight
  This elaborately embroidered bedroll keeps anyone sleeping on it at 
  a comfortable temperature and deters insects. If you use it while 
  making camp, you heal +1 hP. When not in use, the bedroll folds up 
  to a ludicrously small size.
  Stat Boost 
  living, implant, 2 blood, 400 coins, 0 weight
  When implanted, this blood charm increases one of the hosts stats 
  (determined when the charm is made) by +1. If implanted into someone 
  whose score in that stat naturally is or becomes 18, the charm shat-
  
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  ters and the blood committed to it is spent. This type of trifle takes 
  on a variety of forms, usually related to which stat is being boosted.
  True Element 
  0 weight
  A kernel of a true element can be infused into an item to give it magical 
  properties, or enhance those it already has. True elements must be 
  harvested, making them rare (some are much harder to locate and 
  harvest than others). They also react easily with other materials, so 
  must be contained magically until used. Some kernels are more pure 
  and/or stronger than others, which affects their price:
  True air, kernel 
  50–100 coins
  True earth, kernel 
  5–10 coins
  True fire, kernel 
  50–100 coins
  True water, kernel 
  5–10 coins
  True wood, kernel 
  25–50 coins
  Orichalcum, kernel 
  500–1,000 coins
  Trinkets
  A trinket requires a thread only while it is actively being operated. 
  Technically, trinkets have one rank, but this rank is almost always 
  unlocked, so requires no key. Additionally, weaving a thread into a 
  trinket (see the Integrate a Rank move, page 20) takes only a minute 
  or so. The following from Dungeon World are probably trinkets:
  • Captain Bligh’s cornucopia
  • earworm wax
  • the epoch lens
  • farsight stone
  • fiasco codex
  • folly held aloft
  • immovable rod
  • infinite book
  • inspectacles
  • the ku’meh maneuver
  • Titu’s truthful tallow
  • tricksy rope
  When converting, any item that gets activated to do one basic 
  thing for a while is a good candidate for a trinket. It also turns out 
  that some Earthdawn® spells fit into Fourth World better when re-imag-
  ined as trinkets (or wonders). Note that, from a game perspective, 
  the particulars of weaving a thread into a trinket usually don’t matter 
  
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  much, because trinkets tend to be the kind of items characters use 
  to solve problems, not when they are under threat. The real cost of 
  a trinket versus a trifle is that the character needs to have thread 
  available in the first place. On the other hand, a character that holds 
  a thread in reserve in order to use a trinket can reuse that thread for 
  other trinkets, though they could only use one at a time.
  Ball of String 
  1 rank, 250 coins, 0 weight
  Weaving a thread into this ball of silvery thread causes a strand curl 
  out of the ball and tie itself to a nearby landmark, marking a point 
  of origin. As you walk, thread unwinds effortlessly. Played out string 
  cannot easily be spotted and resists cutting. You may wind the string 
  back onto the ball in order to find your way back. When you do, the 
  string glows with a white light. When the thread is released, any 
  played out string vanishes in a puff of light.
  Delving Quartz 
  1 rank, 300 coins, 1 weight
  These fist-sized, irregular quartz crystals are a common sight in 
  kaers, steadings, caravans, and exploratory ventures. By weaving a 
  thread into the crystal, you may command it to glow any color and 
  brightness you like. This light may be generated without heat, if 
  desired, but you may also make the crystal radiate warmth as it glows. 
  One crystal cannot get much brighter or warmer than a typical hearth 
  fire. Delving quartz is often mounted in lanterns or other fixtures.
  Espagra Saddle 
  1 rank, 5,000 coins, 2 weight
  The shimmering blue espagra scales provide an immediately recog-
  nizable look to these coveted riding saddles. When a rider outfits her 
  mount with this saddle and weaves a thread into it, she chooses one 
  benefit the saddle will provide until the thread is freed:
  • The rider may not be forced from the saddle.
  • The mount’s control stat increases by one.
  • The mount’s armor stat increases by one.
  Inventory Scroll 
  1 rank, 160 coins, 0 weight
  When you weave a thread into this roll of parchment within a room, 
  glowing yellow or orange writing appears on the scroll as if written 
  by an invisible pen, listing each item within the room in general terms 
  (no names given). The scroll is thorough, but cannot detect concealed 
  items. When the thread is released from the scroll, the writing dis-
  appears.
  
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  Kaer Chisel 
  1 rank, 1,200 coins, 1 weight
  When you weave a thread into this stone chisel and strike the door 
  leading into a kaer, the sound attracts the attention of any inside the 
  kaer close to the door. As long as the thread remains woven, you can 
  trace on the outside of the door with the chisel, and the pattern is 
  replicated on the inside of the door.
  Masquerade Plumage 
  1 rank, 160 coins, 0 weight
  When you don one of these elaborate, feathered half-masks and 
  weave a thread into it, only you may remove it. While it remains in 
  place, you will not be recognized by anyone around you. People will 
  remember your actions, but nothing about you (not even your voice 
  or scent) will trigger recollection.
  Night Chain 
  1 rank, 2,000 coins, 1 weight
  This fine golden chain splits at one end, suspending two coin-like 
  slugs of metal. The other end forms a loop, which you put around 
  your head. Holding the coins just over the eyes of someone asleep 
  and weaving a thread into the chain connects you to the sleeper. Any 
  dream they experience while the thread remains woven, you see. 
  Should the target wake while the chain is in use, you gain the Stunned 
  or Confused debility and the thread unravels. 
  Obstructing Whip 
  1 rank, reach, entangling, 1 weight
  While a thread is woven into this otherwise typical leather whip, 
  several cords of vibrant magical energy writhe from the handle, 
  interfering with incoming attacks. When you defend while wielding 
  these cords, gain +1 hold, even on a failure, and add the following 
  choices:
  • when the attack is completed, entangle the attacker
  • provide +1d8 armor against an incoming attack
  Orichalcum Container 
  1 rank, 5,000 coins, 1 weight
  When a thread is woven into this ornate orichalcum box, it will store 
  twenty kernels of any true elements without allowing them to inter-
  act.
  Pocket Guardian 
  1 rank, 100 coins, 1 weight
  When this statue of a large stinging insect or arachnid is placed in 
  your pocket or pouch and you weave a thread into it, the statue 
  
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  animates. The statue will allow you to add or remove items from its 
  home, but will bite and poison anyone else that tries.
  Preserving Pot 
  1 rank, 200 coins, 2 weight
  When a thread is woven into this large iron pot and its lid is closed, 
  anything inside does not rot, dry out, cool down, heat up or otherwise 
  change.
  Season Lamp 
  1 rank, awkward, 250 coins, 4 weight
  Weaving a thread into one of these elaborate brass or iron chandeliers 
  activates elements which either warm or cool the room in which it 
  hangs, keeping it at a constant temperature regardless of the weather.
  True Skin 
  1 rank, 1 armor, 1 weight
  Though this armor was obviously fashioned from some kind of animal 
  hide, the type of animal cannot be identified. Upon coming into 
  possession of this armor, decide what type of animal most closely 
  resembles your personality and temperament, and tell the GM. In 
  return, the GM will tell you one or more moves associated with that 
  animal. When you want to unleash your inner beast, weave a thread 
  into the armor and gain hold equal to your cOn. You and your pos-
  sessions meld into a perfect copy of the animal you selected. You have 
  any innate abilities and weaknesses of that form, retaining your stats. 
  Spend 1 hold to make one of the animal moves. Once out of hold, you 
  return to normal form and can’t change back for an hour or so.
  Upandal’s Blessings 
  1 rank, 275 coins, 1 weight
  These artisan’s tools come in as many forms as there are ways to 
  make art, and allow the artist to correct any errors for a short time 
  after making them, no matter how irreversible they might seem. 
  When you weave a thread into them and use them to create tangible 
  art, you may roll twice and keep the better result. 
  Wandering Poppet 
  1 rank, 1,500 coins, 0 weight
  This nondescript, vaguely humanoid, terracotta sculpture measures 
  no taller than a man’s hand. While a thread is woven into it, the statue 
  animates and can understand simple commands (it is smarter than 
  a very bright dog, but only barely). While the poppet is animated, you 
  may discern realities about the area around it as if you were in its 
  place. If the poppet is completely out of your sight when you do this, 
  take -1. If the poppet takes any damage, the thread unravels.
  
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  Wonders
  A wonder must be tamed by weaving a single thread into it before it 
  will allow itself to be used (i.e. they have one rank). While it may be 
  possible to find the occasional wonder for sale, most must be found 
  (or, perhaps, crafted). All of the following from Dungeon World are 
  probably wonders:
  • axe of the conqueror king
  • bag of holding
  • the carcosan spire
  • cloak of the silent stars
  • flask of breath
  • loadstone shield
  • map of the last patrol
  • ned’s head
  • nightsider’s key
  • the sartar duck
  • the sterling hand
  • tears of annalise
  • teleportation room
  • Timunn’s armor
  • Vellius’s gauntlets
  When converting, items that supply a continuous benefit or are 
  not obviously turned on or off, but have a single purpose, are good 
  candidates for wonders. This might include “common magic items”, 
  or even thread items that don’t seem complex enough to translate 
  into relics.
  Affirmation Cup 
  1 rank, 1 weight
  Orichalcum lines the rim of this large drinking vessel, fashioned from 
  the horn of some long extinct animal. Intricate carvings depict scenes 
  of revelry and joy.
   
  _First rank (key question: what is the cup’s name?): when conver-
  sation during a full meal embraces life and accents the positive 
  over the negative, the horn fills with a clear fluid. If imbibed im-
  mediately after the meal, this liquid acts as a healing potion. When 
  in the presence of overwhelming life energy, the horn may fill as 
  well.
  
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  Bracers of Firewind 
  1 rank, worn, 1 weight
  Ornate engravings decorate these two golden arm bracers. One, 
  studded with rubies, features images of flames. Images of clouds and 
  storms grace the other, sapphire-studded bracer.
   
  _First rank (key question: what are the bracers named?): you may 
  volley with a bolt of fire (near, +2 damage, can start fires) or a bolt 
  of wind (near, far, forceful, stun). If you would spend ammo, instead 
  that type of bolt may not be used until you next make camp.
  Cloaksense Brooch 
  1 rank, worn, 1 weight
  These metal cloak fasteners can be found in a variety of styles and 
  materials. Often some sort of eye or other reference to senses dom-
  inates its decoration.
   
  _First rank (key question: what is the brooch’s name?): when used 
  to fasten any cloak, the brooch provides a tingling sensation any 
  time you are in imminent danger of being attacked, making you 
  very difficult to surprise or ambush.
  Crystal Plate 
  1 rank, 1 armor, clumsy, living, worn, 5 weight
  The crystals forming this suit of plate mail slowly grow, repairing 
  any damage done to the armor.
   
  _First rank (key question: what is the armor’s name?): The armor 
  resizes itself to perfectly fit. The tags for this armor become “1 rank, 
  3 armor, living, worn, 2 weight”, replacing the tags listed above. In 
  addition, the armor becomes largely buoyant and easy to swim in. 
  Over time, the design engraved on the suit will change to reflect 
  the personality of the wearer. What does that look like?
  Elemental Spear 
  1 rank, reach, thrown, near, 1 weight
  These exceptionally well-made spears are fashioned using each of 
  the five elements. 
   
  _First rank (key question: what is the spear’s name?): The spear’s 
  tags become “1 rank, reach, thrown, far, forceful, 3 piercing, 0 weight”, 
  replacing the tags listed above, and it becomes nearly impervious 
  to harm. When scoring a 12+ with volley or hack and slash with the 
  spear, the tip becomes searing hot, dealing +1d6 damage.
  
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  Frost Pouch 
  1 rank, thrown, reach, +1 damage, 0 weight
  The cloth of these small white or blue pouches always feels cool to 
  the touch, seemingly always full of a fine white sand-like frost.
   
  _First rank (key question: what is name of the air elemental who gave 
  its power to the pouch?): Scattering a handful of frost over a natural 
  fire no larger than a bonfire will instantly extinguish it. In addition, 
  you may volley with a handful of frost, dealing your damage with 
  its icy sting. If you volley on a 10+, you may forgo damage and 
  instead freeze the target in place; they cannot move for a minute 
  or so, unless something deals damage to them. The pouch always 
  remains full; however, if a volley would expend ammo, instead 
  pouch becomes unusable for an hour.
  Lightning Bolt Earrings 
  1 rank, worn, 0 weight
  These intricate pieces of silver jewelry, shaped like forked lightning, 
  attach to the owner’s ear by a short chain of delicate links.
   
  _First rank (key question: what are the earrings named?): When you 
  are the sole target of a harmful spell, you may attempt to fork the 
  spell into two copies. If you do, roll+cOn. On a 10+, the spell forks 
  and you choose the target of each copy. On 7–9, the spell forks, 
  one copy affects you, and you choose the target of the other. On a 
  miss, in addition to whatever else happens, the spell effects you 
  normally.
  Naga-Scale Brooch 
  1 rank, worn, 0 weight
  The naga scale set into the silver or gold backing of this jewelry 
  changes color to match the wearer’s clothing.
   
  _First rank (key question: what was the name of the naga who will-
  ingly donated the scale?): When you order a hireling on a 7–9, they 
  will never come back with serious demands while a thread remains 
  woven into the brooch and the brooch remains in your possession. 
  Afterwards, they will realize they have  been enchanted.
  
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  Oratory Necklace 
  1 rank, worn, 1 weight
  The large, semi-precious stones of this necklace sparkle subtly when 
  their user speaks.
   
  _First rank (key question: what is the necklace’s name?): While you 
  wear the necklace, you cannot be enchanted by song or speech. 
  Further, when you give a public oration within a steading on a 
  relevant topic, all who can see you will hear you clearly and will 
  not interrupt. When the speech is finished, roll+cha. On a 10+, choose 
  three. On a 7–9, choose one:
  • Your speech gathers more than just a smattering of people.
  • People in the audience who agree with you far outnumber those who 
  do not.
  • Your speech reaches the ears of the steading’s influential residents. 
  At least one will seek an audience with you.
  • Some who hear your speech are moved to act on what you say before 
  the next sunrise.
  • By the following day, most in the steading will recognize you, for 
  better or worse.
  Spell Sword 
  1 rank, close, +1 damage, 2 weight
  Weapons of this type can be found in many varieties (not just swords), 
  but always are of exceptional quality, often with a swirled appearance 
  to the grain of the metal.
   
  _First rank (key question: what is the weapon named?): Any magician 
  can place a spell requiring no more than one thread to weave into 
  the weapon, which functions as a spell matrix would. When you 
  hack and slash with this weapon, add the following choice: 
  • cast the spell within the weapon on the target (as if scoring a 10+ on 
  the casting roll).
  
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  Relics
  A relic contains multiple ranks, usually four. Likely, the following 
  Dungeon World items should be retooled as relics (left as an exercise 
  to the reader):
  • Argo-than
  • the Burning Wheel
  • violation glave
  • vorpal sword
  When converting relics, a good rule of thumb is to cut the number 
  of ranks in an Earthdawn® item in half. Care should also be taken to 
  focus on the narrative power granted by each rank, rather than the 
  merely mechanical progression used in most of the source material 
  (though the first rank may be more mechanical).
  Bloodwall 
  4 ranks, +1 armor, clumsy, living, 2 weight
  Bloodwall is a large oval shield made from translucent red crystal, 
  enabling the wielder to see through the shield as through red glass.
   
  _First rank (key question: what is the shield’s name?): You are kept 
  comfortable in heat and the shield provides a degree of defense 
  against fire. The shield also loses the clumsy tag.
   
  _Second rank (key question: what is story of the shield’s creation?): 
  When you view an opponent through the shield, you are protected 
  from effects directed at your eyes or relying on the gaze of, or eye 
  contact with, that opponent.
   
  _Third rank (deed: use Bloodwall to protect or inspire a trollmoot; 
  demand: circle 4): When you look through the shield, you can see 
  astral plane. You gain the astral sight move, but only for what you 
  see through the shield. If you already have the ability to use astral 
  sight, you gain +1 ongoing to discerning realities through the shield 
  while using it.
   
  _Fourth rank (deed: praise the talent of Bloodwall’s creator to Upandal 
  while walking across an active lava field): When you hold Bloodwall, 
  you are completely impervious to fire and heat.
  
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  Crystal Spell Box 
  4 ranks, 1 weight
  This box, forged from flat sheets of deep amber crystal with seams 
  of metal, is not designed to be opened.
   
  _First rank (key question: what is the box’s name?): When you are 
  targeted by a monster’s spell or magical effect, and there is space 
  remaining in the box, you may roll 1d6. On a three or higher, the 
  incoming spell has no effect and is, instead, captured in the box, 
  from which you can later cast it. On a 1, a spell already in the box 
  is lost. Casting the stored spell is done as if fully woven and cast 
  through a spell matrix, requiring only  the casting move, made 
  using roll+nothing. If you are somehow familiar with the spell or 
  its nature, take +2 on this roll. Initially, the box may only hold one 
  spell at a time.
   
  _Second rank (key question: what is the name of one of the appren-
  tices which helped make the box? deed: travel with the box to the 
  apprentices last resting place and leave an offering of thanks): The 
  box can now hold up to two spells at a time.
   
  _Third rank (key question: what is the name of the mountain from 
  which the crystal was extracted?): The box can now hold up to three 
  spells at a time.
   
  _Fourth rank (key question: what is the name of the person who 
  commissioned the box?): The box can now hold up to four spells.
  Fool’s Coin 
  4 ranks, 0 weight
  This large brass coin contains the same symbol on both sides: a 
  jester’s hat.
   
  _First rank (key question: what is the coin’s name?): When you make 
  camp, hold three luck. When you roll and miss, you may spend 1 
  luck to re-roll and take the second result. If it is a hit, explain how 
  you succeeded only through sheer luck. When you are out of luck, 
  you take −1 ongoing until you gain more.
   
  _Second rank (key question: whose hat is shown on the coin?): When 
  someone nearby would take damage, you may describe bumbling 
  into the attack. If you do, you take the damage instead and hold 
  one additional luck. You may not spend luck to negate this damage.
   
  _Third rank (demand: wear no armor): When you take damage, you 
  may spend 1 luck to ignore it. Describe the comedic, contrived, or 
  outright miraculous circumstances that saved you from harm.
   
  _Fourth rank (deed: use the coin to fool someone): Spend 1 luck to 
  deal 1d10 damage to an enemy. Describe how you embarrass, hu-
  miliate, or accidentally clobber them.
  
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  Limbrath 
  3 ranks, hand, 1 weight
  Blackened runes stand out against the shining steel of this dagger’s 
  blade. A blue gem rests at the end of the ebony handle.
   
  _First rank (key question: what is the dagger’s name?): So long as 
  you are not tainted by a horror, the dagger gains the +1 damage and 
  2 piercing tags.
   
  _Second rank (key question: what is the name of the horror first 
  wounded by the dagger?): When you come face to face with any 
  horror, Limbrath may be used to hack and slash. If the horror cannot 
  normally be hurt by weapons, hits deal no damage, but inflict some 
  type of existential or physical injury on the horror.
   
  _Third rank (deed: at the tomb of Lambrath’s first owner, pledge to 
  spread the legend of the dagger): When a horror approaches within 
  far range of you (even in astral space), the gem in Limbrath’s 
  pommel glows a faint blue. Take +1 ongoing to hack and slash 
  horrors or discern realities about horrors, until horrors are no longer 
  nearby.
  Mynbruje’s Razor 
  5 ranks, 1 Stress, close, 
   
  vehicle-mounted, +2 vehicle armor, 3 weight
  Ships bearing this large living crystal ramming shield (Mounted 
  Combat, pg. 49) permeate nautical legend, said to be the manifesta-
  tion of Mynbruje’s will. Crews dedicated to the Passion covet this 
  relic above all others.
  About halfway down the blade is carved a figure of Mynbruje as a 
  human woman, with a crown of stars. Her right arm cradles an 
  hourglass with the sand almost run out, while her left arm trails a 
  set of scales behind her.
   
  _First rank (key question: what is the ramming shield’s name?; deed: 
  mount the blade into a sailing vessel or airship): When you Jury 
  Rig the ship to repair a loss caused by gaining Stress, the relic 
  removes that mark of Stress from the ship as well.
   
  _Second rank (key question: who created the Razor? deed: form a 
  group pattern, including the ship and its captain; once the group 
  is formed, any of its members may weave threads into the Razor’s 
  ranks; only those within that group may use this move): When you 
  host a negotiation or arbitration on the ship, any fair agreements 
  signed are blessed by Mynbruje. Any breaking such agreements pay 
  a heavy, supernatural price. Any who know of Mynbruje will rec-
  ognize the ship as favored, and those with disputes to settle will 
  seek out the crew.
  
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  _Third rank (deed: the group must complete a quest for Mynbruje): 
  When the group performs an act of devotion to Mynbruje (see 
  special moves) on board the ship, they share access to the hold 
  created by the act and gain +3 hold (even if they fail). They may 
  treat the ship as an ally when using hold, and may also use hold 
  for the following:
  • Reduce the ship’s Stress by hold spent.
  • Succeed on any roll+Control on the ship as if rolling at 10+.
  • Give the ship +1 Armor for the next hour or so. 
   
  _Fourth rank (deed: the captain must become a questor of Mynbru-
  je; only the captain may make this move): When you reaffirm your 
  ship’s mission as devoted to Mynbruje’s cause, you may shift the 
  ship, its crew and all it contains into astral space. While there, a 
  sphere of energy provides an additional +2 vehicle armor against 
  attacks originating from outside it. You may return the ship to the 
  real world whenever you like.
   
  _Fifth rank (deed: all in the group must become questors of Myn-
  bruje): When the ship rams a horror in astral space, no form of 
  special defense or armor provides the target with protection. In 
  addition, the horror remains pierced by the Razor, unable to escape. 
  All members of the group take +2 ongoing to actions against the 
  horror.
  Poison Ivy 
  3 ranks, 0 weight
  When found, this armor has been reduced to a single (but very large) 
  seed of indeterminable species.
   
  _First rank (key question: what is the armor’s name?): Vines burst 
  from the seed to entangle the owner in a suit of fernweave armor 
  (1 armor, living, worn, 1 weight) which never needs watering and 
  repairs itself rapidly. If you would take damage from fire, you may 
  elect to sacrifice the armor’s protection briefly to avoid it. If you 
  do, you take none of the fire damage, but the armor reverts to a 
  seed. You may also instruct the armor to revert to a seed at any 
  time. Transformation to or from a seed takes a few minutes. Any 
  time the seed regrows, the vines change to match the local flora.
  
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  _Second rank (key question: from where the materials used to create 
  the armor gathered?): When you stay still, the armor adjusts to 
  match the appearance of your surroundings (even if you don’t want 
  it to). This blends flawlessly into natural settings (even cave walls), 
  less so in more manufactured places. You become very difficult to 
  spot unless you are moving and take +2 forward to act against a 
  target unaware of your presence.
   
  _Third rank (deed: visit the sources of the armor’s materials, per-
  forming a karma ritual in each): The armor takes on an oily sheen. 
  If you rub a metal weapon on the armor for a few moments, it 
  becomes covered in a poison much like serpent’s tears (Dungeon 
  World, pg. 327), but which only affects the next target damaged by 
  the weapon.
  Rainfall 
  4 ranks, near, far, 2 weight
  Small grooves lined with fine red crystal line the sides of this longbow.
   
  _First rank (key question: what is the bow’s name?): The bow gains 
  the 2 piercing tag, and its weight becomes 1. When you spend 1 ammo 
  and fire an arrow into the air, you may conjure a flash deluge that 
  drenches any area you specify within range.
   
  _Second rank (key question: who first named the bow?): After you 
  conjure a deluge, the water coalesces into an elemental. Treat it as 
  your character, but with access to only the basic moves. It has +2 
  to one stat, +1 to other stats, 2 hP for each circle you have, and uses 
  your damage dice. It remains on this plane until it dies or you 
  dismiss it. 
   
  _Third rank (deed: carve a dozen arrowheads from the bones of 
  enemies killed by the bow): When you volley, after you roll, you 
  may spend 1 ammo to spawn many copies of your arrow in flight. 
  Choose up to as many targets as your circle within range and apply 
  the result of the volley to all of them.
   
  _Fourth rank (key question: what is the name of the first person killed 
  by the bow?):  when you volley on a 12+, in addition to your damage 
  you may spend 1 ammo to call a bolt of lightning down onto the 
  target, dealing +2d8 damage.
  
  203
  On Relics
  Second Shadow 
  4 ranks, worn, 0 weight
  No sound ever emanates from the diaphanous black cloth of this waist 
  sash. Anyone who dons this sash gains a second shadow, though they 
  may not notice.
   
  _First rank (key question: what is the sash’s name?): You can control 
  your second shadow, stretching and shaping it to fall as you like, 
  so long as it remains attached to you. It will dim light sources it 
  passes over, even extinguishing small flames. You may condense 
  it into any  solid object you can hold in one hand, which has no 
  magical properties but behaves just like the object it mimics. If you 
  desire a unique object and you know what it looks like—a partic-
  ular key, perhaps—this object will work in its stead.
   
  _Second rank (key question: for whom was the sash originally made?; 
  demand: circle 3): With a few minutes work, you may form your 
  second shadow into an imaginary mount appropriate to your size. 
  If you dismount (or are forced off) the mount, it reverts back to 
  shadow.
   
  _Third rank (key question: in what cave was the sash first created?; 
  demand: circle 6): With concentration, you can make one of your 
  second shadow’s arms solid enough move objects, use weapons 
  and tools, etc. Any actions you take that trigger rolls using a stat 
  use +int instead of that stat. While you keep the limb solid, take -2 
  ongoing to anything else. You can reach any part of your second 
  shadow (including the solid limb) into a nearby patch of shadow, 
  and have it reach out of any other patch of shadow you can see. 
  The solid limb can carry objects from one end of this connection 
  to the other, in both directions.
  
  204
  On Relics
   
  _Fourth rank (deed: find out what the descendants of the cave spiders 
  who provided the silk for the sash want and what they need, then 
  see at least the need fulfilled): With great effort, you may sprout 
  hook-tipped tendrils from your second shadow. When you send 
  these hooks into the shadow of another, roll+cOn. On a hit, you steal 
  their shadow and gain 1 hold. On a 10+, also gain an additional 1 
  hold. While you retain hold, you cannot steal another shadow and 
  they cast no shadow at all. Spend hold to:
  • Until the next sunrise, command their shadow as a hireling with no 
  cost and 1d4+2 skills (distributed as you like) that never needs to make 
  checks for loyalty.
  • Wear the shadow over your face to disguise yourself as its original 
  owner.
  • Whisper up to a hundred words or so to the shadow. All within near 
  range of the owner’s current location hear the whisper, but the owner 
  does not.
  • Alter the shadow in some way that will remain for a year and a day 
  once its owner gets it back. 
  Surlycane 
  4 ranks, close, –1 damage, 1 weight
  An orichalcum core provides this elegant white waxwood walking 
  stick a good amount of heft, but it is not particularly suited to phys-
  ical combat. Intricate patterns carved into the orichalcum knob 
  confound the eye if gazed upon for long.
   
  _First rank (key question: what is the cane’s name?): When you weave 
  an enchantment spell with Surlycane in your hand, improve the 
  result by one step. When you first weave a thread into this rank, 
  the cane resizes itself to match your exact height and size.
   
  _Second rank (key question: what is the name of the cane’s maker?; 
  demand: circle 3): When you tilt Surlycane towards someone, you 
  sense the nature and purpose of any enchantments that may be 
  affecting them. (This ability cannot detect the influence of horrors).
   
  _Third rank (deed: insult the tomb of the cane maker’s chief rival; 
  demand: circle 6): You may use Surlycane as a spell matrix for any 
  enchantment spell of a circle lower than your circle in the discipline 
  that casts it. This matrix must be prepared as any other spell matrix. 
  The spell in this matrix is not counted against the maximum total 
  circles of spells you may hold in your matrices, but neither does it 
  gain the benefit of any of your talents.
  
  205
  On Relics
   
  _Fourth rank (deed: convince an ancestor of the maker’s rival to 
  renounce all family ties): While you hold Surlycane, your mind 
  cannot be clouded, bewitched or enchanted.
  Syzygy Orb 
  3 ranks, 1 weight
  The metal surface of this grapefruit-sized perfect sphere reflects 
  strangely moving features that you cannot quite keep in focus.
   
  _First rank (key question: what is the orb’s name?): The orb floats 
  over your shoulder at all times. When you call upon the orb while 
  touching two objects no heavier than yourself, roll+cOn. On a hit, 
  the objects are attracted to each other like an apple to the ground. 
  On a 10+, choose three options from the list. On a 7–9, choose one:
  • There are no adverse side effects.
  • This bond lasts until you choose to break it.
  • You are able to weaken the bond without breaking it.
   
  _Second rank (key question: in what kaer was the orb first found?; 
  demand: circle 3): You can volley with any object up to 2 weight by 
  repelling it from yourself. Objects launched this way count as 
  weapons (near, far). When volleying this way use cOn instead of dex.
   
  _Third rank (deed: sever all ties with someone important to you; 
  demand: circle 6): When you bind two items, you may choose one 
  of the following variations:
  • Bind any two objects you can see, not just those you touch.
  • The objects repel each other instead of attracting.
  • The attractive force is twice as strong.
  • The attractive force is half as strong.
  
  206
  On Relics
  
  207
  On Animals
  Mounts and companion animals in the Fourth World follow the rules 
  for mounts provided in Mounted Combat. Most of the mounts detailed 
  in that book work perfectly well, but the Fourth World has a few other 
  animal species commonly used as mounts.
  Most namegivers will be comfortable on large mounts (such as 
  horses) and can’t ride small or tiny mounts. Strong large mounts can 
  carry orks and trolls, but such riders often prefer huge mounts instead. 
  Mounts smaller than huge cannot carry obsidimen. Windlings favor 
  small mounts and usually can’t control mounts larger than this. 
  Dwarves have the hardest time finding mounts, as most small mounts 
  are not strong enough to bear their weight, but many large mounts 
  require much longer limbs to control.
  Note that a mount’s Passenger stat refers to rougly human-sized 
  passengers. The mount may be able to carry additional diminutive 
  or fewer prodigious passengers.
  Dyre 
  huge, control +1, fearless, 2 passengers
  These huge, herding herbivores anger easily, and many ork cavalry-
  men enjoy riding its ferocious wave of destruction.
  Killing Frenzy
  When you hack & slash while riding a frenzied dyre, your attacks gain 
  the 2 piercing and terrifying tags and add the beast’s control stat to 
  the roll.
  One Track Mind
  When a dyre you ride is frenzied, you may not defend.
  
  208
  On Animals
  Granlain 
  large, control +1, fearless, 2 passengers
  Trolls are typically the only namegivers strong enough to control this 
  rare, stubborn, oversized horse breed.
  Hard Charger
  When you hack and slash with a lance or other polearm while atop a 
  charging granlain, choose one. If you do so on a 10+, choose three.
  • Your attack gains the forceful tag.
  • Your attack gains the messy tag.
  • Your attack gains the 2 piercing tag.
  Willful
  If you are forced to take the 10+ result to control your granlain (see 
  the fearless tag), take −1 forward.
  Huttawa 
  large, control +2, 0 passengers
  Dwarves favor these dim, feline, eagle-headed beasts as both mounts 
  and draft animals.
  Cramped and Loving It
  When you ride a huttawa in narrow quarters (caves, mountain roads, 
  narrow valleys, etc.), take +1 ongoing to hack and slash or defy danger 
  by climbing or maneuvering.
  Underground Caravan
  When you act as scout or trailblazer while riding a huttawa on an 
  underground journey, add the beast’s control stat to your roll.
  Kue 
  small, control +2, 0 passengers
  Kue often serve windling communities as watch animals and mounts, 
  having reptilian bodies, but feline mannerisms.
  Night Watcher
  When you take watch at night with a kue in your camp, take +2.
  Into the Trees
  When you defy danger to climb or leap while riding a kue, add the 
  beast’s control stat to your roll.
  
  209
  On Animals
  Monkey 
  small, control +2, 0 passengers
  Monkeys (and other small primates) are rarely ridden, even by win-
  dlings, but often become companion animals.
  Deft Paws
  When you get a monkey to understand that you wish it to perform a 
  task involving using its hands (retrieving an object, opening a door, 
  throwing something, etc.), it can perform that task with almost as 
  much dexterity as a namegiver could.
  Interference
  When you and your companion monkey attack the same target, you 
  do not add the monkey’s ferocity to your damage. Instead, add the 
  beast’s ferocity to your armor against that target during that attack. 
  Stajian 
  large, control +2, 1 passengers
  Ork cavalry often ride these bison-like mounts, whose broad hooves 
  make them good navigators in both swamp and mountains.
  Broad Hooves
  When you act as scout or trailblazer while riding a stajian through 
  swamp or mountains, add the beast’s control stat to your roll.
  Trample
  When you hack and slash on a 10+ while riding a stajian, choose 
  “avoid the enemy’s attack” as well as an additional choice.
  Thundra Beast 
  huge, control +2, 3 passengers, +1 armor
  Favored as mounts by ork scorcher groups, this rhinoceros-like di-
  nosaur gores opponents with a large, central horn.
  Impaling Horn
  When you hack and slash while riding a thundra beast, add the fol-
  lowing to the list of choices:
  • the beast may impale the target, carrying them along on its horn until 
  they can break free.
  Imposing Form
  When you successfully defend while riding a thundra beast, gain +1 
  hold.
  
  210
  On Animals
  Troajin 
  large, control +1, 0 passengers
  These tiger-like animals rarely tolerate riders, but often become 
  companion animals, particularly for Beastmasters.
  Jungle Walker
  When you and your companion troajin take roles in a perilous journey 
  through mountains or jungle, improve the results by one step.
  Pounce
  When your companion troajin helps you attack a target, you may 
  choose to have it pounce on them instead of dealing your damage. 
  While the troajin remains on a target smaller than itself, the target 
  is pinned and cannot act. Against larger targets, the troajin clings, 
  claws and harasses the enemy. While it hangs on, everyone gets +2 
  ongoing to damage against the target.
  Zoak 
  small, control +0, flying, 0 passengers
  Something like a cross between a large bird and a bat, these willful 
  animals provide favorite mounts to many windling cavalrymen and 
  companions to beastmasters.
  Flexible
  When you defy danger while riding a zoak through tight environments 
  (thick forest, jungle, etc.), you succeed as if you rolled a 10+.
  Ornery
  When you hack and slash while riding a zoak, you may treat the zoak 
  as a weapon with the following tags: hand, +1 damage, 2 piercing.
  
  211
  On Airships
  As with mounts, vehicles follow the rules in Mounted Combat.
  Custom Moves
  Important ships in a campaign should be given one or more custom 
  moves, in addition to the pilot and passenger moves for that type of 
  vehicle, based on their history, reputation, special magic and so on. 
  Some examples:
  Storied History
  When this ship docks in a friendly steading defended by at least a 
  garrison, a handful of people with fond memories of the ship will 
  make a point of hob-nobbing with the crew. Crew interacting with 
  these people gain all of the benefits listed in the air sailor’s loyalty 
  move when they do so.
  Universally Loved
  Once you have been a passenger on this ship, any time you first 
  discover someone else who also has been a passenger aboard, take 
  +1 forward to interact with them.
  Batten Down the Hatches
  When this ship docks in a steading, merchants close their shops or 
  raise prices, the guard is doubled, fathers hide their daughters, etc.
  Drakkar
  huge, control +2, flying, aquatic, vehicle, 15 passengers
  A fast, small, single-masted airship, commonly used by merchants, 
  pirates and some civil militias.
  Streamlined Wooden Airship
  Your airship flies by creating a magical sympathy with nautical vessels, 
  but is far more maneuverable in air than it would be in water. As 
  such, it has sails and oars, comes with plenty of nautical-related 
  equipment and rope. It also will “sink” if its hull is breached.
  
  212
  On Airships
  Seat of my Pants 
   pilot move
  When you defy danger at high speed while piloting at drakkar, add 
  the ship’s control stat to your roll.
  Bird’s Eye Scout 
   passenger move
  When you discern realities about other airships or anything you can 
  see on the ground, add the drakkar’s control stat to your roll.
  Get ’em, Lads! 
   pilot and passenger move
  When you swing on the ship’s rigging to attack an opponent, add the 
  ship’s Control rating to your damage roll. If you roll a miss during 
  the attack, you might fall out of the ship.
  Airboat 
  large, control +1, flying, aquatic, vehicle, 5 passengers
  The smallest type of airship, airboats typically see service only as 
  lifeboats and launches for larger airships.
  Rowed Wooden Airship
  Your airship flies by creating a magical sympathy with nautical vessels. 
  As such, it has oars, and a nautical design, and will “sink” if its hull 
  is breached.
  All Hands 
   passenger move
  When more than two people man the oars of an airboat, add +1 to its 
  control.
  Galley 
  huge, control +1, flying, aquatic, vehicle, 20+ passengers
  Larger cities maintain a fleet of galleys for shipping goods. Capable 
  of carrying large quantities of cargo, galleys are not particularly 
  well-suited for combat.
  Wooden Airship
  Your airship flies by creating a magical sympathy with nautical vessels. 
  As such, it has sails and oars, comes with plenty of nautical-related 
  equipment and rope, and can carry far more cargo than a beast of its 
  size could. It also will “sink” if its hull is breached.
  
  213
  On Airships
  One With The Ship 
   pilot move
  While at the helm, you can observe everything around the vessel as 
  if any part of the hull were your own eyes, and may converse freely 
  with anyone aboard the vessel wherever they are. 
  Repel Boarders 
   pilot and passenger move
  When you defend against a boarder from another ship, you may spend 
  two hold to knock them from the deck.
  Man the Cannon! 
   passenger move
  Your ship is loaded with one or more fire cannon, which deal 2d6 
  damage or a point of Stress, and has the messy, forceful, and reload 
  tags. Each shot combines a kernel of true fire with a kernel of true 
  air. When you volley with this cannon on a 7–9, choose from the 
  following list instead of the normal volley list:
  • Feedback: the cannon upsets its mounting and must be reset and 
  reloaded, taking twice as long before the next shot.
  • Uneven mixture: the elements don’t combine well, dealing only 2d4 
  damage.
  • Blowback: The elements mixed too early, and the operator is briefly 
  stunned.
  Behemoth
  gigantic, control −1, +5 armor, flying, vehicle, 20+ passengers
  Only the Theran Empire possesses the wealth and audacity to field 
  these fortified floating cities. As a weapon of war second to none, 
  behemoths exist to project Theran power abroad. As such, in addition 
  to a formidable arsenal, they also house an array of administrative 
  and other staff to manage the affairs of the Empire at their destina-
  tion.
  Stone Airship
  Powered by complex sorceries, vast quantities of true air, and the life 
  force of some of its crew (often criminals or slaves), a stone ship can 
  take any rock form. If the hull is enclosed, it also wards against astral 
  activity.
  Rock Without Stats
  As a veritable floating city, a behemoth resists most traditional forms 
  of damage. Treat it as you would a monster without stats (Dungeon 
  
  214
  On Airships
  World, pg. 223), invulnerable without clever thinking and karma. Use 
  its armor rating only for people in exposed positions outside the main 
  hull (manning weapons behind battlements and so on).
  Death From Above 
   pilot move
  When the behemoth hovers and you order its arsenal unleashed on 
  upon specific targets within a steading below, choose three (you may 
  make the same choice more than once):
  • Reduce the steading’s prosperity
  • Reduce the steading’s population
  • Reduce the steading’s defenses
  • Remove one of the steading’s other tags
  Intelligence Analysis 
   passenger move
  When you spout lore related to your mission while consulting the 
  on-board library, take +2.
  Opal Network 
   pilot and passenger move
  When you touch any of the opals mounted into the walls of the ship 
  and state the name of someone on board, they hear a chime. If they 
  also touch an opal, you can communicate with each other as if stand-
  ing right next to each other.
  Well Defended 
   passenger move
  A behemoth mounts a wide array of fire cannon, ballistæ and other 
  weapons, mostly operated by crews from behind protected battlements. 
  In addition to engaging external threats, weapons in one part of the 
  ship can typically target some other external areas of the ship, cre-
  ating an interwoven field of fire to repel boarders.
  
  215
  On Monsters
  Monster Tags
  Monster tags remain largely as they are (Dungeon World, pg. 224), 
  with the following adjustments:
  • Divine: the fourth world doesn’t share the same divide between arcane 
  and religious magic that many fantasy games do, and this tag is most 
  often used to indicate some type of religious spell casting ability. It 
  is eliminated, replaced with magical or, rarely, passionate.
  • Magical: this remains as is, typically meaning that the monster can 
  weave threads into spells. See “Spellcasting Monsters”, below. A 
  magical creature, therefore, likely has some form of grimoire.
  • Passionate: the creature is of, or associated with, one or more of the 
  Passions. It could be that some uses of the divine tag would be more 
  appropriately represented by this one.
  • Planar: this tag is eliminated, replaced with spirit or horror, depend-
  ing on the creature.
  • Spirit: the creature comes from the netherworlds. Such creatures may 
  be purely astral beings, spirits of the dead, elementals, and so on. 
  This tag replaces the planar tag in most cases.
  • Horror: while also native to netherworlds, creatures with this tag are 
  distinct from spirits, forces of malevolent consumption of life and 
  emotion.
  • Construct: mechanical automata are more rare in the fourth world 
  than in most types of fantasy; however, horrors often assemble 
  monsters from their fallen victims or other material. Such creatures—
  including some forms of reanimated corpses like zombies, skeletons 
  and ghouls (Dungeon World, pp. 260–265)—are marked with the 
  construct tag.
  
  216
  On Monsters
  Astral Qualities
  A monster with the astral native special quality exists solely in astral 
  space, a realm which overlays the Fourth World. Within this realm, 
  they perceive living creatures in the mundane world and can read 
  their emotional state, but have a hard time sensing things that are 
  not alive or magical. Purely astral beings may travel very rapidly 
  through astral space and may pass through (but not sense through) 
  any mundane barrier that is not alive (or specifically enchanted to 
  be an astral barrier). They cannot interact with anything in the 
  mundane world and nothing in the mundane world can react with 
  them. When someone uses the astral sight move, they coexist in 
  mundane and astral space. They may interact with creatures in both 
  realms and vise versa.
  A monster with the astral sight special quality may view astral 
  space much like those who can make the move of the same name. 
  They may interact with creatures in both mundane and astral space 
  while using the sight, but cannot affect astral space when the sight 
  is not being used. Creatures using astral sight cannot move through 
  a space containing an astral barrier while their sight is active, even 
  if no such hindrance exists in mundane space.
  A dual natured monster also has astral sight, but cannot turn it 
  off.
  A monster with the materialization special quality is an astral 
  native (usually a spirit) who can “project” into mundane space. Player 
  actions may, in fact, force them to do so. While manifested in the 
  mundane world, such creatures behave as if they are dual natured.
  Note that astral space is still highly polluted by the reign of the 
  horrors and whole regions of it may be tainted or corrupt. This can 
  interfere with astral sight or travel, and can make corruption by the 
  horrors more likely.
  Spellcasting Monsters
  Some monsters, usually those with the magical tag, may be described 
  as casting spells when they make moves. Spellcasting in the Fourth 
  World, however, is slower than in Dungeon World, and this can be 
  exploited. Fictionally, casters will be weaving threads into a spell 
  matrix much like the player characters do, with a slow build up to 
  release. Mechanically, a monster weaving a spell is just a GM move 
  (show signs of an approaching threat), though one whose fiction can 
  trigger certain talents (e.g. the warrior’s disruption talent). This is 
  always a soft move.
  
  217
  On Monsters
  If the weaving (i.e. the approaching threat) is not hindered, the 
  spell actually going off is usually a hard move (usually a monster 
  move or deal damage move), though some spellcasting might be a 
  soft move (filling a room with fog, for example, would be a soft change 
  the environment move).
  How long it takes a monster to weave spells should be considered 
  largely a narrative concern, guided by the notion that more powerful 
  spells take longer to cast. The GM need not track exactly how many 
  threads are needed and tick them off one by one.
  One note about talents that can unweave spells: the standard 
  response to a 6− on a move that interferes with spells is to deal 
  damage from magical feedback (usually 1d6), but the approaching 
  threat represented by the weaving still remains. If it seems like some 
  other reaction is a better idea, then do that.
  Counterspelling Monsters
  Monsters may be able to disrupt spellcasting as well. This is proba-
  bly best manifested when a player fails a weaving or spellcasting roll 
  (i.e. the player didn’t fail in the fiction, but was messed with by the 
  monster), accompanied by a monster move or dealing damage.
  Monsters very adept at countermagic, or those who feed on magic, 
  may have moves that allow them to disrupt a spell matrix, unweav-
  ing threads woven into it. (A wizard’s armored matrix would be 
  immune to such things.)
  On Horrors
  Common horrors are treated as any other monster, albeit with the 
  horror tag. Most will have one of the astral qualities (see above). 
  Named horrors constitute a greater threat. As major adversaries, 
  advice from Dungeon World about fighting dragons, for example, likely 
  applies to named horrors as well.
  Named horrors may be “monsters without stats” (see Dungeon 
  World, pg. 221). As significant narrative forces, named horrors will 
  usually be instrumental in a front, with appropriate dangers.
  Some horrors can taint and corrupt namegivers. The mechanisms 
  and meanings of this are mostly kept vague and narrative, but a rough 
  progression corruption can be represented as a sequence of tags, on 
  which moves can be hung, triggered or resolved.
  When a character is marked by a horror, they are not yet corrupt-
  ed, but the horror has taken an interest in them personally. Marks 
  
  218
  On Monsters
  are difficult to detect, even in astral space. The GM should be think-
  ing about how to involve this horror in the campaign.
  When a character is tainted by a horror, the horror is starting to 
  sink its teeth into the character. The character, at the very least, 
  struggles with creative acts and cannot make art. The character may 
  hear voices or have brief hallucinations. The character gains a greater 
  understanding of that horror. If detected, tainted characters are 
  shunned, isolated, or even actively persecuted.
  When a character is corrupted by a horror, they can no longer 
  perform their karma ritual and must change their passion to one of 
  the mad Passions (Dis, Raggock, Vestrial). They may have trouble 
  bonding with others and should be played as sympathetic towards 
  the instinct of the horror.
  When a player character is dominated by a horror, they cease to 
  be player characters and become monsters run by the GM.
  Each of these tags should be considered to include those that come 
  before it. So, if a move is triggered by someone tainted, it is also 
  triggered by those who are corrupted or dominated.
  Horrors can also corrupt locations. This would typically be repre-
  sented by the blight tag.
  Sample Conversions
  Ant Spirit Hybrid 
  group, spirit, stealthy, organized, intelligent
  Claws, weapons: d8, close 
  6 hP 
  0 armor
  Special Qualities: dual natured
  While the invae do not feed on emotion and suffering as horrors do, 
  they are just as inimical to namegivers. Like all insect spirits, ant 
  spirits require hosts to cross into the fourth world, most of whom 
  retain their appearance, with varying degrees of insect-like alterations 
  (mandibles, coarse hair in odd places, chitinous skin, compound eyes, 
  etc.). Instinct: to grow the hive
  • Coerce with pheromones
  • Paralyze with poison
  • Pass as a namegiver
  Baggi 
  group, horror, stealthy, amorphous
  Claws: d8, close, reach 
  9 hP 
  2 armor
  Though they closely resemble obese gorillas with no fur and oily black 
  skin, baggi do not have a skeleton. These excellent climbers can stiffen 
  
  219
  On Monsters
  parts of their bodies to move and attack, but are otherwise a mostly 
  amorphous blob of flesh. Instinct: to carry off engulfed victims
  • Swing or leap in ambush
  • Engulf and digest
  • Consume karma point
  Black Mantis 
  solitary, large, construct, stealthy
  Claws: d10+2, close, reach, messy, 2 piercing 
  13 hP 
  3 armor
  Spikes, claws and mandibles retrieved from these nine-foot tall, 
  eight-legged horror constructs have been known to be used as per-
  sonal weapons. Instinct: to stalk and kill
  • Stay still for hours
  • Rip off chunks of flesh and eat them
  • Hook and squeeze victim
  Bloatform 
  solitary, horror, magical, devious, intelligent, terrifying
  Tentacles: d8, close 
  12 hP 
  0 armor
  Special Qualities: astral sight
  Manifesting in a litany of different physical forms (often tentacled, 
  such as floating slugs, jellyfish, or bloated and deformed corpses), 
  these chatty horrors display an equally wide variety of powers and 
  personality. They take great pleasure in extended torment, and often 
  insinuate themselves into a community, manipulating people into 
  turning on each other. Instinct: to drive victims to madness
  • Mark a victim
  • Whisper suggestions to those it has marked
  • Cast a spell
  Blood Bee 
  horde, tiny
  Stinger: d6-2, hand, 1 piercing 
  3 hP 
  0 armor
  Special Qualities: vulnerable to salt
  The accordion-like sacs flapping from the thoraxes of these two-
  foot-long wasps adhere to a victim to more easily drain it. Instinct: 
  to consume blood
  • Latch on to victim and suck its blood
  • Swarm noisily
  
  220
  On Monsters
  Crojen 
  group, tiny, stealthy
  Claw, bite: d8, hand 
  6 hP 
  0 armor
  Special Qualities: astral sight
  Few are fooled twice by the panther-cub appearance of these full 
  grown pack hunters, fierce and tenacious predators, despite their 
  small size. Instinct: to hunt to eat
  • Stalk prey for days
  • Pounce from concealment
  • Frenzy at the taste of blood
  Deceiver 
  group, small, horror, devious, intelligent, magical
  Weapon: d6, close 
  6 hP 
  0 armor
  The illusions crafted by these horrors appeal to their victims’ most 
  noble instincts, leading them into traps. They often appear as loved 
  ones or trusted comrades. Even in death, their true forms remain 
  shrouded in illusion. Instinct: to betray
  • Scan memories from all nearby
  • Mimic anything it sees or scans
  • Cast illusions and other deceptive spells
  Demiwraith 
  solitary, spirit, intelligent, hoarder
  Claws: d10, close 
  12 hP 
  1 armor
  Special Qualities: dual natured
  Malevolent spirits who possess the living sometimes grow attached 
  to a body, getting trapped within it when the body dies. While not 
  exactly undead, the spirit animates its flesh prison, which is sur-
  rounded by a black, foggy, astral substance. Instinct: to destroy the 
  living
  • Freeze someone momentarily with a touch
  • Possess a new body when its flesh prison is destroyed
  Drake 
  solitary, intelligent, magical
  Claws: d10, close 
  16 hP 
  2 armor
  Special Qualities: astral sight, wings
  Made by costly ancient magic, a drake acts as a great dragon’s envoy 
  to other (and, hence, lesser) races. Instinct: to serve its master.
  • Change form (seven foot dragon, most namegiver races)
  • Call on draconic power
  • Cast a spell
  
  221
  On Monsters
  Espagra 
  solitary
  Bite, claws: d10, close 
  12 hP 
  1 armor
  Special Qualities: wings
  Master tailors prize the brilliant blue scales of these aerial predators. 
  Instinct: to knock down and eat prey.
  • Swoop down and knock somebody over
  • Dazzle with lustrous, brilliant scales
  Falseman 
  solitary, construct, intelligent
  Fists: d10+2, close, forceful 
  16 hP 
  3 armor
  Special Qualities: stone
  Originally created as servants by the Therans, most of these human-
  oid beings have been corrupted by the horrors, their minds both 
  uplifted and twisted. Most of those that remain were built from stone. 
  Instinct: to guard
  • Demonstrate an alien mindset and agenda
  • Cause head trauma
  Feathered Dragon
   
  solitary, huge, magical, intelligent, devious, hoarder
  Bite, claws: b[2d12]+4, 3 piercing, reach, messy 
  16 hP 4 armor
  Special Qualities: astral sight, wings, telepathy
  For something so large and colorful, feathered dragons manage to 
  hide and work behind the scenes even better than other dragons. 
  Instinct: to trick
  • Envelop in coils and poison
  • Mislead and distract with magic
  • Control animals
  • Breathe fire
  Felux 
  solitary, stealthy
  Bite, claws: d10+2, close 
  12 hP 
  1 armor
  The brilliant light these nocturnal, lion-like predators emit from 
  their large eyes blinds their prey. Instinct: to stalk and kill
  • Approach unheard in the darkness
  • Blind with eye beams
  • Induce seizures with strobing light
  
  222
  On Monsters
  Gate Hound 
  group, large
  Bite, claws: d8+3, close, forceful 
  10 hP 
  1 armor
  The dull red fur of these stocky, giant dogs  seems to soak up the 
  light. Instinct: to find magic-rich places
  • Clamp down with jaws and throttle
  • Track something magical
  • Temporarily drain magic
   Globberog 
  solitary, large, amorphous, hoarder
  Spit: d8, near 
  15 hP 
  4 armor
  Special Qualities: nearly unbreakable shell
  A lifetime of attaching gathered stone, metal, victims and other 
  detritus to itself creates a formidable shell, in which this large ooze-
  like mass resides. Instinct: to add to shell
  • Immobilize with sticky spit
  • Attach them to its shell
  • Slowly engulf and digest
  Gnasher 
  horde, horror
  Bite: d6+2, close 
  7 hP 
  0 armor
  They may come in all shapes and sizes, but all of these rudimentary 
  horrors share large jaws filled with hundreds of teeth. Driven only 
  by their insatiable hunger, gnashers never flee or retreat, even in the 
  face of overwhelming odds. Instinct: to eat
  • Pounce from all directions
  • Pollute astral space
  • Tear and eat flesh from the living
  Hasapiks 
  solitary, small, spirit, intelligent, magical, terrifying
  Bite: b[2d10], close, reach, 1 piercing, messy 
  12 hP 3 armor
  Special Qualities: astral native, materialization, vulnerable to wood
  Once these earth spirits set themselves to a task, they are nearly 
  impossible to stop. Long, spindly limbs extend from a floating sphere 
  of shifting blades and saws, tipped with extremities promising grue-
  some injury. Most collect some particular type of small item. Instinct: 
  to finish a task utterly
  • Surgically maim
  • Instill fear with their voice
  • Cast a spell
  
  223
  On Monsters
  Ice Flyer 
  horde, organized
  Claws: d6+2, close, forceful 
  5 hP 
  1 armor
  Special Qualities: wings
  One member leads a horde of these white, winged baboons, usually 
  using its powers at a distance while the others swoop down to rake 
  their prey with their claws. Some of their wing feathers gleam as if 
  made of crystal, and stay cool, even in the hottest climates. Instinct: 
  to protect the horde
  • Rend while flying by
  • Shackle with ice, from a distance
  • Embolden the horde with howling challenges
  Jehuthra 
  solitary, large, construct, stealthy, terrifying, intelligent
  Bite: d10+1, close, reach 
  16 hP 
  1 armor
  Scholars debate whether the “iron maze” for which this horror 
  construct is infamous consists of actual summoned metal or exists 
  only in the minds of its victims. Either way, eight independent twist-
  ing paths meet in the center, with victims finding themselves sepa-
  rated among them. The huge spider body and deformed namegiver 
  head of the jehuthra moves as if the maze was not even there, 
  avoiding the center and ambushing each victim one at a time. Instinct: 
  to confuse
  • Isolate them in a conjured iron maze
  • Retreat to a prepared trap
  • Bind in freezing webs
  Jub Jub 
  group, small
  Bite: d8, close 
  6 hP 
  0 armor
  Special Qualities: amphibious
  These giant river frogs aren’t that particular what they hunt, but 
  prefer lone targets. Instinct: to hunt and eat
  • Leap a great distance
  • Paralyze with venom
  • Astonish with loud croak
  
  224
  On Monsters
  Kreescra 
  solitary, small, horror, intelligent, stealthy, devious
  Unarmed: w[2d6], close 
  12 hP 
  0 armor
  Twisted parodies of humanoid form, with faces that look like they 
  are about to slide off their lumpy head, these horrors inspire terri-
  fying nightmares in their victims. Instinct: to feed on fear
  • Implant nightmares
  • Camouflage its astral form
  • Sneak about undetected
  Krilworm 
  horde, tiny
  Bite: d6, 1 piercing 
  3 hP 
  1 armor
  Hand
  Special Qualities: wings
  Outside of breeding season, namegivers have little to fear from these 
  nocturnal flyers, who feed mostly on large insects and small mammals. 
  Gathering in large numbers triggers a breeding cycle, during which 
  they become aggressive and travel in large swarms seeking large, 
  warm bodies (they are particularly fond of nethermancers, for some 
  reason) in which to incubate their young. Bat-like wings carry an 
  eighteen inch segmented body, ending in needle-like teeth which 
  drip a foul-smelling toxin. Instinct: to breed
  • Attack from the night sky
  • Occlude vision
  • Embed eggs
  Leech Rat 
  solitary, tiny, devious
  Bite: d6, hand 
  9 hP 
  0 armor
  Scent glands in the tail of these six-legged rats allow them to control 
  much larger creatures. To feed, they climb on the back of a host, drive 
  it into a rampage, then calm it, dismount and eat what the host killed. 
  Instinct: to dominate larger animals
  • Mount and control a larger host
  • Drive the host into a furious rampage
  • Pacify threats with a soporific scent 
  Lightning Lizard 
  horde
  Bite, claws: d6, close 
  3 hP 
  2 armor
  Special Qualities: immune to lightning, shocking skin
  Only hunger or provocation drive lightning lizards to violence. When 
  roused, members of a pride shroud their green and yellow skin in 
  crackling electricity and hunt in tandem. Deceptively lazy when 
  
  225
  On Monsters
  satiated, their seven-foot long bodies leave trails of sparks in the 
  wake of a hunting rush. Attacking lightning lizards with metal weapons 
  is a particularly bad idea. Instinct: to digest in peace
  • Shoot lightning from their eyes
  • Tazing bum rush
  • Move faster than the eye can track
  The Mist 
  solitary, large, devious, hoarder, intelligent,
   
  magical, horror, stealthy, terrifying
  Claws: d8+1, close, reach 
  20 hP 
  3 armor
  Special Qualities: materialization, gaseous form
  Only airtight doors and magical wards can keep the Mist at bay, and 
  even they can’t muffle the echoes of its cold, whistling voice. The 
  beautiful motes of light twinkling within its cloud fool the unwary, 
  but the horror cannot resist tormenting them for long. It may solid-
  ify into a large human-shaped form with a ghostly skull to inflict 
  pain, but is ultimately a coward. Should it flee to astral space, it leaves 
  behind a lump of cold, glittering crystal. Instinct: to toy with captives
  • Control someone’s mind
  • Torment the living with spells of the dead
  • Retreat into astral space
  • Mark a target
  Molgrim 
  solitary, large
  Bite, claws: d10+3, close, reach, forceful 16 hP 2 armor
  Except for their large hooked beaks, molgrim seem to mix features 
  of a bear and a giant frog together in the most unpleasant way pos-
  sible. Fiercely territorial and always hungry. Instinct: to eat
  • Leap on them to snap their bones
  • Chase them down
  Prisma Larva 
  group, large
  Bite, Claws: d8+1, close, reach 
  10 hP 
  1 armor
  Few have seen an adult prisma, though the iridescence of their fifty 
  foot wing span lacks rivals for beauty and grace. Adults approach the 
  ground only to deposit their offspring: grotesque, slimy quadrupeds 
  with voracious mandibles. The larvae devote all their energy to eating 
  and will consume anything in their path.  Instinct: to eat and grow
  • Sense hiding food
  • Challenge each other over food
  
  226
  On Monsters
  Relan 
  solitary, tiny, horror, intelligent
  Claws: d6-2, hand 
  10 hP 
  0 armor
  Once inhabiting the fresh corpse of a namegiver, only slight difficul-
  ty in making their host speak exposes the presence of these worm-like 
  parasites.  Instinct: to make its host eat
  • Inhabit and animate a recently dead corpse
  • Blend in with society
  • Supercharge the host
  Saural 
  group, small
  Bite: d8, close 
  6 hP 
  3 armor
  Special Qualities: amphibious
  Only a thin barrier of protective liquid and armored scales protects 
  these four-foot long frog/lizards from the powerful acid in their own 
  secreted slime. Instinct: to blind and run
  • Blind them with acid spit
  • Compromise their armor
  Scurrier 
  group, small, horror, intelligent, devious
  Spear: d6, close, near 
  6 hP 
  0 armor
  The glowing eyes and bits of protruding brain unnerve most who see 
  these cowardly squat humanoids with spindly limbs. Found mostly 
  in ruins, they favor building painful traps to ensnare the unwary, 
  feeding on their suffering. Instinct: to inflict pain
  • Build traps
  • Feed on pain
  Shadowmant 
  solitary, large
  Bite, Stinger: d10+1, close, reach 
  12 hP 
  1 armor
  Special Qualities: wings
  Alchemists prize the crystal stingers of these nocturnal flying sting-
  ray-like creatures, using them to brew magical potions. While living, 
  however, the stingers deliver extremely lethal venom. Instinct: to 
  mate
  • Envelop from above
  • Kill with venom
  • Disappear into the night
  
  227
  On Monsters
  Skeorx 
  solitary, large, stealthy
  Bite, Claws: b[2d10+3], close, reach, messy 
  16 hP 1 armor
  A tiger-like head, massive claws and a long, snake-like tail sprout-
  ing razor-sharp bones make these large predators some of the most 
  brutal and dangerous beats in Barsaive. Despite their size, they move 
  almost silently and prefer to attack from ambush. Instinct: to hunt
  • Strangle with razor sharp tail
  • Pounce from ambush
  • Terrify with loud roar
  Stinger 
  horde, small
  Spear: d6, close 
  3 hP 
  0 armor
  Special Qualities: burrowing
  Fast and vicious, these rodent-like creatures swarm in caves or 
  abandoned kaers. Potent venom allows a swarm to kill and eat nearly 
  anything. Instinct: to protect the swarm
  • Dash in from all directions
  • Inject flesh-eating poison
  • Dig intricate tunnels
  Thorn Man 
  horde, spirit, organized
  Spear: d6, close 
  5 hP 
  2 armor
  Special Qualities: materialization, vulnerable to fire
  Being able to move in astral space greatly increases the efficacy of 
  these vaguely human bundles of thorns, who act as one of the first 
  lines of defense for the Blood Wood. Instinct: to eject or detain intrud-
  ers
  • Reinforce from out of nowhere
  • Entangle with thorns
  • Combine into obstructions
  Thunderbird 
  solitary, huge
  Bite, Claws: d10+3, reach, +2 piercing 18 hP 
  1 armor
  Special Qualities: wings, immune to electricity
  Static electricity crackles along the gray and blue feathers of these 
  massive birds of prey. Instinct: to gather near true air
  • Electrocute them
  • Carry someone off
  
  228
  On Monsters
  Torrent 
  solitary, large, amorphous, intelligent, spirit, magical
  Tendril: d10, close, reach, forceful 
  14 hP 
  1 armor
  Special Qualities: materialization
  Accompanied by a deafening sound of rushing water, these spirits 
  appear as a turbulent force of water rushing in upon itself. Full of 
  bluster and swagger, a torrent will calm only when confronted with 
  fine art, particularly musical compositions they have never before 
  heard. Instinct: to wash away obstacles
  • Engulf in water
  • Reshape itself to gain advantage
  • Enchant and beguile with spells
  Velos 
  group, large, intelligent, organized, cautious
  Weapons: d8+1, close, reach 
  10 hP 
  3 armor
  Special Qualities: prehensile tail
  These large reptilians may share common ancestry with the t’skrang, 
  but tend to hunt and eat anyone who gets to far into their lands . 
  Instinct: to defend their territory
  • Drive them into hidden reinforcements
  Witherfang 
  group, small, stealthy
  Bite, Tail: d8+2, close, +1 piercing 
  6 hP 
  1 armor
  While the drab coloring of these thick snakes allows them to blend 
  into nature when they need to, flaring their cobra-like hoods presents 
  a vibrant threat display. Though their mouths are filled with vicious 
  looking teeth, it is the stinger on their tails which is poisonous. Instinct: 
  to eat other snakes
  • Hold them immobile with teeth
  • Wither their limbs with poison
  • Intimidate with hooded threat display
  Wormskull 
  solitary, horror, intelligent, amorphous, magical
  Unarmed: d10, close 
  15 hP 
  4 armor
  Special Qualities: materialization, immune to fear
  Wormskulls vary in size and shape, but all have skulls composed of 
  writhing worms. These horrors feed on disgust, pain and fear, often 
  enlisting lesser horrors to help them. Instinct: to dessicate its sur-
  roundings
  • Cover them in maggots
  • Manipulate shadow, flesh and the dead with spells
  • Mark a target
  
  229
  On Obsessions
  While other Dungeon World games call them compendium classes, the 
  Fourth World calls them obsessions, paths a character walks because 
  they almost have no choice. Like disciplines, obsessions are followed 
  by weaving threads into them (see “Branch Out” in the moves chapter).
  Unless a compendium class has been usurped into the main dis-
  cipline books (such as those in Mounted Combat), it should be fairly 
  easy to turn into a Fourth World obsession. Conversion should be 
  largely a matter of adjusting the flavor to fit the setting. Some class 
  playbooks or ancillary Earthdawn® disciplines might also work well 
  distilled down one or more obsessions. Obsessions can also be a good 
  way to cover species-specific moves (e.g. “Taildancer”, “Windmas-
  ter”, etc.).
  As mentioned in the Branch Out move, following an obsession 
  starts by weaving a thread to the first move. The remaining moves 
  require the first move before they can be selected.
  Questor
  When you dedicate yourself to following the ideals and example of 
  your Passion, you may branch out into living as that Passion dictates.
  _ Questor of [Passion]
  When you perform an act of devotion for your Passion (see special 
  moves), you may spend 1 hold to ask for guidance and your Passion 
  tells you what it would have you do. If you do it, mark experience.
  ___ Passion Quest Boon
  When your Passion wants something of you, it will in some way 
  communicate to you a deed it needs to have completed. Should you 
  successfully complete this task, your Passion will grant you a boon: 
  a custom move appropriate to the Passion’s ideals and power, as well 
  as the nature of the deed. If you accept this boon (by weaving a thread 
  into it), mark one of the boxes above. As these boxes suggest, the 
  Passion will only ever offer you three boons in this way, each harder 
  to achieve than the last.
  
  230
  On Obsessions
  Captain
  When you become captain of an airship, you may branch out to 
  become worthy of your ship and crew…
  _ Take Charge
  When you rein in a group of miscreants, roll+cha. On a 10+, they calm 
  down and do what you tell them to. On a 7–9, they’ll either calm 
  down but don’t do what you say, or do what you say while remaining 
  agitated, GM’s choice. On a miss, you may have a mutiny on your 
  hands.
  _ The Master of the Ship
  When you are at the helm of your own ship, it has +1 Control and 
  both you and your ship take 2 less damage from all attacks. The 
  piercing and ignores armor tags do not get around this damage reduc-
  tion.
  _ Chart the Course
  When you plan a route, roll+wis. On a 10+, hold 3. On a 7–9, hold 2. 
  On a miss, hold 1 but when you spend it the GM will add a compli-
  cation. Lose unused hold when you arrive at your destination. Spend 
  one hold at any time to choose one:
  • Reveal a shortcut or detour.
  • Point out a safe spot, either to rest at, hide in, or travel through.
  • Spout Lore about an expected hazard as if you rolled a 10+.
  _ Klabautermann
  Your ship has gained a guardian spirit. This spirit is a hireling with 
  Priest +2, Protector +2, Loyalty +2, and Cost: Protect the Ship. It will 
  only listen to your orders. The spirit will never leave the ship, and it 
  can pilot the entire ship by itself if need be. If it is killed while the 
  ship is still intact, it comes back to life at dawn. If the ship is destroyed, 
  you lose the benefits of this move unless and until the ship is rebuilt 
  or repaired (but not replaced).  
  Chirurgeon
  Once  you have spent a point of blood, you may branch out to master 
  the intricacies (and peril) of blood charms. Services of a chirurgeon 
  are required to install most implant items.
  
  231
  On Obsessions
  _ Implant Item
  When you implant an item (with the implant tag) into a willing subject 
  during a ritual conducted by a wizard for the purpose, roll+int. On a 
  hit the subject may use the implant as normal. On a 7–9, the subject 
  also takes 2d8 damage. On a miss, whatever else happens, either the 
  implant can be used by committing +1 blood or the implant is destroyed 
  (subject’s choice).
  _ Remove Implant 
  When you remove an implanted item from a willing or unconscious 
  subject, roll+dex. On a hit, the implant is removed. On a 7–9, the 
  subject also takes 2d8 damage. On a miss, the subject takes 2d8 
  damage and the implant remains.
  _ Create Blood Charm 
  requires circle 4
  When you create a common type of blood charm, the GM will give 
  you one or more (possibly all) of these conditions to fulfill:
  • It will require one or more rare ingredients.
  • You must sacrifice    .
  • You must get help from    .
  • You must perform the work in a certain place.
  • You must perform the work with specific tools.
  _ Invent Blood Charm 
  requires circle 6
  When you create a blood charm of your own design, tell the GM what 
  you’re trying to achieve and they will give you one to four of the 
  following conditions:
  • It will require one or more rare ingredients.
  • You must sacrifice    .
  • First you must    .
  • You’ll need help from    .
  • It will require a lot of money.
  • The best you can do is a lesser version, unreliable and limited.
  • You must perform the work in a certain place.
  • You must perform the work with specific tools.
  _ Siphon 
  requires horror taint or devotion to mad passion
  When you, or a subject on which you are operating, would commit 
  blood, you may instead pay the cost by extracting it from an unwill-
  
  232
  On Obsessions
  ing creature. The GM will tell you what kind of creature is needed 
  and what happens to it afterward, if it lives.
  Fervor
  When decide to dedicate yourself completely to a particular goal, you 
  may branch out to gain power from your compulsion.
  _ Fixation
  When you become fixated on a personal mission, state your intent:
   
  _ Slay    , a great blight on the land
   
  _ Defend     from the iniquities that beset them
   
  _ Discover the truth of    
   
  _ Avenge    
   
  _ Deliver     safely and secretly to    
   
  _            
  Then choose up to two boons:
   
  _ An unwavering sense of direction to    
   
  _ A visage that none will recognize as your own
   
  _ Premonitions of immanent danger
   
  _ A mark of a Passion’s favor
   
  _ Senses that pierce lies
   
  _ A voice that transcends language
   
  _ A freedom from hunger, thirst, and sleep
  The GM will then tell you what vow or vows are required of you to 
  maintain your boons. You should choose at least one flag at odds with 
  this vow:
   
  _ Honor (forbidden: cowardly tactics and tricks)
   
  _ Temperance (forbidden: gluttony in food, drink, and carnality)
   
  _ Piety (required: daily devotion to a Passion)
   
  _ Valor (forbidden: ignoring pleas for help)
   
  _ Truth (forbidden: lies)
   
  _ Hospitality (required: comfort to those in need)
  _ It Takes a Village 
  When you publicly use a boon or honor a vow in a steading with the 
  growing, booming or market tags, within a day, someone or something 
  in the steading will provide a lead that will further your mission.
  _ Righteousness
  While fixated, you deal +1d4 damage.
  
  233
  On Obsessions
  _ Fanatic 
  requires circle 6
  When you become fixated you choose three boons instead of two.
  Horror Stalker
  When you have stood face to face with a horror and prevailed, you 
  may branch out to track down and eliminate such menaces once and 
  for all. When you first branch out as a horror stalker, you gain the 
  first two moves below, rather than just the first.
  _ Root out Corruption
  When you exchange a greeting ritual with a person, make an addi-
  tional choice and add the following choices to the list:
  • Their ritual subtly reveals if they have been marked by a horror. If so, 
  you can now perceive the mark, clear as day.
  _ Follow the Puppet’s Strings
  You may discern realities on a horror mark. When you do, you may 
  add the following to list of questions you may ask:
  • How did the person leave themselves open to being marked?
  • What is the general name of the horror who left the mark?
  _ Incorruptible
  You may never be raised as an undead or be turned into a horror 
  construct, neither while alive nor  dead. When you would fall under 
  a horror’s control, instead you may perform one last heroic act of 
  defiance against the horror and die (without a last breath roll).
  _ Half the Battle
  When you spout lore about a horror, on a hit, in addition to whatev-
  er else happens, the GM will also tell you about the horror’s vulner-
  abilities.
  _ Horror Trap
  When you deal damage to a horror or 238 creature corrupted by a 
  horror, you may choose to trap the target on your plane and in its 
  current form. It may not, for example, escape to the astral plane, 
  turn into mist, become intangible and so on. You take −1 ongoing 
  while this trap remains active.
  
  234
  On Obsessions
  Liberator
  When you, an ork, have freed someone from slavery for no person-
  al gain, you may branch out into a life resisting the scourge of slavery.
  _ Slough Bonds
  When you spend a few minutes concentrating on a device made to 
  confine (shackles, a locked cage door, chains, etc.), the device opens 
  or breaks, and can confine no longer. Damage to the device may not 
  be readily apparent to a casual glance.
  _ Shield the Weak
  When you subtly manipulate an oppressor to leave one of his victims 
  alone, roll+cha. On a 10+, you choose one from the list below. On a 
  7–9, the GM chooses one. 
  • The oppressor spares the victim, but directs brutality towards you 
  instead.
  • The oppressor spares the victim, but takes notice of you, singling you 
  out for myriad petty cruelties in the future.
  • The oppressor doesn’t change his course, but something in your 
  intervention permanently undermines his authority in the eyes of 
  those loyal to him.
  • The oppressor is cowed for now, but will soon inflict some atrocity 
  on you in retaliation.
  _ Hoard Blows
  When you are injured by an oppressor (a slaver, prison guard, etc.), 
  hold 1 for each point of damage inflicted on you. At a later time, if 
  you see that oppressor within near range, you may spend any amount 
  of hold to inflict that much damage back on the oppressor with merely 
  a glance. Wounds on the oppressor will manifest similarly to how the 
  oppressor wounded you.
  _ Say You Want a Revolution 
  requires circle 6
  When you lead slaves in violent revolt against their oppressors , 
  roll+cha. On a 10+ hold 3. On a 7–9 hold 1. You may spend 1 karma to 
  make an gain 1 additional hold, even on a miss. During the revolt, 
  spend hold to:
  • Your rebels avoid a hazard or trap.
  • Your rebels suffer almost no causalities when taking an objective.
  
  235
  On Obsessions
  • Your unit wins a skirmish over a better armed and trained force.
  • You rally your rebels back from being shaken or routed.
  • Your rebels disengage from a hopeless battle to a safer position.
  • Key locals offer unexpected aid.
  • Someone important to the oppressors betrays them.
  Messenger
  When you have made contact with the loose association of indepen-
  dent couriers who serve Barsaive and beyond, and impressed them 
  enough to make a vow joining them, you may branch out into the life 
  of a messenger.
  _ One With the Message
  When you are agree to deliver a written message or package no larger 
  than your fist, the parcel merges into your body. Only the touch of 
  the true recipient will release it. If you die before delivery, the parcel 
  is lost. You can carry only one parcel at a time. While the parcel 
  remains inside you:
  • Nothing can view, discover or perceive the parcel, not even astrally.
  • You lose all memory of the appearance and contents of the parcel.
  • You gain an unwavering sense of direction to the recipient, which 
  becomes more accurate the closer you get.
  • Hold 1d3+cOn fortitude, which you may spend to ignore the need to 
  consume a ration or to forgo a night’s sleep with no ill effects.
  • You gain +2 ongoing to any attempt to find, or verify the identity of, 
  the recipient.
  _ Chain Letter
  Add +cOn to the number of parcels you may carry at once. You use 
  One With the Message to merge with additional parcels, but if you 
  are already carrying one, only add 2 to your fortitude instead of rolling.
  _ Freight With Peril
  You may carry much larger parcels, up to the size of a large barrel. 
  When you are required to consume a ration, you must also consume 
  an additional ration for each parcel you carry that is larger than your 
  fist.
  
  236
  On Obsessions
  _ Neither Snow Nor Rain… 
  requires circle 6
  When you make camp while a parcel remains inside you, add 1 to 
  your fortitude. In addition, you may also spend fortitude any time 
  to:
  • Remove a debility
  • Cause someone or something pursuing you to lose your trail
  • See in the dark until the next sunrise
  • Withstand a day’s exposure to the elements without proper gear, 
  suffering no ill effects.
  Netherwalker
  When you have been in a fight in astral space, you may branch out 
  into an exceedingly dangerous obsession with traveling through astral 
  space.
  _ Netherwalk
  When you enter a meditative state and leave your mundane body 
  behind, your body falls unconscious and you may wander astral space 
  as a purely astral being. While doing so, you may not interact in any 
  way with the mundane world or those within it. You may move tire-
  lessly in any direction, up to a speed about as fast as you could run. 
  You may move through most physical barriers, but not living mate-
  rial. Likewise, magic or spaces ritually prepared to bar spirits will 
  keep you out. While projecting, rolls you would normally make using 
  str you make with wis instead. dex rolls are made with int. cOn rolls 
  are made with cha.
  _ Apparition
  With a little concentration, you may “broadcast” an image of your-
  self into the mundane world while astral projecting. Though trans-
  lucent, this projection may be seen and heard by those nearby in the 
  mundane world.
  _ Astral Tracker
  When you track a thread connecting one pattern to another though 
  astral space, roll+int. On a hit, you follow the thread until you locate 
  the other end or are blocked. On a 10+, you also gain a useful bit of 
  information about connected patterns, the GM will tell you what.
  
  237
  On Obsessions
  _ Ethereal Panoply
  When you enter astral space, roll+wis. On a 10+ you form two items 
  from pure thought to carry with you in the astral. On a 7–9 you form 
  one item. On a miss, you may not use this talent until tomorrow.
  • a weapon described as you like (close, +2 damage)
  • a weapon described as you like (reach, +1 damage)
  • a weapon described as you like (precise, +1 damage)
  • armor described as you like (2 armor, worn)
  Poisoner
  When you have killed someone with poison, you may branch out into 
  a life of poisoning.
  _ Poisoner
  You’ve mastered the care and use of a poison. Choose a poison from 
  the list below; that poison is no longer dangerous for you to use. 
  Whenever you have time to gather materials and a safe place to brew 
  you can make three uses of the poison you choose for free. Note that 
  some poisons are applied, meaning you have to carefully apply it to 
  the target or something they eat or drink. Touch poisons just need to 
  touch the target, they can even be used on the blade of a weapon.
   
  _ Oil of Tagit (applied): The target falls into a light sleep
   
  _ Black Mercy (applied): The target becomes euphoric, lost in vivid 
  hallucinations of their fondest wishes granted.
   
  _ Bloodweed (touch): The target deals –1d4 damage ongoing until 
  cured
   
  _ Goldenroot (applied): The target treats the next creature they see as 
  a trusted ally, until proved otherwise
   
  _ Serpent’s Tears (touch): Anyone dealing damage to the target rolls 
  twice and takes the better result.
   
  _ Eyebite (applied): The target’s pupils temporarily contract to pin-
  points, rendering them blind in all but the brightest light
   
  _ Laésal (applied): The target slowly drifts into a brief unconsciousness. 
  When they wake, they cannot remember the prior few hours.
   
  _ Whadrah Venom (touch): Once inside the bloodstream, the venom 
  temporarily paralyzes the target within a minute.
  _ Poison Master
  After you’ve used a poison once, it is no longer dangerous for you to 
  use.
  
  238
  On Obsessions
  _ Envenom
  You can apply even complex poisons with a pinprick. When you apply 
  a poison that’s not dangerous for you to use to your weapon, it’s 
  touch instead of applied.
  _ Brewer 
  requires circle 6 in some discipline
  You can describe the effects of a poison you’d like to create. The GM 
  will tell you that you can create it, but with one or more caveats:
  • It will only work under specific circumstances
  • The best you can manage is a weaker version
  • It’ll take a while to take effect
  • It’ll have obvious side effects
  Purifier
  When you, an obsidiman, join the Brotherhood of Purifiers, an order 
  which seeks to restore earth and astral space from the corruption of 
  the Scourge, you may branch out to focus on the task.
  _ Ritual of Cleansing
  When you seek to cleanse a location corrupted by Horrors or name-
  givers, tell the GM what you’re trying to achieve. Cleansing is always 
  possible, but the GM will give you one to four of the following con-
  ditions:
  • It’s going to take hours/days/weeks.
  • First you must    .
  • You’ll need help from    .
  • It will require a lot of money or resources (such as true elements).
  • You and your allies will risk danger from    .
  _ Earth’s Avenger
  When you hack and slash, add the following to the list of choices:
  • If the target has harmed nature or clearly intends to do so, deal +1d10 
  damage.
  • If the target is a construct, you drive its animating force from its body 
  and it collapses in a heap.
  • If the target is a horror, it becomes surrounded in a glowing red circle 
  of energy. It may not leave this circle or escape into astral space while 
  it remains. While you concentrate on sustaining the circle, take -2 
  ongoing.
  
  239
  On Obsessions
  _ Earth’s Embrace
  So long as one of your feet touches the natural ground, your tough 
  skin becomes even tougher (3 armor, 0 weight, obsidimen only).
  _ Sanctify
  When you stand in defense of an area untainted by Horrors or 
  namegivers, so long as you remain in the area, no creature with the 
  horror or construct tag, may enter, nor direct magic into, the area. You 
  take –1 ongoing while sustaining this defense. If you maintain this 
  protection for a few hours, it will last without you until the next 
  sunset. If you also spend 1 blood the protection will sustain itself for 
  a year and a day.
  Theran Spy
  When you have supplied the Theran Empire with sensitive infor-
  mation, either by choice or through coercion, you may branch out to 
  better serve them.
  _ One Eye Open
  Any time you find yourself alone, the GM may interrupt what you 
  are doing with some form of contact with your Theran handlers (a 
  note left where only you would find it, a manifesting spirit delivering 
  a message, a face to face visit, etc.). You have some way of request-
  ing such contact as well; what is it? Further, when you discern real-
  ities, whatever else happens, the GM will also answer the following 
  question:
  • What here is useful or valuable to the Theran Empire?
  _ Deep Pockets
  When you buy something special (within reason) in furtherance of 
  a mission assigned to you by the Theran Empire, on a hit you happen 
  to have the exact amount of coins on hand to buy it. Explain how the 
  Empire secretly shuttled funds to you. The Empire is not in the habit 
  of wasting money.
  _ Dead Letter Drop
  When you shove a message or small object marked with a sigil sup-
  plied to you by your Theran handlers into the chest cavity of a re-
  cently deceased being, then concentrate on the glory and achievements 
  of the Theran Empire while in contact with the body, roll+nothing. 
  
  240
  On Obsessions
  For each full minute you spend concentrating, add +1 (up to three). 
  On a 10+, choose three. On a 7–9, choose two. On a miss, whatever 
  else happens, you still choose one.
  • The message or object is transported into a bowl marked with the 
  same sigil, possessed by one of your handlers.
  • You, and you alone, hear the last thing whispered into the bowl by 
  your handlers.
  • The body disintegrates, as if it were never there.
  • The sigil may be used again.
  _ Birds of a Feather
  When you enter a steading, roll+nothing. Take +1 for each of these 
  tags the steading has: wealthy, booming, battalion, lawless, power. 
  Take +2 for each of: rich, legion. Take –1 if you have never been in 
  this steading before, and for each of: dirt, exodus. On a hit, you know 
  of or notice Theran assets (sympathizers, agents, etc.) who might 
  help you. On a 10+, choose two. On a 7–9, choose one. On a miss, 
  whatever else happens, you are on your own here.
  • Theran assets are particularly well placed to help you
  • Theran assets can be contacted without much risk
  • Theran assets will help you without much cost
  
  241
  On Obsessions
  Trollmoot Outcast
  When you, a troll, are outcast by your trollmoot, horns ritually 
  severed, you may branch out to embrace your fate. Those who remain 
  within the moot are honor bound to attack and kill you on sight. 
  Though disgraced in their eyes, you gain power from your own brand 
  of honor.
  _ Question of Honor
  When your personal honor is questioned, roll+wis. On a 10+, choose 
  three. On a 7–9, choose two. On a miss, choose one.
  • Maintain your composure.
  • Take +2 ongoing to any efforts which serve to redress the insult, until 
  the slight is rectified.
  • Gain +1 armor ongoing against whoever doubted you until the ques-
  tion is settled.
  • Avoid taking −1 ongoing to any efforts which do not serve to redress 
  the insult.
  _ Righteous Strength
  When you defy danger in order to keep a promise, or by powering 
  through, take +2. On a 12+, witnesses will tell tales of your prowess 
  for weeks.
  _ Demand Truce
  When you demand a truce from a weaker opponent, roll+cha. On a 
  hit, your opponent may not refuse. For the next day, if one of you 
  inflicts damage on the other, the damage is dealt to the attacker 
  instead. On a 10+, you may extend this effect for three days, if you 
  choose.
  _ Redemption
  When you die performing an honorable deed, you will be remembered 
  for the deed, not the incident that made you an outcast. In addition, 
  the deed will be seen as atonement for the original infringement, and 
  you will be rehabilitated in the eyes of your clan.
  
  242
  On Obsessions
  
  243
  Front: Emergence
  For players unfamiliar with the setting of Earthdawn®, starting out 
  with characters who grew up in a sealed kaer and have been select-
  ed to perform reconnaissance to see if the outside world is now safe 
  can be a good introduction. It’s main strength is that the characters 
  are then nearly as ignorant of the setting as the players, and every-
  one can discover what lies outside the kaer together.
  For this kind of play, you might want to omit some disciplines 
  from the choices available to the players. In particular, it can be 
  difficult to integrate the air sailor, the sky pirate, and the weapon-
  smith. To a lesser extent, the cavalryman and the beastmaster can 
  also create dissonance, depending on how people visualize life in a 
  sealed kaer.
  The following not-quite-a-front should not be used verbatim. 
  Instead, let it provide an example of the type of thing you might do 
  once you know all the Pcs  and the interests of the players. Make 
  some different dangers and see where the story goes. Try to involve 
  the characters in the stakes.
  The GM should also avoid pre-deciding much of anything. Where 
  exactly is the kaer? Is the kaer one of the first to open or one of the 
  last? Who remembers the kaer exists? These kinds of questions should 
  be left unanswered for a while. Play will likely suggest a perfect spot 
  where, for example,  of course the kaer turns out to have been located 
  this whole time.
  Description and Cast
  After centuries of hiding within the kaer, the elders have finally 
  decided to, briefly, crack the seal and send a group of adepts (the 
  Pcs) out to see if the world is safe.
  Before creating their characters, the players and the GM should 
  collectively decide how the elders selected this particular group. 
  Choose one of the following, or make up something better:
  
  244
  Front: Emergence
  • The adepts are considered the best and brightest the kaer can offer, 
  destined for greatness.
  • The adepts are prisoners, political enemies, the least social class or 
  otherwise considered disposable.
  • The adepts were the only ones dumb enough to volunteer, each for 
  their own, possibly questionable, reasons.
  • A series of contests were held and the adepts emerged victorious.
  • The adepts were chosen by a (possibly rigged) lottery.
  • Due to some calamity, the adepts are the only ones left alive.
  Depending how they were selected, it wouldn’t necessarily be out 
  of line for each character to begin play with magic items, perhaps 
  even a relic, gifts from the kaer to maximize their chances.
  The culture of this kaer reveres a prophesy claiming a group of 
  scouts would return with a live specimen of a particular type of bird, 
  signaling a world safe enough to open the kaer permanently. The 
  elders, naturally, have tasked the party with finding this bird.
  Several decades prior to the opening of the group’s kaer, a brave 
  group of colonists from a different kaer founded the village Dromis, 
  a village to extract mineral wealth from the area.
  Unfortunately for the village, a long buried artifact has awoken: 
  the Jewelled Well. Though weak at the moment, this well contains a 
  hive mind which grows by cursing namegivers into joining it. Already, 
  several villagers have joined it, and actively further its cause.
  The kaer’s opening has also attracted the attention of Kimber, a 
  spirit with knowledge of artifacts and lore, intent on getting inside 
  the kaer to claim a dangerous relic sealed inside all these years. Unlike 
  the other dangers, Kimber is aimed directly at the Pcs and their kaer, 
  and depends highly on their presence and actions.
  • Denibet, villager who first finds the Jewelled Well.
  • Abathys, leader of the village council.
  • Kimber, obsessed spirit.
  Danger: The Jewelled Well 
  shadowland
  Impulse: to corrupt the living
  Grim Portents
   
  _ Denibet shows off gem pulled out of the well he discovered.
   
  _ Increasing numbers of villages tempted to the well.
   
  _ Corrupted villagers slaughter all who refuse the well.
  Impending Doom: Usurpation
  
  245
  Front: Emergence
  Danger: The Village Council 
  misguided good
  Impulse: to do what is “right” no matter the cost
  Grim Portents
   
  _ Council forces Denibet (and, later, others) to donate his gem to a 
  community fund.
   
  _ As the influx of gems upsets the status quo, elders declare well off 
  limits.
   
  _ Increasingly draconian measures (curfew, extreme punishments, 
  banishment, etc.) to curb “anti-social influence”.  
  Impending Doom: Rampant Chaos
  Danger: Kimber 
  named spirit
  Impulse: to seek magical power
  Grim Portents
   
  _ Materializes any time the group’s kaer is discussed.
   
  _ Increasingly direct demands to be brought into the kaer.
   
  _ Use of allies to enslave group to force them to return to kaer.
  Impending Doom: Impoverishment
  Location: Dromis
  poor, steady, militia, resource (minerals), oath (Thoral?), blight (krilworm), 
  need (adventurers)
  If not for its exploitation of local minerals, the village of Dromis 
  would have easily folded. As it is, little shows for its ten years of 
  existence but a paranoid and greedy population dominated by a 
  parochial village council. Harmony, conformity and cooperation are 
  prized, while anything less is dangerous (likely to attract horrors, 
  don’t you know) and punished with exile.
  While distrustful of outsiders, the villagers are largely hard-work-
  ing and dedicated to the village and each other. The village acts as a 
  collective, with all minerals harvested and sold benefiting all in the 
  village equally. Though overbearing, the village council is scrupu-
  lously transparent with finances and demands the same transpar-
  ency from the villagers.
  Unfortunately for the village, krilworms have been flocking to the 
  place lately, in numbers large enough to trigger breeding. Swarms of 
  them descend on the town at night, laying eggs in livestock and 
  citizens. This will continue unless someone tracks down where they 
  are nesting.
  
  246
  Front: Emergence
  The founders and citizens of Dromis remain ignorant of the group’s 
  nearby (and hidden) kaer. Nor do they realize that the people of the 
  kaer used to extract minerals from this region themselves. The village 
  will not be anxious to share their new wealth with outsiders, nor will 
  those in the kaer be pleased to find others are squatting on “their” 
  land. 
  Custom Moves
  When you first reach into the Jewelled Well, you pull out a gem worth 
  50 coins, and become part of the connected hive mind of the well and 
  all who have drawn from it. Roll+cha. On a 10+, gain three hold. On 
  a 7–9, gain one hold. Spend one hold to resist the lure of the hive 
  mind for a day. During this time, you receive what all members of 
  the hive mind perceive and think, but do not have to share your own 
  perceptions and thoughts. If you return the gem to the well, your link 
  to the mind is severed. If you lose possession of the gem in some 
  other way (trading it, giving it away, someone stealing it, etc.), lose 
  all hold. When you have no hold, you are not only fully integrated 
  into the mind, you are also enchanted to carry out the will of the 
  collective and never willingly throw your gem back into the well.
  Stakes
  • Is the world safe enough for the kaer to be opened?
  • What will the party do to help or hinder Kimber?
  • Will any characters join the hive mind?
  
  247
  Front: Mists
  Inspiration for this front comes from Mists of Betrayal, the first ad-
  venture FASA ever published for Earthdawn® (also notable as having 
  the first, and one of the only, rPG covers painted by Luis Royo). While 
  this published adventure is widely regarded by fans as providing a 
  decent introduction to the fourth world itself, it is marred by a linear 
  structure and some railroading. Its use here is intended to serve as 
  an example of how to distill a plotted adventure like this into a front 
  that allows you to play to find out what happens.
  Hooks
  The published adventure pushes the Pcs into the fray by manufac-
  turing a reason for them to see the wizard Hiermon; however, take 
  a look at the relationship map to the right and realize that all you 
  need to involve the characters in the front is some tenuous connec-
  tion to any of the nodes in the graph.
  Description and Cast
  A full description of this front is best left to the text of the Mists of 
  Betrayal. If you are playing this hack, you likely already have, or can 
  easily get, a copy of this. If not, the relationship map at the right 
  provides a fair overview of the main movers and shakers and the 
  situation in which they find themselves (all starting with the discov-
  ery of an ancient elven relic called the Everliving Flower by a wizard’s 
  expedition.)
  Danger: Blood Wood 
  corrupt government
  Impulse: to maintain the status quo
  Grim Portents
   
  _ Takaris makes a deal with Hiermon to exchange blood ivy for the 
  Everliving Flower.
   
  _ Kalourin dominates Hiermon and destroys Takaris.
   
  _ Kalourin humiliates and unseats Alachia.
  Impending Doom: Usurpation
  
  248
  Front: Mists
  Danger: Theran Empire 
  cabal
  Impulse: to absorb those in power, to grow
  Grim Portents
   
  _ Dispatch operatives to assist Agraman in recovering the Everliving 
  Flower.
   
  _ Operatives kill Hiernmon and take the Everliving Flower.
   
  _ Operatives return the Everliving Flower to the Empire, angering the 
  Blood Wood.
  Impending Doom: Rampant chaos
  Danger: The Mist 
  named horror
  Impulse: to feed on suffering
  Grim Portents
   
  _ The Mist provides Kalourin with power in exchange for slaves (who 
  are delivered to the village of Akarem).
   
  _ Kalourin’s forces augment slaving operations, growing the horror’s 
  power.
   
  _ Through the traitorous Kalourin, the Mist enslaves the Blood Wood.
  Impending Doom: Impoverishment
  Danger: Akarem 
  haunted village
  Impulse: to deliver outsiders to the kaer containing the Mist
  Grim Portents
   
  _ The village has no inn, no shops, no farms or village green and exudes 
  an air of desolation. Villagers in some kind of shock.
   
  _ Slaves delivered to the kaer are never seen again.
   
  _ Attempts to leave the village fail, always ending with the kaer looming 
  before the traveler.
   
  _ Villagers attempt to kidnap travelers while they sleep and deliver 
  them to the kaer.
  Impending Doom: Impoverishment
  Custom Moves
  When you enter the Blood Wood, the combination of strange beauty 
  and corruption confounds the senses. Roll+wis. On a 10+, make two 
  choices from the list below, but you need not ever again make this 
  move if you return to the Blood Wood. Assume that natives of the 
  Blood Wood have already achieved this result in the past. On a 7–9, 
  
  249
  Front: Mists
  choose three from the list, and you take +2 forward to this move if 
  you return to the Blood Wood.  On a miss, choose four from the list. 
  While in the confines of the Blood Wood:
  • Take -2 ongoing to spout lore.
  • Take -3 ongoing to discern realities.
  • Take -2 ongoing to parley.
  • Take -2 ongoing to defy danger.
  Stakes
  • Who will control the Everliving Flower?
  • Will the Blood Wood fall?
  • Will anyone escape Akarem?
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SOURCE: textdata/thevault/Earthdawn/FourthWorld (PbtA)/Fourth-world-1.4-relayout.pdf