TEXT: This product is a 
  DivNull Seed
  Hacking Dungeon World for play in the world of Earthdawn®
  by Lester Ward
  version 1.5
  
  Contents
  Introduction 
  1
  Goals 
  1
  Provenance 
  2
  What is the Same? 
  3
  What is Different? 
  4
  On Rules 
  5
  On Flags 
  5
  On Steps 
  7
  On Debilities 
  8
  On Basic Moves 
  8
  On Passions 
  13
  Idealism 
  13
  Influence 
  14
  Questors 
  17
  Passion Rolls 
  17
  Calling on Passions 
  18
  On Adepts & Threads 
  19
  On Patterns and Names 
  19
  On Circles and Advancement 22
  Advancement Strategies 
  25
  Thread Moves 
  26
  On Disciplines 
  29
  Circle Limits 
  31
  Leading Questions 
  31
  On Species 
  49
  On Exploration 
  55
  On Geography 
  56
  On Travel & Exploration 
  57
  On Followers 
  61
  Sizes 
  61
  Tags 
  62
  Moves 
  62
  Animal Stats 
  63
  Sample Companion Animals 64
  Sample Mounts 
  68
  On Spellcasting 
  73
  Matrix Tags 
  74
  Spellcasting Moves 
  74
  Spellcasting Monsters 
  78
  Counterspelling Monsters 
  79
  Spellcasting Examples 
  79
  On Blood Magic 
  83
  On Relics 
  87
  Ranks 
  87
  Keys, Deeds and Demands 87
  Spouting Lore About Relics 88
  Additional Tags 
  90
  Mundane Items 
  91
  Trifles 
  92
  Trinkets 
  95
  Wonders 
  99
  Relics 
  103
  On Airships 
  111
  Vehicle Rules 
  111
  Basic Vehicle Moves 
  112
  Custom Vehicle Moves 
  113
  On Monsters 
  117
  Monster Tags 
  117
  Dungeon World Beasts 
  118
  Astral Qualities 
  118
  On Horrors 
  119
  Sample Conversions 
  120
  On Obsessions 
  133
  Front: Emergence 
  149
  Front: Mists 
  153
  
  License
  Earthdawn® is a Registered Trademark of FASA Corporation. Used 
  without permission. All Rights Reserved.
   K First Edition is the original game created and published by FASA 
  Corporation in 1993.
   K Second Edition was published by Living Room Games† in 2001.
   K Classic Edition was published by RedBrick Limited† in 2005.
   K Third Edition was published by RedBrick LLC and Mongoose Publish-
  ing† in 2009.
   K Revised Edition was published by FASA Games, Inc.† in 2012.
   K 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.
  The mechanics for Passions heavily inspired by 13th Age, from 
  Pelgrane Press.
  Material for Dungeon World appears here thanks to the permissions 
  granted by various Creative Commons licenses, including: 
   K Dungeon World ©2012 Sage LaTorra and Adam Koebel (cc by 3.0 us)
   K Perilous Wilds by Jason Lutes and Jeremy Strandberg (cc by-sa 3.0 us)
   K Homebrew World by Jeremy Strandberg (cc by-sa 3.0 us)
   K Mounted Combat by Andri Erlingsson (cc by-sa 3.0 us)
   K Class Warfare by Johnstone Metzger (cc by-sa 4.0)
   K Playbooks from Inverse World ©2014 by Jacob Randolph and Brandon 
  Schmelz (cc by-sa 4.0)
   K Shaman and initiate playbooks by Alex Norris (cc by 3.0 us)
   K Arcane duelist playbook by Timothy Schroeder (cc by 3.0 us)
   K Alternative bard by David Guyll and Melissa Fisher (cc by 3.0 us)
   K Brush graphics by Blog.SpoonGraphics (cc by 2.0 uk)
   K Icons by Lorc and Delapouite from game-icons.net (cc by 3.0)
  
  The text of this document outside the 
  copyrighted material or trademarks of the 
  aforementioned entities is released under 
  a Creative Commons Attribution-ShareA-
  like 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:
  Eadui
  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
   K Add tools to embrace the world of Earthdawn®.
   K Make spell casting slower and more dangerous.
   K Connect the playbooks to steadings, at least a little.
   K Integrate rules variations from some other sources, particularly 
  The Perilous Wilds, directly into the playbooks.
   K Retain compatibility with other Dungeon World material, allowing 
  it to be used without much tinkering.
  
  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.
  As of version 1.5, these rules assume the use of The Perilous Wilds, 
  Jason Lutes’ supplement providing “overland adventure for Dungeon 
  World”. Variant rules from this supplement supplant certain Dungeon 
  World rules, and the text of this document also makes use of its ter-
  minology.
  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®.
   K The air sailor includes the moves from Mounted Combat’s adventuring 
  crewman compendium class, plus original moves focusing on regimen 
  and assisting.
   K The archer includes parts of Dungeon World’s ranger and fighter.
   K The beastmaster mashes select parts of the Dungeon World ranger and 
  druid playbooks together.
   K The cavalryman usurps the moves from Mounted Combat’s beast rider 
  compendium class, John Ryan’s warrior, plus original moves.
   K The elementalist contains remnants of the Dungeon World wizard and 
  cleric playbooks and spell lists.
   K The illusionist contains remnants of the Dungeon World wizard and 
  cleric playbooks and spell lists.
   K 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.
   K The scout pulls parts of the Dungeon World ranger playbook, combined 
  with moves cherry picked from others, and moves related to mounts.
  
  3
  Introduction
   K The sky raider is mostly original moves, based on typical talents for 
  the discipline.
   K The swordmaster contains remnants of the fighter and paladin play-
  books, combined with the acrobat specialty. It also pulls in some 
  moves from Timothy Schroeder’s arcane duelist playbook and Class 
  Warfare.
   K 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.
   K The troubadour contains some of the Dungeon World bard playbook, 
  but mostly draws from the version by David Guyll and Melissa Fisher.
   K 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.
   K The weaponsmith is largely new material.
   K The wizard is about two thirds of the Dungeon World wizard playbook 
  and maybe one third of its spell list.
   K 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.
   K The captain obsession uses moves from Inverse World.
  The following Earthdawn® sources heavily informed this work:
   K Earthdawn Player’s Companion, third edition
   K Earthdawn Player’s Guide, third edition
   K Earthdawn first edition main rulebook
   K Denizens of Earthdawn Volumes 1 & 2
   K Creatures of Barsaive
  What is the Same?
  Though the implementation of many of its moves have changed, 
  much of the basic mechanics of Dungeon World has been left as 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:
   K Alignment and alignment moves have been replaced by mechanics 
  that make use of the Passions.
   K Bonds replaced with flags.
   K Assumes the use of The Perilous Wilds and Mounted Combat as default.
   K The Vancian magic system, and spellcasting in general, is replaced 
  by a slower, less certain, casting system.
   K Species match those in Earthdawn®, with appropriate changes to 
  species moves.
   K Playbooks replaced entirely, though with a lot of borrowing, to be 
  built around the disciplines from the main Earthdawn® rules.
   K 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.
   K The notion of weaving magical threads is lifted from Earthdawn®, 
  bludgeoned lightly, 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 advancement 
  works a bit, with the discipline moves tuned with this in mind.
   K 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.
   K Some basic moves reworded or altered.
   K Addition of special moves appropriate to the setting.
   K Multiclass “dabbling” is mostly eliminated. Compendium classes and 
  relics are used for branching out instead, though some (costly) special 
  moves may also be used.
   K 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.
   K 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.
   K Debilities inflict −2 instead of −1.
   K Most changes are intended to specifically support long term campaign 
  play. If you are after one-shots, you can ignore whole sections of this 
  book (e.g. chapters on blood magic, relics, obessions, etc.), or just 
  stick with Dungeon World as written.
  
  5
  On Rules
  This book does not present a complete game, but rather details changes 
  and departures made from vanilla Dungeon World. You can assume 
  that any information or rules stand unless explicitly contradicted in 
  these pages.
  This chapter discusses some of the building-block alterations 
  made to play in the world of Earthdawn®.
  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…
   K …suggest an action specific enough that it is obvious when another 
  character hits it.
   K …create some sort of conflict or tension, usually by giving your char-
  acter a choice to make.
   K …give you an opportunity to demonstrate something about your 
  character that might not otherwise be showcased.
   K …enable taking action in a way meaningful to your character.
   K …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 
  
  6
  On Rules
  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.
  Some example flags:
   K Accommodating: counter my proposal with a less attractive one I must 
  either accept or disrupt the harmony of the group.
   K Androgynous: put me into a situation that might get me to inadver-
  tently reveal my gender.
   K Ardent: convince me to do something I shouldn’t in order to please a 
  Passion.
   K Aspiring: make me an offer that threatens my social standing.
   K Audacious: overcome my reluctance by offering opportunities for 
  danger.
   K Bumptious: challenge my knowledge and prove that I have more to 
  learn.
   K Compassionate: offer me an easier solution that requires I exploit those 
  weaker than me.
   K Curious: convince me to try something I probably shouldn’t.
   K Deceitful: believe and act on a lie I’ve told you.
   K Delinquent: call attention to something valuable or useful that would 
  cause problems for both of us if stolen.
   K Delusional: offer me a more effective solution that requires I abandon 
  my mis-perception or erroneous belief.
   K 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.)
   K Eccentric: include me in a social interaction where my personality 
  imperfections will be viewed as charm.
   K Exploitable: offer me a flimsy reason to voluntarily put myself in danger 
  for your gain.
   K Graceless: include me in a beneficial social interaction I must spoil 
  with blunt observation or crass behavior.
   K Greedy: offer me financial reward to undermine a friend.
   K Gullible: tell me a lie I believe.
   K Heroic: let me keep you from going first into danger so I can go myself
   K Honest: involve me in a deception I must ruin.
  
  7
  On Rules
   K Irresponsible: convince me to shirk my duty.
   K Jealous: offer me an opportunity to praise a rival.
   K Peculiar: refuse my aid because I’m different.
   K Pious: give me a reason to explain or demonstrate the folly of one of 
  your sins.
   K Portentous: seek my divinations in a moment of uncertainty and trust 
  them implicitly.
   K Preoccupied: entrust me with something important that I will likely 
  lose or mess up.
   K Pugnacious: offer me a peaceful solution that I must derail with violence.
   K 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.)
   K Scandalous: defer to me when a social convention needs violated.
   K Selfish: suggest I sacrifice something (tangible or intangible) to improve 
  the lot of others.
   K Skilled: seek my help in learning how to _______________.
   K Sycophantic: insist I publicly compare the greatness of two people from 
  whom I seek favor.
   K Trustworthy: confide in me a secret that would damage you if revealed.
   K Unsophisticated: exemplify a social convention or intricate concept I 
  must misunderstand.
   K Vengeful: offer me a reasonable path that I must reject to gain my 
  revenge.
   K Visionary: offer me an easier solution that interferes with my dream 
  of _______________.
   K Wise: ask for and take my advice on a difficult matter.
  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.
  
  8
  On Rules
  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 Basic Moves
  Use the basic moves from Dungeon World as is, unless noted below. 
  Aid or Interfere
  This move replaces the Dungeon World move of the same name. When 
  you help or hinder someone, say how, before they make their roll. If 
  you do it…
   K …using brute force, roll+str
   K …with speed, agility, or physical finesse, roll+dex
   K …with vitality, toughness, or vigor, roll+con
   K …through emotional manipulation, roll+cha
   K …through analysis, logic, or book-learning, roll+int
   K …some other way, roll+wis
  On a 7–9, they take +1 or −2 to their roll, your choice. On a 10+, 
  improve or reduce their result by one step, your choice, and choose 
  one:
   K you do not expose yourself to danger, retribution, or cost
   K you help someone else: they take +1 forward
   K you help yourself: you take +1 forward
   K you gain a karma point
  Defend
  This move replaces the Dungeon World move of the same name. When 
  you take up a defensive stance or jump in to protect others, roll +con. 
  On a 10+, hold 3 readiness. On a 7–9, hold 1 readiness. You can spend 
  readiness one-for-one to:
   K Suffer an attack’s damage/effects instead of your ward
   K Halve an attack’s damage/effects
   K Draw all attention from your ward to yourself
   K Strike back at an attacker (roll your damage twice and take the lower 
  result)
  When you go on the offense, cease to focus on defense, or the danger 
  passes, lose any readiness that you hold.
  
  9
  On Rules
  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:
   K avoid their attack
   K deal +1d6 damage
   K a starting move of your discipline adds one or more choices 
   K other moves may offer you additional choices 
  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.
  Parley
  This move replaces the Dungeon World move of the same name. When 
  you press or entice an npc, say what you want them to do (or not do). 
  If they have reason to resist, roll +cha. On a 10+, they either do as 
  you want or reveal the easiest way to convince them. On a 7–9, they 
  reveal something you can do to convince them, though it’ll likely be 
  costly, tricky, or distasteful.
  The gm should consider what might convince them, using this list 
  for inspiration:
   K  a promise/an oath/a vow
   K a chance to do it safely/freely/discretely
   K appeasing or appealing to their ego/honor/conscience/fears
   K a convincing deception
   K a better/fair/excessive offer
   K helping them/doing it with them
   K violence (or a credible threat thereof)
   K something they want or need (coin/food/booze/art/etc.)
   K concrete assurance/proof/collaboration
   K pressure from ________
   K permission from ________
   K assistance from ________
  
  10
  On Rules
  On Special Moves
  Many of the remaining special moves (Dungeon World, pg. 72) remain 
  intact, but some have been changed or replaced in 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:
   K After you make a roll for a move, roll an additional die and, if desired, 
  replace one of the original dice with the result of the extra die.
   K Immediately heal yourself 1d4 damage.
   K Freeze a horror construct in its tracks, briefly.
   K Some moves, talents, or spells may let you spend 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, answer these three questions as a group. For each “yes” 
  answer everyone marks xp:
   K Did we learn something new and important about the world?
   K Did we overcome a notable monster or enemy?
   K Did we loot a memorable treasure?
  Next, compare your conduct during the session to the example set 
  by Passions important to you (as explained in the following chapter). 
  You may give an example of one of the following to the other players. 
  If you do, mark xp. Explain something you did that…
   K …lived up to the example of a Passion 
   K …failed a Passion
   K …resisted or thwarted a Passion
   K …demonstrated how a Passion thwarted or resisted you
   K …changed your view of a Passion
  If you wish, you may add a mark for the Passion you mention and 
  remove a mark from another. 
  
  11
  On Rules
  Complete a Ritual of Advancement 
  This move replaces Level Up. When you complete a ritual of advancement 
  specific to your discipline:
   K Subtract your current circle+7 from your xp.
   K Increase your circle by one.
   K Add two to the maximum number of threads you may weave.
   K 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.
  Rituals of advancement are explained in more detail in the “On 
  Circles and Advancement” section (page 22).
  Recruit
  This move replaces the Dungeon World move of the same name. Further 
  rules for followers are spelled out in their own chapter (page 61). When 
  you go looking to hire help, tell the gm what you’re offering and for 
  whom you’re looking, phrased in one of the following ways:
   K A group of _____ (porters, guards, minstrels, angry farmers, etc.)
   K A skilled ______ (guide, sage, burglar, bodyguard, etc.)
  A group is a follower like any other, but with the group tag. If the 
  gm says you can’t find that kind of help in a place like this, start over or 
  move on. Otherwise, roll +nothing and take +1 if you have a good repu-
  tation in these parts. On a 10+ they’re yours for the hiring. On a 7–9, 
  the gm chooses one from the list below:
   K They demand greater compensation, in coin or otherwise.
   K No one here fits the bill, but you hear of someone elsewhere who does.
   K They have a need that must be met first (permission from someone 
  else, a favor, etc.).
   K You can tell at a glance they are less than ideal (ask the gm how).
  The gm will choose or roll their specifics (quality, loyalty, instinct, 
  cost, tags, etc.) as needed, to be discovered through play. Which might 
  involve you grilling them, right now.
  
  12
  On Rules
  Setting Moves
  To support the setting, the following special moves are added:
  Astral Sight
  If you have the ability to view the astral plane. When you 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 
  additional +1 ongoing to discern realities. These bonuses and penal-
  ties last until you spend a moment to deactivate astral sight. While 
  astral sight is active, you may interact with (and injure) astral crea-
  tures, 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.
  Create Art
  When you create a work of art and are not tainted by horrors, say 
  what you are creating. If you do it…
   K …using brute force, roll+str
   K …with precise detail work, roll+dex
   K …through performance, roll+cha
   K …featuring particularly deep insight, roll+wis
   K …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:
   K When exchanged as part of a ritual of greeting, the art convincingly 
  conveys the degree to which your are or are not tainted by the horrors.
   K The art will fetch a good price.
   K The act of creating the art functions as a karma ritual.
   K The art inspires the reaction you desire in most who see it.
   K The art requires less effort (time, cost, exertion) than usual.
  Art in the Fourth World
  The creative impulse is one of the first things to fade when someone 
  is corrupted by horrors, so suspicion greets anyone who does not 
  demonstrate some artistic outlet regularly. Consequently, almost 
  everyone has been apprentice to an artist as part of growing up.
  
  13
  On Passions
  The Passions embody the ideals of the namegivers of the Fourth 
  World and, as such, character choices about the Passions replace the 
  notion of alignment from Dungeon World, albeit using a more free-
  form approach. The specific triggers of alignment are replaced by a 
  more abstract census of how well a character’s actions in a session 
  reflected the ideals of the Passion(s) he or she holds dear. 
  Further, the system outlined below provides tools for players to 
  indicate the type of ideals they want to see in a session, and for gms 
  to inject the Passions into the narrative.
  Idealism
  Namegivers venerate all of the Passions, but most hear the call of 
  some Passions more than others. Every Fourth World player indicates 
  the ideals their character currently embraces by making marks on 
  their playbook next to the Passion that embodies those ideals. Three 
  marks are distributed as the player likes among one or more Passions. 
  A Passion may be assigned more than one mark, indicating an in-
  creased level of devotion. Each mark may take either of two forms:
  x a checkmark indicates that the character strives to follow the ideals 
  of the Passion.
  + an x indicates that the character actively opposes the ideals of the 
  Passion.
  Typically, a given Passion will be assigned only marks of a single 
  form, but it is possible to give both x and + to the same Passion, 
  indicating complicated love/hate feelings about those ideals.
  As mentioned in the prior chapter, the End of Session move allows 
  players to gain xp for their character based on how they showcased 
  the ideals of the Passion(s) they marked during play.
  Marks can also be slowly changed by the End of Session move 
  (page 10), if the player wishes to do so.
  Marks are signals to the gm about what the player is interested in 
  seeing their character do and the types of challenges they hope to 
  overcome.
  
  14
  On Passions
  Influence
  Passion marks also come into play at the start of each session, to take 
  a measure of which Passions will show interest in the events to come.
  At the very start of the session, regardless of what is happening 
  in the fiction, the gm will call for Passion influence rolls. Each player 
  rolls a d6 for each of their character’s marks. The player informs the 
  gm of each 1 or 6 rolled, and for which Passion, and the gm will make 
  a list of the Passions (or use a sheet built for the purpose) to track 
  the results. 
  Each six rolled for a Passion indicates that, sometime during the 
  session, the Passion will show interest and grant some kind of benison, 
  a blessing or other indication of support or approval. The gm will 
  track this by writing a plus or similar positive symbol next to the 
  corresponding Passion (this document will use +).
  Each one rolled for a Passion indicates that, sometime during the 
  session, some sort of opportunity will arise to follow the ideals of 
  that Passion, and the Passion takes an interest in who might seize it 
  and how. The gm will track this by writing a tilde, squiggle, minus 
  sign or similar ambiguous symbol next to the corresponding Passion 
  (this document will use ~).
  The results are combined for the entire party; there is no need to 
  track who generated what result. You might end up with something 
  like the example sheet below.
  For the rest of the session, the gm will use these results as a type 
  of hold, spending it when the time is right, and crossing it off. The 
  goal should be to spend it all by the end of the session. If some is left 
  over, don’t worry about it, but carry it over to the next session.
  astendar 
  OOOOOOO 
  art, music, love
  chorrolis OOOOOOO 
  trade, wealth, desire
  floranuus OOOOOOO energy, victory, motion
  garlen 
  OOOOOOO 
  hearth, healing
  jaspree 
  OOOOOOO 
  growth, wilderness
  lochost 
  OOOOOOO 
  rebellion, feedom
  mynbruje 
  OOOOOOO justice, empathy, truth
  thystonius OOOOOOO 
  valour, physicality
  upandal 
  OOOOOOO 
  crafs, engineering
  dis 
  OOOOOOO 
  slavery, bureaucracy
  raggok 
  OOOOOOO 
  vengeance, jealousy
  vestrial 
  OOOOOOO 
  deceit, trickery
  
  15
  On Passions
  Spending benisons
  The approval of a Passion gets expressed most often in only subtle 
  ways. Was it just coincidence we found the cave right before the 
  blizzard hit, or was Garlen looking out for us? Did the guy that hinted 
  where we could get a good price for that object just happen by, or did 
  Chorrolis nudge him our way? If Astendar hadn’t sent that light rain, 
  I never would have met my true love.
  A gm should always be on the lookout for choice opportunities to 
  spend +, particularly when:
   K the players seem stuck
   K the characters are doing something particularly related to the Passion’s 
  ideals or purview
   K a player makes a really great roll
   K character interaction suggests that some occurrence was the influence 
  of a Passion at work
   K players suggest an appropriate use
  Keeping in mind the ideals, purview, symbols and powers attribut-
  ed to the Passion in question, some ways the gm might spend + 
  include:
   K provide an unexpected source of something the characters are lacking 
  or soon to deplete
   K drop a clue about something
   K go easy on a failed result
   K introduce knowledge the characters would otherwise have no way of 
  knowing
   K change the environment in a way that helps the characters
   K narrate an event outside the character’s actions that improves the 
  characters’ situation
   K introduce an npc in a position to help the characters
   K find a reason for the attitude of an npc to shift toward the characters
   K describe some sort of omen or vision
  
  16
  On Passions
  Spending opportunities
  Characters don’t need to wait for a Passion to present opportunities 
  in order to live up to their ideals, but when the gm spends an oppor-
  tunity, the Passion is definitely paying attention. By marking Passions, 
  a player has signaled the ideals they are interested in exploring, and 
  spending an opportunity gives them a concrete test of those ideals. 
  Will they measure up?
  The gm will typically spend ~ as part of a move they make, either 
  on a failed roll or when the players look to them for something to 
  happen. If the move would have happened anyway, even without the 
  influence of the Passion, that’s fine, but spending the opportunity 
  means that the Passion is invested in the outcome.
  Opportunities work best when they offer a choice, either to a 
  specific character or the party as a whole, and following the ideals 
  of the Passion represents the more difficult path. (In this way, they 
  are somewhat like hitting some types of flags.)
  As an example, suppose that, while a party is hunting a globberog 
  in some catacombs, a character fails a Spout Lore roll about a bottle 
  of blue ichor they find. The gm decides to both put someone in a spot 
  and spend a ~ connected to Garlen. She tells the character that the 
  ichor is a potent weapon against globberogs, but also may cure the 
  character’s sick sister. There is only one dose.
  Sometimes, a Passion may have a goal not specifically related to 
  the characters, but wants to use the characters as a tool to achieve 
  that goal (e.g. justice for someone the party runs across, an inspira-
  tional example for citizens of the steading the party just entered, 
  etc.). Opportunities can be used to represent this as well.
  Passions, not Fate
  Though it is not part of the Dungeon World rules, many gamemas-
  ters make use of a “die of fate” or “luck roll” or similar mechanism, 
  rolling a single die when confronted with an ambiguous situation 
  to see if the fates favor the pcs (the higher the roll, the more 
  advantageous for the players). In Fourth World games, view situ-
  ations where you might normally consult the die of fate as an 
  chance to spend + or ~ instead.
  If you are out of + or ~ when an ambiguous situation arises, 
  think about the Passions that have been involved in the story so 
  far in the session and how their influence might manifest in the 
  situation, for better or worse.
  
  17
  On Passions
  Questors
  Even with nearly every namegiver following the ideals of one or more 
  Passions or, at least whatever Passion might meet their current need, 
  no organized religious institutions exist to promote them. Instead, 
  Passions spread their ideals through questors, dedicated namegivers 
  who devote themselves to fostering the ideals of a particular Passion 
  in the lives of all people.
  For their part, the people generally respect and trust questors, 
  some going so far as to take care of a questor’s day-to-day needs.
  Questors receive power from the Passion they follow. See the 
  questor obsession (see page 133) for more information about how 
  this works.
  Passion Rolls
  Since a character will have between zero and three marks on every 
  Passion, the number of marks can occasionally be used like a stat 
  measuring devotion for rolls or other comparisons. Such rolls are 
  more likely to be found on moves supplied by magical items, or in 
  custom moves associated with particular places (such as shrines) or 
  events. As a shorthand, for example, consider “roll+Upandal”, to 
  mean “roll, adding the number of x you have for Upandal”.
  Marks might also be used as a measure of moral character, similar 
  to broad uses of alignment. For example, perhaps a magic portal 
  “allows anyone with a x on Jaspree to pass” or “prevents the passage 
  of anyone with a + on one of the Mad Passions”. Since characters 
  can change their marks, of course, such measures are never an ab-
  solute limit.
  Mad Passions
  While some namegivers are long-lived enough to remember the 
  Mad Passions before they changed, most have never known a life 
  where some Passions, already somewhat inscrutable, weren’t a 
  bit unhinged. So, while Raggok has pretty clearly gone crazy, Dis 
  and Vestral still receive occasional worship from otherwise up-
  standing citizens. All three, of course, more readily count on 
  worship from people pursuing nefarious agendas and those willing 
  to trade morality for power.
  
  18
  On Passions
  Calling on Passions
  Most namegivers ask the Passions for guidance and other help from 
  time to time. Passions are thought to favor actions over words or 
  material sacrifice, and some make a point of dedicating activity to a 
  Passion. Others show devotion by following the Passion’s example.
  It is also common for namegivers to cry out for a Passion’s aid in 
  a moment of need. 
  Devotion
  When you perform an act of true devotion to a Passion, 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. If you oppose that Passion (i.e. one or more +), gain one 
  fewer hold. You may spend one karma to gain +1 hold. Spend that 
  hold as follows:
   K Take +hold spent forward to immediately make an entreaty to that 
  Passion (see below).
   K 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.
   K When you perform an action under the purview of the Passion, spend 
  1 hold to take +2.
   K 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 that 
  Passion (i.e. have one or more x), take +1. Others may hinder this 
  roll, but not aid it.
   K On a 15+, an avatar of the Passion (something like a large angel) will 
  soon manifest and do what the Passion thinks needs doing. 
   K On a 10–14, the situation immediately changes in a way that could 
  be seen as the Passion lending a hand.
   K On a 7–9, nothing happens immediately, but the gm will look for an 
  opportunity to show the Passion’s favor during the session, marking 
  a + for that Passion.
   K On a 3–6, in addition to whatever else happens, your entreaty falls 
  on deaf ears.
   K On a 2−, in addition to whatever else happens, the Passion feels you 
  need tested, and the gm marks a ~ for that Passion.
  
  19
  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”).
  On Patterns and Names
  All magic revolves around patterns, metaphysical representations of 
  people, places, and things. The various editions of Earthdawn® describe 
  patterns and the metaphysics built on them in great detail, but the 
  text that follows may be easier to follow by quickly hitting the high-
  lights:
   K Everything has a pattern.
   K Patterns define the use of magic in all its forms.
   K Patterns are not static, but can change spontaneously and through 
  manipulation.
   K Not all patterns are equal. The more complex, the more it influences 
  magic.
   K A pattern that uniquely identifies a person, place or thing is called a 
  true pattern.
   K Everything with a true pattern has a name (what we would call a 
  proper noun).
   K Everything with a name has a true pattern.
   K Bestowing an initial name to a person, place, or thing (and, thus, 
  defining its true pattern) is a magical act which sets a benchmark for 
  sentience in the fourth world. Species able to do so (humans, elves, 
  orks, etc.) are called namegivers.
   K Gaining certain types of knowledge about a pattern gives you power 
  over that pattern. Each such item of knowledge in a pattern is called 
  a key to that pattern.
   K Patterns can be connected to each other with threads.
  
  20
  On Exploration
  On Adepts & THreads
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  Windling
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  Amkral
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  Ashaja
  Ashaki
  Athaki
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  Athral
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  Bejiru
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  Benal
  Benash
  Benect
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  Beyarja
  Beyect
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  Charkaja
  Charkare
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  Charrect
  Chayesh
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  Chinare
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  Choject
  Chorkiru
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  Dinaja
  Jachen
  Jithra
  Jusiru
  Ksaddus
  Ksajel
  Ksajichi
  Ksanus
  Ksarrel
  Ksathel
  Ksathural
  Dwarf
  Agmir
  Akban
  Amlan
  Andar
  Anlan
  Annan
  Ardis
  Atfen
  Avnar
  Birbir
  Cenli
  Cezlar
  Cotdan
  Dinnar
  Dojar
  Eldar
  Emsov
  Enun
  Epsar
  Erlor
  Esma
  Ezro
  Fenvas
  Fucsen
  Greta
  Hotnen
  Hubnev
  Huvla
  Ibken
  Icfer
  Icror
  Idsen
  Igfar
  Ikhen
  Ildas
  Inlis
  Innon
  Isla
  Isnev
  Kefkur
  Kulzer
  Laryar
  Lidtus
  Lijhun
  Liksur
  Lilva
  Lofher
  Lovtir
  Mazav
  Mekkar
  Elf
  Adtal
  Alegi
  Anfath
  Aranwe
  Ardaydel
  Ardith
  Athloedia
  Atsis
  Atyi
  Bancya
  Banfeth
  Belsath
  Belthil
  Burtalas
  Cadeus
  Celion
  Cerrdias
  Certadel
  Chalikia
  Chayias
  Chennal
  Daelwyn
  Dagoliir
  Damarra
  Dambrath
  Danseeldi
  Darlel
  Densial
  Drantil
  Draseth
  Dynla
  Eldar
  Elmsi
  Elmtial
  Elohiir
  Elrosine
  Emgath
  Emreldes
  Engsil
  Enkirash
  Erthil
  Esthasar
  Etrosal
  Feliana
  Fenfaril
  Garleal
  Ghatea
  Halwyr
  Hasrith
  Hatdoisa
  Human
  Aeray
  Aithello
  Anastin
  Ardmol
  Atia
  Ayas
  Beiban
  Breing
  Ceichaver
  Chedra
  Crayelm
  Creonallo
  Deosran
  Dukimer
  Ealwen
  Eine
  Eivor
  Elana
  Eris
  Erod
  Etia
  Eudai
  Eyrian
  Eyser
  Farmol
  Filon
  Filrian
  Firiel
  Herran
  Iali
  Ilasil
  Ina
  Inaru
  Indrion
  Ion
  Iralria
  Itas
  Iturit
  Joosk
  Keuntai
  Laman
  Lamarn
  Leaust
  Luitonad
  Malanon
  Malatrian
  Malurmol
  Natusk
  Nekal
  Netia
  Obsidimen
  Achtherad
  Aellynu
  Ainnver
  Ardan
  Arersam
  Asisver
  Asundhat
  Augrund 
  Aukhonri
  Ausmos
  Ayusk
  Bazrakel
  Dayliet
  Diesdrader
  Dokler
  Eharden
  Eilsul
  Elser
  Embur
  Eninatia
  Ennyon
  Eril
  Ethrin
  Eufother
  Eyangkal
  Heanum
  Hertonbur
  Idangdra
  Ifold
  Ildan
  Ilsay
  Indrion
  Ingan
  Ingasrian
  Ingrian
  Inthongha
  Jadun
  Janmar
  Janunvar
  Jazkin
  Jisseran
  Jooben
  Kagarn
  Kagros
  Kagun
  Kajoch
  Kanarnkarr
  Kayching
  Krolarn
  Lamatrian
  Ork
  Achath
  Agmor
  Akeng
  Aldtia
  Andnal
  Annys
  Apwar
  Arok
  Ashen
  Astai
  At
  Atord
  Av
  Avris
  Badryn
  Borche
  Bord
  Boshia
  Buron
  Cafina
  Cant
  Corler
  Cul
  Dald
  Dalpol
  Duch
  Dudina
  Dukran
  Dultur
  Dund
  Duntar
  Farald
  Fardas
  Gunbur
  Hoklye
  Hotskel
  Hur
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  Kalbat
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  Kosser
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  Lom
  Lus
  Lushold
  Lutton
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  Nofshy
  Ockath
  T’Skrang
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  Ayburban
  Ayelmor
  Ayenthgar
  Ayia’che
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  Ayormosu
  Ayuskshy
  Cha’vor
  Cheengad
  Choutan
  Ch’ar
  Ch’eldkel
  Ch’polhin
  Ch’say
  Daenir
  Danina
  D’erther
  D’kel
  D’quaia
  D’skelvor
  Ge’at
  Giormorm
  Gi’mor
  Gu’lerem
  Gy’onmor
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  G’belend
  G’im
  G’rayum
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  Kra’nys
  Krey’asver
  Krey’rilang
  Kroe’ath
  Kr’draine
  Kr’sam
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  K’ghaust
  K’ia
  K’nys
  K’ranskel
  Rau’dar
  Relyekim
  Rhathrak
  Rhdelervor
  Rhoi’lerat
  Rhui’hang
  
  21
  On Exploration
  On Adepts & THreads
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  Ollskel
  Onkel
  Onoq
  Ontold
  Oras
  Orrough
  Orsay
  Ortkin
  Orunt
  Oson
  Osust
  Othull
  Otum
  Owet
  Pamver
  Pantech
  Ractia
  Rasves
  Ratiss
  Rok
  Rollsul
  Romtia
  Sapat
  Sul
  Tar
  Tarr
  Tath
  Tokale
  Toph
  Ul
  Uldel
  Ulttas
  Unn
  Unnper
  Urd
  Usstas
  Uyest
  Vand
  Voyton
  Xussul
  Yaldver
  Yanurn
  Yumath
  Yurt
  Zarr
  Troll
  Lossod
  Lykad
  Malik
  Mamor
  Mended
  Michirk
  Minuk
  Mykon
  Naripos 
  Nelurk
  Niltad
  Nonim
  Nutim
  Nymed
  Ontod
  Pesan
  Poshul
  Raltok
  Ranin
  Rayth
  Rebanell
  Rihik
  Rivel
  Rodan
  Silom
  Siltod
  Sithek
  Soshon
  Sykek
  Tesyrk
  Tidith
  Todarub
  Tokod
  Tomim
  Tulum
  Ulluth
  Vadam
  Veltim
  Visid
  Vivuk
  Vobor
  Vonnar
  Voshurk
  Wadym
  Yovoraph
  Zarrod
  Zatek
  Zesod
  Zikith
  Zosith
  T’Skrang
  Rh’ang
  Rie’sam
  R’acheld
  R’garnys
  R’kel
  R’pertas
  Sai’enage
  Shauradan
  Sh’enggar
  Soe’ad
  Ssi’ir
  Ss’est
  Ss’pertan
  Ss’torak
  T’bur
  Su’war
  S’erissom
  S’raytur
  S’toraw
  Tai’im
  Talordra
  Ta’undeng
  Tengraying
  Testtai
  Tuild
  Tuitorroth
  Tustayer
  T’ingath
  Vae’ough 
  Vawrak
  Vhatran
  Vo’is
  Vroth
  Vyildtai
  V’en
  V’is
  V’kaleld
  V’nalkal
  V’rodwor
  V’rynis
  V’tasach
  V’ther
  V’vor
  Yai’ia
  Yi’is
  Y’ondra
  Y’usken
  Za’essray
  Z’ald
  Z’er
  Windling
  Najare
  Namkel
  Namkeni
  Nanaki
  Nanare
  Nanash
  Nashakra
  Nashiru
  Nathari
  Nathichi
  Nathict
  Nayesh
  Nayural
  Rashdan
  Rijina
  Rucha
  Runith
  Shuddal
  Shujeni
  Shujiru
  Shujnai
  Shujuz
  Shumkiru
  Shurkash
  Shurkeni
  Shurrict
  Shusheni
  Shushichi
  Shuthict
  Shuthus
  Shuyel
  Shuyeni
  Yijarja
  Yijel
  Yijichi
  Yimkal
  Yimkral
  Yinel
  Yirkiru
  Yirraja
  Yirrichi
  Yishash
  Yishiru
  Yishnai
  Yithel
  Yithnai
  Yithnai
  Yithuz
  Zisha
  Zukrash
  
  22
  On Exploration
  On Adepts & THreads
  Names
  Predating civilizations known the to 21st century, societies in the 
  fourth world share no linguistic traditions recognizable as modern 
  naming patterns. Consequently, names in Barsaive tend to appear 
  just as collections of syllables to modern-day eyes.
  Names on the preceding pages attempt to give each of the species 
  a phonetic distinctiveness, without basing them on modern language.
  On Circles and Advancement
  Instead of “levels”, characters in Fourth World advance through 
  “circles” of their discipline. Circles differ from levels in more than 
  just name, considered an in-world concept which characters and npcs 
  speak about openly, and sages write about in philosophical tomes. 
  Reaching a new circle provides obvious and knowable benefits (in-
  creasing the number of threads the character can weave, for example), 
  and often serves as a social event.
  To reach a new circle, a character must undergo a ritual of ad-
  vancement. Each discipline approaches these rituals in their own 
  way, and the ritual becomes more challenging as an adept progress-
  es, often customized for the specific adept. But all require…
   K …that the adept have earned enough xp: their current circle+7.
   K …that the adept has achieved goals set out during a prior ritual of 
  advancement, if any.
   K …some sort of interaction with people and/or places in the setting.
   K …some sort of demonstration of the adept’s discipline.
  The gm and players should decide how much importance to place 
  on advancement rituals in their game, from fully playing out each 
  one, to just narrating how they went, to glossing over them entirely. 
  The rituals for the second, sixth, and tenth circles should involve 
  more complexity (and ceremony) than those preceding each.
  When the player is ready, they describe what their ritual is likely 
  to be like, based on their discipline, personality, and any previously 
  established history. The gm can adjust this description as they see 
  fit, including additions like:
   K The ritual must include specific npcs, often instructors.
   K The ritual must be conducted in a specific place.
   K The ritual must include a specific action.
   K The adept will be obligated to spend coin on something.
   K A demand must be fulfilled by the next ritual of advancement.
  
  23
  On Exploration
  On Adepts & THreads
  Adepts that know how can bypass the ritual of advancement by 
  consulting ghosts of masters of their discipline (see the Ghost Pupil 
  obsession, page 138).
  The point of a ritual of advancement should always be the inter-
  action with people and places in the broader world. While many rituals 
  are seeped in competitions, tasks or trials, the character succeeding 
  or failing isn’t really the point. Instead, the idea is a social interaction 
  that requires the character to change in at least some small way. That 
  is, to advance as a character, they need to advance in the world, too.
  Completing the ritual triggers the Complete a Ritual of Advance-
  ment move (page 11), spending xp and bringing the adept to the 
  next circle.
  On experience points
  The rules presented in Fourth World retain the notion of earning 
  and spending xp from Dungeon World, though replacing bonds with 
  flags slightly changes how it is earned. In a game that heavily 
  invests in rituals of advancement to drive play, you might find 
  that xp becomes superfluous. If so, eliminate it like this:
   K Use some other gauge to determine when rituals of advancement 
  are appropriate, such as every x sessions, or whenever the pacing 
  of the story naturally creates a space of down time.
   K Change the end a session move, replacing each “mark xp” with 
  “gain a karma point”.
   K Use the perform karma ritual move for how to spend karma, but 
  ignore the ritual part. Instead, karma refreshes using the end of 
  session move, as mentioned above.
   K Characters do not gain xp on 6- results. Instead, take +1 forward.
  Speaking of  6− results…
  Regardless of if you keep xp or not, the addition of karma into 
  Fourth World suggests an obvious rules variation regarding 6- 
  results: instead of gaining xp on a miss, gain a karma point instead. 
  This optional rule is totally viable, but has side effects:
   K It slows down character advancement, as missing rolls tends to 
  provide a good percentage of xp in play. (Obviously, if you are 
  follow the idea above, and get rid of xp entirely, this is less of an 
  issue.)
   K It makes karma more prevalent, which can make the game feel a 
  bit more superhero-like.
  
  24
  On Exploration
  On Adepts & THreads
  Threads
  In the Fourth World, the most common expression of magic involves 
  the weaving of threads between the pattern of the adept and the 
  pattern of something else, allowing the adept to access it.
  Using threads departs from standard Dungeon World practice, and 
  will appear often in Fourth World mechanics. 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.
  The number of threads an adept can weave at once is limited. All 
  adepts can weave no more than two threads per circle. 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.
  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. Called talents, adepts gain a talent by weaving a thread into 
  it, if they meet its requirement. Activating talents triggers moves, as 
  detailed in “Thread moves” section below.
  Cast spells
  Most spells require one or more threads be woven into them to be 
  cast, unraveling once the spell is cast and sustaining itself. As a result, 
  spellcasters generally hold some threads in reserve for use in casting 
  spells (see the “On Spellcasting” chapter).
  Bond to magic items
  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) 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.
  
  25
  On Exploration
  On Adepts & THreads
  Each rank of the item mastered by the wielder provides a move, 
  usually on par with a talent. Powerful relics have multiple ranks 
  (usually four), while less potent items will have only one, possibly 
  even none.
  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.
  Other bonds
  A number of special moves require weaving threads to bond the 
  character’s pattern to something else. For example, it is possible to 
  create and reinforce the pattern of a group of adventurers 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.
  Catch-all magic
  There may be occasional situations that require some kind of magical 
  expenditure or power, where temporarily weaving a thread into 
  something works well enough as a proxy for “perform some random 
  mojo”. For example, maybe some magical door in a dungeon will 
  only open if a nethermancer temporarily weaves a thread into it.
  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 include:
   K 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.
   K The relic hunter: most threads are woven to magic items. Maybe a 
  quarter go toward talents.
   K The path walker: one thread each circle is woven to a discipline talent. 
  The other is woven to an obsession (compendium class).
   K The spellcaster: most casters will keep roughly a quarter of their threads 
  free for casting (more at low circles).
   K The completist: most threads are woven into the discipline.
  
  26
  On Exploration
  On Adepts & THreads
  Thread Moves
  Weaving a thread into something, being an intentional magical act, 
  often triggers a move.
  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.
   K Mark the talent with a check in your discipline playbook. You gain the 
  use of this talent immediately.
   K 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.
   K Note this talent on your playbook. You may use it immediately.
   K Mark the threads as being in use.
  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:
   K Uncheck the talent in your playbook, losing use of it immediately.
   K The thread is now available for other purposes.
   K Gain a random debility.
   K You may not mark xp from following your Passion this session.
  Branch Out
  When you receive the proper initiation, you may weave one of your 
  available threads into the first move of an obsession (page 133). 
  This works as Embrace a Talent but, once done, it can never be undone. 
  The additional moves in the obsession may be embraced/released as 
  
  27
  On Exploration
  On Adepts & THreads
  normal. 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 87.)
  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.
  Pattern Bond
  When you link your true pattern to the true pattern of a person, 
  creature, or place, perform a ritual during which you weave a thread 
  into the target pattern. If desired, the target may weave their own 
  thread into your pattern during the same ritual. This is always pos-
  sible, but varies in difficulty based on the circumstances. Before the 
  ritual may be conducted, the gm will give you some requirements, 
  including tasks like:
   K You must know the name associated with the target pattern.
   K You need the target’s permission.
   K You must discover and possess one or more items which influenced 
  the formation of the target pattern.
   K You must spend hours/days/weeks studying an item which influenced 
  the formation of the target pattern.
   K You must discover particular information about how the target in-
  teracts with magic.
   K You must discover particular information about influential events in 
  the target’s history.
   K You must convince someone else to relinquish their link to the target.
   K You must conduct the ritual at a particular time or place.
  So long as the link between patterns remains, you are aware of 
  how many others have linked to the target, and immediately know 
  
  28
  On Exploration
  On Adepts & THreads
  if someone creates a new link. You may unravel the linking thread 
  with a few minutes concentration, severing your link to the target.
  Threads linking patterns together are difficult to detect but, once 
  found, can sometimes be tracked through astral space.
  Some places with true patterns may be mobile, such as airships.
  Bond to a Place
  When you link your true pattern to the true pattern of a place, so 
  long as the thread remains woven, you may:
   K Know the tags of the place, and instantly know if they change, no 
  matter where you are.
   K Know vaguely in what direction the place is, if it is within a day’s 
  walk.
   K With a minute’s meditation, you can discern realities about the place 
  as if you were there, no matter how far away you are.
  Bond to Another
  When you link your true pattern to a person or creature, so long as 
  the thread remains woven, you may:
   K Spend few minutes in physical contact to take any amount of damage 
  in order to heal them by that amount.
   K Meditate with closed eyes to discern realities using their senses, no 
  matter the distance between you.
   K Meditate to whisper a short message, which they will hear no matter 
  the distance between you.
  
  29
  On Disciplines
  Every pc in Fourth World wields magic in some way, walking the path 
  of a discipline to express it (Dungeon World would call this a “class”). 
  Some disciplines focus magic internally, improving the adept and 
  adding to what they can do. Some express it in how they are able to 
  connect to other creatures. Some harness magic to cast spells. Within 
  the game world, people recognize these different approaches to magic 
  (using words like “discipline” and “circle” out loud) and various 
  philosophies have sprung up within and between disciplines.
  At the game table, each discipline has its own playbook, collecting 
  the starting moves, talents, and other features of the discipline. These 
  playbooks are available as a separate document, and their text is not 
  reproduced here. Rather, this chapter contains advice, mostly for the 
  gm, for including the particular disciplines in your game.
  Each discipline emphasizes two stats, with no two disciplines 
  concentrating on the same pair. The combinations work out like so:
  cha
  wis
  int
  con
  dex
  str
  cavalryman
  scout
  weaponsmith
  warrior
  sky raider
  dex
  swordmaster
  archer
  illusionist
  thief
  con
  elementalist
  nethermancer
  air sailor
  int
  troubadour
  wizard
  wis
  beastmaster
  You can expect, therefore, certain disciplines to be the go-to 
  characters not only for their own talents, but also for the basic moves 
  tied to the stats they favor. A gm can use this both to give characters 
  a chance to shine and as a way to put them on the spot.
  Easy mode
  If you are just starting out with games like Fourth World, or aren’t 
  that familiar with Earthdawn’s setting, you might cut down the 
  number of disciplines available to players, eliminating those that 
  access more elaborate rules. A simple start might retain: archer, 
  elementalist, swordmaster, thief, troubadour, warrior, wizard. 
  
  30
  On Disciplines
  sky raider
  str, dex
  …the scourge of the air ways.
  I am the…
  Every Fourth World character 
  harnesses magic in some 
  personal way. My magic…
  …enhances my 
  martial prowess, 
  making me…
  …focuses inward, 
  enhancing my 
  skill so that …
  …focuses outward, 
  weaving spells 
  and other magic 
  that…
  …connects me to 
  other beings, so 
  that I may…
  archer
  dex, wis
  air sailor
  con, int
  beastmaster
  wis, cha
  cavalryman
  str, cha
  elementalist
  con, cha
  illusionist
  dex, int
  nethermancer
  con, wis
  scout
  str, wis
  swordmaster
  dex, cha
  warrior
  str, con
  thief
  dex, con
  troubadour
  int, cha
  weaponsmith
  str, int
  wizard
  int, wis
  …a master of ranged combat. 
  I am the…
  …compel my allies to be better 
  than they are. I am the…
  …harness the power of the 
  animals around me. I am the…
  …inspire those who ride under my 
  banner to greatness. I am the…
  …manipulates the building blocks 
  of nature. I am the…
  …deceives, confuses, conceals and 
  dazzles. I am the…
  …traffics in spirits and the forces 
  of life and death. I am the…
  …nothing escapes my attention.
  I am the…
  …a duelist extraordinaire. 
  I am the…
  …unstoppable, wading through 
  my enemies. I am the…
  …nothing can keep me out for 
  long. I am the…
  …entertain (and manipulate) 
  anyone I meet. I am the…
  …none may rival my 
  craftsmanship. I am the…
  …manipulates the underpinnings 
  of magic itself. I am the…
  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:
  
  31
  On Disciplines
  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 of “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.
  Leading Questions
  Fourth World games only get better when the gm asks a lot of questions, 
  particularly right at the beginning. As important as listening to the 
  answers is knowing why you are asking. Session zero, when the group 
  creates their character’s together, should feature a lot of questions. 
  This section suggests some basic techniques for asking questions, 
  while remaining sections of this chapter, and the entirety of the 
  following chapter, offer some specific considerations based on the 
  players’ choices of discipline and species.
  In standard Dungeon World, defining bonds aided the character 
  creation process, making the party more cohesive. Even though bonds 
  have been replaced in Fourth World with flags, keep the ideas mentioned 
  in the bond statements in mind if you find yourself at a lack for 
  questions.
  The road behind
  The simplest type of question are background questions, which give 
  the character some depth, provide hooks for later, and let the player 
  telegraph the type of game they are after. Things like:
   K Who do you know that practices blood magic?
   K What philosophy and approach guide the art you create?
   K What does your karma ritual look like?
   K When you reached the first circle in your discipline, did anyone give 
  you a goal to achieve for the second?
   K How does your personal vision of your discipline differ from others 
  who follow it? What do you hold in common?
   K Who taught you the most useful lessons in creating art? Do you ever 
  see them now?
  
  32
  On Disciplines
  Useful trigonometry
  Standard Dungeon World bonds connected characters together well, 
  but they had a weakness: all of a character’s bonds were directed 
  solely at the other characters. When completed, while you had a nicely 
  tangled web of character connections on one hand, you also had a 
  bunch of setting just sitting off by itself, like this:
  Instead, create triangles, where two characters share a relation-
  ship with a person, place or thing in your setting. For example, suppose 
  the elementalist and the scout got banished from the same village:
  You can do this by asking bonding questions, which establish 
  connections between pcs, but then digging in a bit more to try to tie 
  their answer to the setting in some way. Try to give different pairings 
  different parts of the setting to chew on. In the end, you’ll have a 
  web of interactions that will often suggest play:
  
  33
  On Disciplines
  Plurium interrogationum
  A powerful technique for using questions to define character 
  background, connect the party members, and, especially, create 
  triangles with the setting, is plurium interrogationum: a type of ques-
  tion containing a supposition that must be assumed to be true to even 
  answer the question. When creating characters or starting an adven-
  ture, the supposition is often something that has never been mentioned 
  before, but is considered true thereafter.
  For example, consider a question like: “when your brother went 
  off to fight in the war, how did it affect your family?” There are 
  several suppositions here, none of which might have ever been es-
  tablished before:
   K A war is either in progress or happened recently.
   K The character being asked the question has a brother.
   K Something about the brother leaving to fight traumatized those left 
  behind.
  The player’s answer will likely tell everyone something interest-
  ing about the character’s relation to her family, but just asking the 
  question has illuminated the setting, and connected at least one 
  character to it.
  In a blog post, Jason Cordova calls these establishing questions, 
  and suggests two different ways of using them. The first is more 
  general, targeted at characters with particular disciplines or species. 
  These tend to work best when creating characters right before play.  
  The second are tailored to individual characters, and usually require 
  a bit of thought or knowledge about the particular character.
  Establishing questions excel at building triangles between char-
  acters and setting, or just connections of a single character to some-
  thing setting specific. Even after character creation, they can be a 
  useful way to jump start some new element of a the game, such as 
  when starting a new adventure or entering a new steading.
  Questions like this can also foreshadow events, or give the players 
  hints and nudges about what they may soon face. They are also a 
  great way to give a character knowledge that the other characters 
  may not know, but all their players do.
  While most useful at the table, examples of this style of question 
  are difficult to provide in this book, as they work best when suppos-
  ing specific elements of whatever setting/adventure the characters 
  will next encounter.
  
  34
  On Disciplines
  On Air Sailors
  Key stats & moves
  Favors: constitution, intelligence
  Key moves: aid, defend, spout lore, jury rig, pattern bond
  Max hp: 10+constitution
  Base damage: d6
  Likely thread use: talents, bonds, relics
  Typical Passions: Floranuus, Chorrolis
  Advancement rituals: assault/repel, crew organization, ship-to-ship
  On creation
  Not everyone who crews a ship is an air sailor, and not every air sailor 
  always crews a ship. Starting air sailors need to make a choice about 
  if they are an active member of a crew and, if so, how does the ship 
  they are on fit into the campaign? Either way, an air sailor may want 
  to use a thread to have already bonded to an airship before the game 
  has started. Have such a character describe what the ritual that did 
  so looked like.
  During play
   K Air sailors will aid others a lot; ensure they don’t upstage everyone.
   K Creating a pattern bond to a new ship should be fairly easy
   K Because they can treat bonded groups as “crew”, air sailors may be 
  more interested in pursuing blood magic.
  Questions to ask
   K What higher purpose do you serve that makes you better than those 
  barbaric sky raiders?
   K What former crewmate do you miss the most?
   K What’s the best/worst thing about your captain?
   K What’s the best/worst thing about your ship?
   K What does one of your crewmates do that really irritates you?
   K What’s the most important rule of your personal code?
   K What offer would get you to join the crew of a different ship?
   K To what grand goal is crewing this ship merely a stepping stone?
   K What do you always carry hidden and secure in your clothes?
   K Why did you leave your last ship?
   K Why are you so far from home?
   K Why is one of your family members right to hate airships?
  
  35
  On Disciplines
  On Archers
  Key stats & moves
  Favors: dexterity, wisdom
  Key moves: volley, discern realities
  Max hp: 10+constitution.
  Base damage: d10
  Likely thread use: talents, relics, obsessions
  Typical Passions: Floranuus, Jaspree
  Advancement rituals: archery contests, trick-shot demonstrations
  On creation
  The choice of bows/crossbows/thrown will have lasting stylistic 
  consequences. Once made, the archer should consider how her fa-
  vorite weapon came to be in her possession.
  During play
   K The archer’s signature style gives bonuses to their favorite weapon, 
  so abandoning one favorite for another should be a dramatic event, 
  like saying goodbye to a dying friend.
   K Most archer talents don’t require use of their favorite weapon, so 
  messing with their current favorite will not be as debilitating as you 
  might think.
   K Nurture the idea that the missiles and targets talent makes archers 
  surprisingly good at navigating social institutions and situations, at 
  least as long as they are pursuing a goal.
  Questions to ask
   K Describe an event where avoiding the direct approach caused you 
  personal loss.
   K What life did you give up to dedicate yourself to your style?
   K Have you ever given into the siren call of your blood-hungry arrows?
   K What coping mechanism do you fall back on when separated from 
  your favorite weapon?
   K Why is your current favorite ranged weapon superior to your prior 
  favorite?
   K When was the last time you allowed yourself to be the target of someone 
  else’s missile, metaphorically speaking?
   K When you were an initiate, what about you made your teacher un-
  comfortable?
  
  36
  On Disciplines
  On Beastmasters
  Key stats & moves
  Favors: charisma, wisdom
  Key moves: discern realities, pattern bond, naming
  Max hp: 8+constitution.
  Base damage: d8
  Likely thread use: talents, bonds, relics
  Typical Passions: Jaspree
  Advancement rituals: informal, communication/control of beasts
  On creation
  Most beastmasters will want to start play using at least one of their 
  threads to bond to a beast. Such a bond can reasonably be said to 
  have been made before play starts, as well as the beastmaster likely 
  naming the beast, but some discussion about how the beast was 
  discovered and what was involved in binding to it are probably in 
  order. Exactly what kind of beasts are appropriate for starting char-
  acters are up to the gm.
  During play
   K Creating a pattern bond to a new beast should be very simple for 
  typical small animals. Beasts with better abilities should require 
  commensurately more difficult bonding rituals.
   K Beastmasters will be a lot more likely to trigger the Naming move, 
  and having its ramifications come up at the table.
   K The beast tag exists almost solely to allow the gm to control which 
  creatures are susceptible to a beastmaster’s control, so gms should 
  feel free to add or remove it to fit their game.
  Questions to ask
   K Why do you like animals more than people?
   K When did you first see through the veil separating namegivers from 
  beasts and truly connect?
   K What kind of beasts don’t you like?
   K Describe a time when you lost patience with a beast, and someone 
  suffered for it.
   K Do you eat animals?
   K Which animal is your favorite? Why?
   K When you were an initiate, how did your teacher feel about animals?
  
  37
  On Disciplines
  On Cavalrymen
  Key stats & moves
  Favors: strength, charisma
  Key moves: hack and slash, order follower, parley, recruit
  Max hp: 10+constitution
  Base damage: d8
  Likely thread use: talents, bonds, relics
  Typical Passions: Thystonius, Floranuus
  Advancement rituals: trick riding, blind navigation
  On creation
  Cavalrymen are forced to use one of their starting threads to bind to 
  their mount, which is assumed to have happened before play starts. 
  While cavalrymen will be anxious to define the details of their mount, 
  the symbology of their banner also merits detailed consideration.
  During play
   K The mount’s moves and particular instinct are fair game for the gm 
  to invoke During play; use them.
   K Play up the connection between the mount and its cavalryman’s 
  charisma.
   K Killing a cavalryman’s mount is serious business and can change the 
  tenor and direction of a campaign; don’t do this lightly.
  Questions to ask
   K Your banner displays your personal colors. What are they?
   K How does the symbol on your banner represent the bond between you 
  and your favored mount?
   K You once put the needs of your mount before the needs of an intimate 
  relation. Who was it? What price did you pay?
   K How did you handle the aftermath of a battle in which a fellow cav-
  alryman died, but their mount did not?
   K How many people have been killed or injured under your banner?
   K Why do those who stray from your banner most often leave you?
   K Why does the wealthiest merchant around here welcome you with 
  open arms, every time you show up?
   K When you were an initiate, in what way was your teacher jealous of 
  you?
  
  38
  On Disciplines
  On Elementalists
  Key stats & moves
  Favors: constitution, charisma
  Key moves: spellcasting, order followers, defend, parley, discern 
  realities
  Max hp: 6+constitution
  Base damage: d4
  Likely thread use: talents, spells, relics
  Typical Passions: Mynbruje, Upandal
  Advancement rituals: secretive, spellcasting challenges
  On creation
  As spellcasters, elementalists will likely keep one or both of their 
  initial threads unwoven, reserved for casting.
  During play
   K Elementalists likely will be summoning spirits often, so try to create 
  a consistent feel for how elementals interact with people, working 
  with the player to make something believable.
   K When a pc group contains both an elementalist and a weaponsmith,  
  it should be easier for weaponsmiths to complete a ritual that enchants 
  weapons or armor than it would be for the elemenalist to complete 
  that same task.
   K The Item Disposition talent can easily open a campaign into new 
  directions based on the answers. Also, an elementalist known to have 
  this talent will attract the interest of strangers.
   K True elements are likely to be more important to a campaign with an 
  elementalist in a group than without.
  Questions to ask
   K Did the first elemental spirit you ever talked to respect you?
   K Do you favor a particular element? Why or why not?
   K What element is most at odds with your personality?
   K What happened the first time you reduced something to its components 
  without permission?
   K When you were an initiate, for what superstition (which you still 
  believe) did your teacher mock you?
   K What do you wish more people comprehended about the way the world 
  is put together?
  
  39
  On Disciplines
  On Illusionists
  Key stats & moves
  Favors: dexterity, intelligence
  Key moves: spellcasting, volley, spout lore, order follower
  Max hp: 4+constitution.
  Base damage: d4
  Likely thread use: talents, spells, relics
  Typical Passions: Aastendar, Mynbruje, (Vestrial)
  Advancement rituals: deceiving instructors, piercing illusions
  On creation
  As spellcasters, illusionists will likely keep one or both of their initial 
  threads unwoven, reserved for casting. Illusionists should care a bit 
  more than other disciplines about how their the clothes and appear-
  ance affect how others interact with them, and what image they want 
  to cultivate.
  During play
   K Many illusionist abilities require the belief of the target. Be careful 
  with how gm moves alter such beliefs. More so than with other dis-
  ciplines, illusionists can be accidentally deprotagonized.
   K A good illusionist can get a lot of mileage out of the Prestidigitation 
  cantrip. Try to encourage this.
   K High circle illusionists can greatly increase the range and mobility of 
  their party (particularly via the spells Phantom Apparatus and Count-
  less Doorways). Try to encourage this, as well.
  Questions to ask
   K Are you on speaking terms with the target of your first con?
   K When did you last use lies to tell a truth?
   K What recent acquaintance needed to look a little harder at the world 
  around them?
   K What is the worst part about performing for a crowd?
   K What is the farthest you’ve gone to experience a sensation in order 
  to better replicate it with an illusion?
   K When you were an initiate, how long did it take you to realize that 
  your teacher was actually your teacher?
  
  40
  On Disciplines
  On Nethermancers
  Key stats & moves
  Favors: constitution, wisdom
  Key moves: spellcasting, order follower, discern realities, defend
  Max hp: 8+constitution.
  Base damage: d6
  Likely thread use: talents, spells, relics
  Typical Passions: Garlen, Lochost
  Advancement rituals: contacting spirits, spellcasting challenges
  On creation
  As spellcasters, nethermancers will likely keep one or both of their 
  initial threads unwoven, reserved for casting.
  During play
   K Most namegivers consider nethermancers eerie or “off”. Strangers 
  may greet them with distaste, unease, or even violent prejudice.
   K Nethermancers will be communicating with summoning spirits often, 
  so try to create a consistent feel for how dead souls interact with 
  people, working with the player to make something believable. 
   K Keep track of the location and state of any of the bone circles a neth-
  ermancer creates.
   K Being able to choose any tags makes spells like Zealot and Summon 
  Ally extremely flexible, capable of summoning spirit assistants, flying 
  mounts, bodyguards, and so on. Try to encourage this.
   K Horrors feature more in the talents and spells of the nethermancer 
  than other disciplines, suggesting that campaigns with nethermanc-
  ers should focus more on horrors than those without. 
  Questions to ask
   K What was your first experience of death?
   K What calls you to a discipline viewed with so much suspicion and fear?
   K What steading drove you out, and why?
   K What makes you laugh?
   K In what way are people worse than the Horrors?
   K How do you keep from becoming the monster many think you are?
   K When you were an initiate, what did your teacher think happened to 
  a soul after death?
  
  41
  On Disciplines
  On Scouts
  Key stats & moves
  Favors: strength, wisdom
  Key moves: discern realities, hack & slash
  Max hp: 8+constitution.
  Base damage: d8
  Likely thread use: talents, obsessions, relics
  Typical Passions: Lochost, Mynbruje, Jaspree
  Advancement rituals: discovery challenges, hunting 
  On creation
  Scouts lack the complexity of some other disciplines and tend to be 
  defined quickly, though choices about style and overall concept tend 
  to demand more thought than most other disciplines.
  During play
   K As scouts are all about perception, don’t expect any secret to last very 
  long with a scout in the group.
   K Be prepared for scouts to use Zone In to “notice something important 
  about the opposition”.
   K Scouts are intended to blend into communities as if they belong there. 
  Try to encourage this.
  Questions to ask
   K How far from home are you? Why?
   K Who do you most wish would open their eyes to the world around 
  them?
   K When you were an initiate, how did your teacher prevent you from 
  becoming too reliant on a single sense?
   K What did you lose that now you seek to regain, out here in the wil-
  derness? Who or what took it from you (if anyone)?
   K What monster lives around here and why do you try to avoid it?
   K What location you have opened your senses to has left the deepest 
  impression?
   K Who have you met out in the wilderness that you’d like to run into 
  again?
  
  42
  On Disciplines
  On Sky Raiders
  Key stats & moves
  Favors: strength, dexterity
  Key moves: hack and slash, volley, defy danger, blood promise
  Max hp: 8+constitution.
  Base damage: d10
  Likely thread use: talents, relics, bonds
  Typical Passions: Thystonius, Lochost
  Advancement rituals: raids, trophy hunting, physical conflict
  On creation
  More sky raiders exist than there are births on raiding ships to hold 
  them. Starting sky raiders need to make a choice about if they are an 
  active member of a crew and, if so, how does the ship they are on fit 
  into the campaign? A sky raider with a birth on a ship may want to 
  use a thread to have already bonded to it before the game has started. 
  Have such a character describe what the ritual that did so looked like.
  During play
   K Honor, freedom and personal responsibility color everything that 
  most sky raiders do. Hold them to account.
   K Airships and combat thereon will be more prevalent in campaigns 
  with a sky raider than without.
   K Campaigns with sky raiders will be more likely to feature working 
  against authority than on its behalf.
  Questions to ask
   K Who do you consider your “family”, as far as “family honor” is 
  concerned?
   K The ethos of the sky raider is strongly linked to troll culture. What 
  aspect of troll culture do you find most difficult?
   K When you were an initiate, how long did it take for you to rebel against 
  your teacher?
   K Describe your relationship with someone heavily dishonored.
   K What happened to your last captain?
   K What was the most difficult challenge in becoming part of your 
  crew or “family”?
   K Who in your “family” do you secretly not respect? Why?
   K To where are you most interested in sailing?
  
  43
  On Disciplines
  On Swordmasters
  Key stats & moves
  Favors: dexterity, charisma
  Key moves: hack and slash, defy danger, parley 
  Max hp: 10+constitution.
  Base damage: d10
  Likely thread use: talents, obsessions, relics
  Typical Passions: Floranuus, Lochost, Aastendar
  Advancement rituals: flashy fighting displays, tournements
  On creation
  As many swordmaster talents rely on dexterity instead of strength, 
  many will choose to use either precise weapons or to make their 
  weapon precise with one of their idiom choices. Personal style also 
  matters more to swordmasters than other disciplines, and should be 
  given some thought.
  During play
   K More than other disciplines, which Passions a swordmaster chooses 
  to follow, and why, will signal the type of play they are after.
   K During combat, the surroundings will matter more to swordmasters.
   K Pay attention to which opponents have the solitary tag.
  Questions to ask
   K When you were an initiate, were you taught by imitating your teach-
  er’s style, by acting as a partner to your teacher, or by constant 
  ridicule and challenge from your teacher?
   K If the tales are true and, for every swordmaster, there exists a spe-
  cific weapon somewhere out there meant solely for them, where will 
  you look for yours?
   K Recall a situation when you could not help but intercede in something 
  that was none of your business.
   K Is there something particular in your past that drives you to fight the 
  good fight? What are you looking to atone for, personally?
   K Why did your family send you away?
   K Are you dedicated to a particular lord, deity, or social institution? Are 
  you on a personal quest, for yourself? Why or why not?
   K Who has been your most worthy rival?
   K Who have you angered by exercising bragging rights won at a tour-
  nament? Who have you impressed?
  
  44
  On Disciplines
  On Thieves
  Key stats & moves
  Favors: dexterity, constitution
  Key moves: defy danger, volley, defend
  Max hp: 6+constitution.
  Base damage: d8
  Likely thread use: talents, obsessions, relics
  Typical Passions: Chorrolis, Lochost
  Advancement rituals: informal, stealing challenges
  On creation
  Thieves stand among the least complicated of disciplines to set up, 
  making them a good choice for novice players. Thief talents use a 
  wider range of stats than most other disciplines, so need to think 
  carefully about how to allocate their stats.
  During play
   K The thief’s goals may diverge somewhat from the rest of the party, 
  which should be encouraged.
   K A campaign with a thief will more often contain characters who keep 
  secrets from each other. Collaborative games typically work better if 
  character secrets do not equal player secrets, allowing players to drive 
  play towards complications that they know, but the characters don’t.
  Questions to ask
   K Did you first steal out of necessity or for fun?
   K When you were an initiate, what did you steal from your teacher?
   K Is there any truth to the abundance of rumors about the existence of 
  thief guilds? Would you join such a thing?
   K What possession is a burden to one of your companions, and how do 
  you intend to relieve them of it?
   K What’s the biggest score you’ve ever taken down?
   K Who’s your competition?
   K Which of your companions knows something incriminating about 
  you, and why have they remained silent?
   K Why did you return the last thing you stole?
   K The last time one of your friends aided you in a con or heist, did they 
  know they were doing so?
   K What did you take from your family, and why do you have no regrets 
  about taking it?
  
  45
  On Disciplines
  On Troubadours
  Key stats & moves
  Favors: intelligence, charisma
  Key moves: create art, spout lore, parley
  Max hp: 6+constitution.
  Base damage: d6
  Likely thread use: talents, bonds, relics
  Typical Passions: Astendar, Mynbruje
  Advancement rituals: performance, performance, performance
  On creation
  Spend some time thinking about the troubadour’s instrument and 
  give it some history. Likewise, linger on the “look” section of the 
  character sheet and get some hints at the what makes the visual style 
  of this troubadour distinct.
  During play
   K Troubadours can shine in steadings. Let them.
   K Point npcs at troubadours, to be manipulated.
   K Troubadours can demand specific information when spouting lore. 
  When they do, play up the notion of the knowledge residing in song 
  and story rather than dusty tomes.
   K If it is at all reasonable that a troubadour has visited a steading before, 
  embrace the idea that they probably have, and use that connection to 
  bring the steading to life.
  Questions to ask
   K How did you discover who made your instrument? Was it made spe-
  cifically for you, or has it been handed down?
   K When you were an initiate, and had a chance to publicly upstage your 
  teacher, did you take it? Either way, what happened after?
   K Which one of your fans fills you with dread, and why?
   K What are you running from?
   K What formidable obstacle keeps you apart from your true love?
   K What steading banned you from returning and why? Why do you need 
  to get back there?
   K What’s the best thing about performing for others?
   K What about a past performance enraged a noteworthy person? Are 
  they still angry?
   K In what venue would you perform for free?
  
  46
  On Disciplines
  On Warriors
  Key stats & moves
  Favors: strength, constitution
  Key moves: hack and slash, defend
  Max hp: 10+constitution.
  Base damage: d10
  Likely thread use: talents, relics, obsessions
  Typical Passions: Floranuus, Thystonius
  Advancement rituals: battle contests 
  On creation
  Spend some time figuring out what type of life the warrior has em-
  braced up to now. Were they mercenary? Law enforcement? Solider? 
  Gladiator? Guard? Something else? Why did they fight, and for whom? 
  Also, more than many disciplines, a warrior’s “look” section can 
  imply much about that warrior’s past.
  During play
   K Pay attention to which opponents have the group and horde tags.
   K Don’t be afraid to make a warrior with the fireblood talent a pincush-
  ion.
   K Warriors can defend a position much longer than others. Encourage 
  this.
  Questions to ask
   K Why are you so loyal to one of your companions?
   K When you were an initiate, how were you taught to kill without hatred? 
  Did the lesson work?
   K What weakling bears a grudge against you?
   K Have you ever belonged to a warrior order? What did they ask of you? 
  Are you part of them still?
   K To whom did you mistakenly give your loyalty? What became of them?
   K Do people ever ask to become your apprentice or squire? What do you 
  say to them?
   K What promise have you made to someone dying in your arms that 
  you have not yet fulfilled?
   K What happened to all those coins you used to have?
   K Which enemy (or enemies) do you spend the most time fighting 
  against? What do they threaten that you want to preserve?
  
  47
  On Disciplines
  On Weaponsmiths
  Key stats & moves
  Favors: strength, intelligence
  Key moves: create art, hack and slash, spout lore
  Max hp: 8+constitution.
  Base damage: d8
  Likely thread use: talents, relics, obsessions
  Typical Passions: Upandal, Chorrolis, Garlen
  Advancement rituals: crafting items, identifying items
  On creation
  The type of forge a weaponsmith selects implies a history that should 
  be explored little bit, including any remaining ties or relationships. 
  As both it and the specialty of the Forge cannot be changed, both 
  should be considered carefully.
  During play
   K The ongoing forge specialty bonus will be pervasive, so consider it 
  when arming opponents, deciding on loot, and so on. 
   K While forges are distinct, they are not typically competitive with each 
  other, making the hospitality between them quite strong. Among other 
  things, this allows a weaponsmith to get out into the world and avoid 
  turtling in their own forge.
   K Campaigns with weaponsmiths will likely engage much more with 
  relics than those without.
  Questions to ask
   K What is the farthest place to which you have traveled?
   K When you were an initiate, what was your biggest mistake, and how 
  did your teacher react to it?
   K How did your forge benefit the last time you extended hospitality to 
  a weaponsmith from another forge?
   K What customer of your forge doesn’t respect your work?
   K Which other weaponsmith’s work do you most admire?
   K What mundane item can you envision, but have not yet been able to 
  produce to your own satisfaction? What makes it so difficult?
   K Now that you are out in the world, how strong are your ties to the 
  forge that trained you? What item do you carry that reminds you of 
  your forge?
   K Why will your heartblade surpass any other?
  
  48
  On Disciplines
  On Wizards
  Key stats & moves
  Favors: intelligence, wisdom
  Key moves: spellcasting, spout lore, discern realities, ritual 
  Max hp: 4+constitution.
  Base damage: d4
  Likely thread use: talents, spells, obsessions, relics
  Typical Passions: Mynbruje, Upandal, Chorrolis
  Advancement rituals: spellcasting challenges, arcane analysis
  On creation
  As spellcasters, wizards will likely keep one or both of their initial 
  threads unwoven, reserved for casting. It may also be useful to dive, 
  at least a little, into how the wizard was trained and what contacts 
  were developed doing so.
  During play
   K The ritual move acts as catch-all for any sort of magical shenanigans 
  that aren’t covered by existing moves or spells. Use the requirements 
  as a pacing mechanism.
   K Wizards care more about damaged spell matrices than other disciplines. 
  Make sure they run into things that might damage them from time 
  to time, particularly at higher circles. 
  Questions to ask
   K When you were an initiate, how did your mentor treat you? What kind 
  of terms are you on these days?
   K A wealthy stranger offered you a fat purse of coins to perform some 
  kind of ritual. Who do you think they were and why did you refuse?
   K How do people treat you usually, when they know you are a wizard?
   K What did you miss out on by studying magic?
   K What wizard keeps your research honest through regular correspon-
  dence?
   K With what wizard do you stridently disagree about an obscure aca-
  demic topic few others know about?
   K What magical mystery have you been yearning to solve for years now?
   K What strange vision haunts your dreams, night after night?
   K Who wants you to collect parts of rare monsters, and why?
   K Who do you want to impress, but find it difficult to talk to?
  
  49
  On Species
  While Earthdawn® makes use of some standard fantasy “races”, and 
  it does lean into some of their tropes, other aspects drift a bit from 
  the standard. And, of course, the game adds some traditionally 
  “monster” species for use by pcs, as well as adding some others. This 
  chapter suggests to the gm ways to make the players’ choice of species 
  for their characters matter, and discusses how that choice might send 
  signals for the type of game players want.
  Following the lead of Dungeon World, all moves for “race” are 
  specific 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 partic-
  ular advantages 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 133), 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 obsidimen skin provides 
  armor.
  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.
  
  50
  On Species
  On Dwarves
  Those playing dwarves may be attracted to constructing things, be 
  it items, buildings, or societies. They may also seek stubbornness, 
  seriousness, lack of social graces, and loyalty to friends and family.
  During play
   K Dwarven culture is synonymous with “civilization” in much of Bar-
  saive. Make this matter.
   K Dwarven politics provides counterpoint to the more imperialist im-
  pulses of Thera. Gauge how much (or little) the players care.
   K Dwarves are short. Make this both a help and a hindrance.
  Questions to ask
   K Beyond family and tribe, to what to you feel loyal?
   K Why do you tolerate or make excuses for an extended family member 
  that creates grief and trouble for you and your branch of the family?
   K For what, that you took part in creating, do you feel the most pride?
   K What makes the beards of your tribe superior to all others?
   K Who from another clan can drink you under the table?
  On Elves
  Elves in the fourth world tend towards graceful, melancholic brood-
  ing, and can attract players of a similar nature. They also appeal to 
  those looking for a deep connection to nature, beauty and/or magic. 
  During play
   K Elf pcs may be significantly older than other pcs. Encourage this, and  
  use their memories to feed information and hooks into the story.
   K The corruption of the Blood Wood hollowed out the elvish heart and  
  creates strife among elves. Gauge to what extent the players care.
   K Any time you provide information about anything related to elves, 
  try to frame everything in terms of art.
  Questions to ask
   K Have you ever shared your true feelings about the Blood Wood with 
  another elf? Who? How did they react?
   K What memento do you carry from the first namegiver of a different 
  species who you grew up with, but have since outlived?
   K You made an item based on the dreams you had during your coming-
  of-age Ritual of Passage. What was it? Do you still have it?
  
  51
  On Species
  On Humans
  Players who choose human characters may be looking to keep things 
  familiar. They may also be interested in versatility and adaptability.
  During play
   K Play up the notion that humans can be found almost everywhere, but 
  always as a minority, often living in the cracks of other societies.
   K Any time you provide information about anything related to humans, 
  try to frame everything in terms of practicality.
  Questions to ask
   K Growing up, what did you do without that others had?
   K Do you believe the tales that, in the distant past, only humans existed 
  and all other namegiver species sprang from them? How has your 
  opinion on the matter gotten you into trouble?
   K Do you feel any loyalty to your birthplace? Your bloodline?
   K When others mocked you for being human, who showed you kindness?
  On Obsidimen
  Those who play obsidimen favor the strong, silent, patient type. Some 
  may be interested in their lack of gender or their connection to the 
  earth.
  During play
   K Obsidimen pcs will be older than other pcs, and have the benefit the 
  Dreaming to share experiences. Use their memories to feed informa-
  tion and hooks into the story, albeit from their unique perspective.
   K Obsidimen are big and bulky. Make this both a help and a hindrance.
   K When you reference obsidimen culture, try to frame everything in 
  terms of nature, harmony, and language.
  Questions to ask
   K During your first century of life, attached to your Liferock, in the 
  Dreaming, one obsidiman spirit influenced you more than the others. 
  Who was it? What did they teach you?
   K Have you ever joined the Dreaming of a different Brotherhood’s 
  Liferock? If so, what surprised you? If not, why not?
   K Why do other species consider the deepest art you make “primitive” 
  or not art at all?
   K What happened to the last person who insulted your Liferock?
   K How do you decorate your skin?
  
  52
  On Species
  On Orks
  Orks attract players looking for high-energy, impulsive characters, 
  with strong emotions and physical power.
  During play
   K Look for opportunities to trigger an ork’s gahad, particularly on misses.
   K When you reference ork society, try to focus on its immediacy, lack 
  of interest in history, and, most of all, its sense of urgency.
   K Will other species stereotyping orks be a thing in your game? 
  Questions to ask
   K What sort of impulses trigger your gahad? If you need to “swallow” 
  it, what is your technique for doing so?
   K While in the womb, what dream did you send your mother, telling 
  her how she should name you?
   K In what way do you feel the Passions, while other merely follow them?
   K What did you believe a year ago that you do not believe now? Who 
  changed your mind?
  On Trolls
  A delicate balance of serenity and prideful violence inherent in most 
  trolls attracts players interested in duality and contradiction. Troll 
  culture’s overwhelming focus on honor requires players willing to 
  make that a focus of play.
  During play
   K Look for opportunities to involve a troll’s sense of honor, without 
  allowing it to sidetrack everything.
   K When you reference troll society, try to frame everything in terms 
  of honor and pride, at three “levels”: self, clan, and species.
   K Trolls are big. Make this both a help and a hindrance.
  Questions to ask
   K What do your horns look like? What makes them unique?
   K What is the name of your clan? What makes it stand out from the 
  other clans? In what way do other clans surpass it?
   K Which of your clansmen are you the most sure would give their life 
  to protect you? Which clansman do you most wish to be rid of?
   K Who has not yet paid the price for insulting your clan?
   K What do you carry that was bequeathed to you by a family member 
  who died?
  
  53
  On Species
  On T’Skrang
  Players drawn to t’skrang are usually after adventure, drama, and a 
  zest for life. They may also seek a strong connection to water, or a 
  large communal family.
  During play
   K Seek to make t’skrang characters choose between domestic duties 
  and chasing the horizon.
   K Any references to t’skrang society you make should always come back 
  to the river in some way.
   K T’Skrang have tails. Make this both a help and a hindrance.
  Questions to ask
   K Does your communal family share your coloring and crest?
   K Which hatchling in your communal family looks up to you the most?
   K On what riverboat did you serve as deck-scrubber? Do you remember 
  the time fondly? Are you still in contact with any shipmates?
   K What is your relationship to the Serpent River?
   K What is the most foolish thing you have done to acquire a piece of 
  art? Do you still have it?
  On Windlings
  Free spirits and pranksters are drawn to windlings, as well as those 
  wanting to play with curiosity, intense emotions, rapid mood swings, 
  and a strong connection to nature. 
  During play
   K Windling pcs tend to be older and more well traveled than other pcs. 
  Use their history to inject information, hooks and complications.
   K Expect windlings to be able to get where other characters can’t.
   K Windlings are tiny. Make this occasionally helpful, but mostly a 
  hindrance (they have astral sight and can fly, after all).
  Questions to ask
   K What token did you retrieve to prove yourself in your coming-of-age 
  ceremony, and what tattoo were you given as a result?
   K Who bears you ill will because of your teasing or pranks?
   K Against who do you hold a grudge? What did they do to earn it?
   K In which of your four parents are you most likely to confide?
   K When flying tires you, on whose shoulder are you most likely to land?
  
  54
  On Species
  Other Namegiver Species
  The label “namegiver” is not merely an honorific, nor some sort of 
  gauge of intelligence. As mentioned elsewhere, giving something a 
  name can alter its pattern, making naming a magical act. Not all 
  species can work this magic, however, not even many sentient species.
  While the species listed above comprise the vast majority of 
  namegivers, other namegiver species exist, though in minuscule 
  numbers and very limited geography. Playing as one of these species 
  falls beyond the scope of this book, but only requires making up a 
  species move for the appropriate disciplines if doing so seems inter-
  esting to you. Earthdawn® canon contains mentions of a handful 
  (mostly in the first edition Theran Empire sourcebook).
  Dragons are considered namegivers, though they have transcend-
  ed the idea somewhat. As the only species with the ability to give 
  themselves their own names, they use the term “nametakers”.
  In Creana, locals fear jackalmen, known for being fierce combat-
  ants and honoring worthy opponents they defeat, by eating them.
  Offspring of namegivers of differing species, though rare, will 
  always express as the species of one of the parents. The jubruq of 
  Marac, however, are an exception, mixing features of their ork or 
  human mother and elemental spirit father.
  As humanoid, ambulatory plants, leafers possess a radically dif-
  ferent mindset than other namegivers. They are little known outside 
  of Vasgotha.
  The flat-headed gruthump live in limestone caves in Vasgotha, 
  following their own Passions. Their weaponry lacks sophistication, 
  but they have mastered making poison from a local fungus.  
  The simian po na occupy one of the jungles in Cathay, known for 
  prehensile tails, peaceful nature, and quick wit.
  No horror has been seen that is a namegiver, no matter how 
  capable, intelligent, or powerful. They are sometimes called “name 
  eaters”.
  
  55
  On Exploration
  Given the sprawling setting and wealth of material of Earthdawn®, 
  it should come as no surprise that different campaigns could be run 
  with a wide variety of flavors and focus. Unlike the more generic 
  approach taken by the original mechanics, Fourth World intentional-
  ly supports some of these flavors better than others:
   K high fantasy: built as a fantasy adventure game, Dungeon World skews 
  a bit more toward low fantasy than high. Changes added for Fourth 
  World skew the game the other way, firmly capable of high fantasy 
  adventuring.
   K politics: games involving machinations among and between power 
  centers, particularly the Theran Empire and Throal, became more 
  common in later editions. Fourth World provides few tools for political 
  games (though, perhaps, more than Earthdawn® did). If you want 
  huge amounts of political intrigue, a different rule set may serve you 
  better (maybe look to adapting Urban Shadows).
   K military: open warfare became more prevalent as the editions pro-
  gressed, making military-focused campaigns a natural outgrowth. 
  Dungeon World offers very little for mass combat, so far. Fourth World 
  offers even less, so isn’t the best choice for military play.
   K horror: even with strong horror elements, Earthdawn® remains 
  primarily an adventure game. Dungeon World has managed horror at 
  least as well as Earthdawn® ever did, so Fourth World should suffice. 
  None of these games, however, really offer tools specifically to 
  enhance horror.
   K exploration: discovery and exploration of mysterious places get a 
  lot of lip-service in Earthdawn® sources. While Dungeon World 
  dedicates some tools for exploration, its is The Perilous Wilds sup-
  plement which allows them to become a real focus of play. For 
  this reason, Fourth World embraces The Perilous Wilds. The rest of 
  this chapter discusses changes integrated from this supplement 
  to make exploration and discovery a major part of Fourth World 
  play.
  
  56
  On Exploration
  On Geography
  Fourth World games benefit from the more complex rules for overland 
  adventure found in The Perilous Wilds. Both this document and the 
  discipline playbooks make use of the ideas and terminology from the 
  “Learn the Language”, “Draw the Map”, “Lead the Way”, “See the 
  World”, and “Weather the Storm” chapters.
  Terminology
  While Dungeon World defines steadings, The Perilous Wilds expands 
  that idea to both larger and smaller locations, with specific terms for 
  each. Fourth World makes use of this broader lexicon, particularly:
   K a place is any distinct locality cohesive enough to warrant one or more 
  tags, custom moves, and so on. Places come in distinct flavors:
   ° a region covers a broad area with a set boundary, like the Kingdom 
  of Throal, the Barsaive lowlands, or the Aras Sea.
   ° an area stands out from the region containing it in some notable 
  way, such as the Serpent River or the Blood Wood.
   ° a steading defines a village or town.
   ° a site is some point of interest within another place.
   K a party may make a discovery, anything which interests them but is 
  not an immediate threat.
   K a party may encounter a danger, which, if left unchecked, may be 
  harmful, such as a trap, natural hazard or hostile creatures.
  Tags
  All places have tags offering shorthand representation of the place’s, 
  climate, situation, resources and so on. Use the tags for steadings 
  and those in The Perilous Wilds as a guide. In Fourth World, places do 
  not have alignment tags, and would likely use sacred or corrupt instead 
  of holy/unholy. 
  Some places may be dominated by a particular species or aspects 
  of that species’ culture, so may have tags to indicate this.
  True elements occur naturally only in certain sites. Tags (e.g. true 
  fire) are a good way to indicate that a given true element may be 
  found there.
  
  57
  On Exploration
  Finding Blanks
  One of the principles of running Dungeon World is to “draw maps, 
  leave blanks”. In a world as detailed as Barsaive, blanks can be harder 
  to come by than in the types of truly collaborative worlds usually 
  fostered by play.
  One approach, of course, is just to ignore canon. Start with a very 
  narrow area at the start of play, and move outward only when nec-
  essary. Maybe the larger world is as detailed in published books, 
  maybe it isn’t. This works better with players that aren’t familiar 
  with the setting anyway.
  Another approach is to keep the broad strokes, but wave the details. 
  Following the “if your map is pre-existing” in the “Draw the Map” 
  chapter of The Perilous Wilds can prove helpful here. Create almanacs 
  for areas you are likely to encounter. Leave spots empty.
  Convert locations you really care about to places, with tags, custom 
  moves and such. When doing this, keep your player’s desires and 
  interests in mind, and let them do some of this conversion for you. 
  In theory, you could convert everything, but this would leave few 
  blanks to fill out as you go.
  On Travel & Exploration
  In keeping with the use of The Perilous Wilds, some special moves 
  (Dungeon World, pp. 72) are replaced as follows:
  Journey
  When you travel by a safe route, through safe or dangerous lands, 
  indicate your destination on the map. The gm will tell you how long 
  the trip takes, and what—if anything—happens along the way. When 
  you reach your destination, choose someone to manage provisions 
  (page 59) to determine how many rations were consumed over the 
  course of the trip.
  Undertake a Perilous Journey
  This move replaces the Dungeon World move of the same name. When 
  you travel through dangerous lands, and not on a safe route, indicate 
  the course you want to take on the map and ask the gm how far you 
  should be able to get before needing to make camp. If you’re explor-
  ing with no set destination, indicate which way you go. Then, choose 
  one party member to scout ahead, and one to navigate, resolving 
  those moves in that order.
  
  58
  On Exploration
  Forage
  When you spend a day seeking food in the wild, and your surround-
  ings are not barren, roll+wis. On a hit you gain 1d4 rations, +1d4 
  rations if you have the knowledge and gear needed to trap or hunt. 
  On a 7–9, you first face a discovery or danger of the gm’s choice.
  Make Camp
  This move replaces the Dungeon World move of the same name. When 
  you settle in to rest, choose one member of the party to manage 
  provisions.
  If you’re bedding down in dangerous lands, decide on a watch 
  order. Then, the gm chooses one person on watch during the night 
  to roll+nothing. On a 10+ the night passes without incident. On a 
  7–9, the gm chooses one from the list below.
   K The person on watch notices a nearby discovery.
   K One party member of the gm’s choice suffers a restless night.
   K One or more followers causes trouble.
   K A danger approaches—it’s not immediately hostile, but whoever’s on 
  watch had better stay sharp anyway.
  When you wake from at least a few hours of uninterrupted sleep, 
  and you ate and drank the night before, heal damage equal to half of 
  your max hp.
  Stay Sharp
  This move replaces Take Watch. When you are on watch and something 
  approaches, roll+wis. On a 10+, you notice in time to alert everyone 
  and prepare a response; all party members take +1 forward. On a 7–9, 
  you manage to sound the alarm, but no one has time to prepare.
  Scout Ahead
  When you take point and look for anything out of the ordinary, 
  roll+wis. On a 10+, choose two from the list below. On a 7–9, choose 
  one:
   K You get the drop on whatever lies ahead.
   K You discern a beneficial aspect of the terrain—shortcut, shelter, or 
  tactical advantage (describe it).
   K You make a discovery (ask the gm).
   K You notice sign of a nearby danger —ask the gm what it is, and what 
  it might signify.
  
  59
  On Exploration
  Navigate
  When you plot the best course through dangerous or unfamiliar lands, 
  roll+int. On a 10+, you avoid dangers and distractions and make good 
  time, reaching a point of the gm choosing before you need to make 
  camp. On a 7–9, the gm chooses one from the list below:
   K You happen upon a discovery missed by the scout.
   K The going is slow, or you wander off course. The gm says which, and 
  where you end up on the map.
   K You encounter a danger; whether or not you’re surprised depends on 
  whether the scout has the drop on it.
  Manage Provisions
  When you prepare and distribute food for the party, roll+wis. On a 
  7–9, the party consumes the expected amount of rations (one per 
  person if making camp, one per person per day if making a journey). 
  On a 10+, choose one from the list below:
   K Careful management reduces the amount of rations consumed (ask 
  the gm by how much).
   K The party consumes the expected amount and the food you prepare 
  is excellent—describe it, and everyone who licks their lips gains a 
  karma point.
  Denominate
  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) determines 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.
  
  60
  On Exploration
  Naming
  When you give a proper name to something worthy that does not 
  yet have a name, you help define its true pattern and, thus, gain full 
  knowledge of it. You may exploit this knowledge by ritually connect-
  ing to it (see the bonding moves on page 28) or tracking it through 
  astral space (page 143).
   Finding unnamed objects, creatures or places is rare, but can 
  happen, for example, when someone names a pet or 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 
  site of a heroic last stand, or a pen used to sign a historic document. 
  Often, however, such places or objects gain names spontaneously.
  
  61
  On Followers
  Followers are supporting characters who help the pcs achieve their 
  goals. Followers in Fourth World use the rules from The Perilous Wilds 
  (pp. 18–23) to replace the Dungeon World rules for hirelings (pp. 
  34–37) and a number of similar subsystems. Many different types of 
  supporting characters can be defined as followers, including:
   K hirelings: namegivers who agree to help you for pay or other rewards
   K mounts: beasts you ride
   K companion animals: beasts you keep as pets, for labor, or to which 
  you have some special connection
   K spirits: conjured or summoned spirits, elementals, phantasms, etc.
  Sizes
  Followers (particularly mounts and other animals) can have size tags 
  like monsters. When discussing mounts, size tends to dictate which 
  species of namegivers can ride them.
   K tiny: about two apples tall.
   K small: anywhere from the size of a small dog to the size of a human 
  child. Windings favor mounts of this size. Max Load of 4.
   K no size tag: the creature is about the size of most namegivers. Some 
  animals of this size of may be appropriate mounts for dwarves (though 
  most cannot bear their weight). Max Load of 7.
   K large: something about the size of a horse. Such animals do not easily 
  fit into most dungeons or houses, but are the smallest type of mounts 
  human-size folk can normally tame and ride. Orks and trolls may be 
  able to ride very strong mounts of this size and a few can be controlled 
  by dwarves. With saddlebags, they have a Load of 10.
   K huge: about as big as you can reasonably expect a single namegiver 
  to be able to control. Orks and trolls more commonly use mounts of 
  this size, and only mounts at least this big can hold obsidimen. Once 
  you have a mount this massive, you probably don’t need to be wor-
  rying about Load anymore.
   K gigantic: impossibly huge, like a whale, castle, or island.
  
  62
  On Followers
  Tags
  In addition to the standard tags defined in Perilous Wilds, some ad-
  ditional tags are used for followers in Fourth World:
   K apprentice: they can assist artistic endeavors, reducing the time they 
  take, and bearing the brunt of complications.
   K aquatic: they can breathe underwater and move well in water, but will 
  typically face difficulty (even death) on land.
   K beast: they cannot use language beyond, at best, following simple 
  commands. Beasts cannot have -wise tags.
   K companion: special, assigned only by beastmasters and cavalrymen.
   K burrowing: they can quickly burrow through the earth.
   K cover: when ridden, the defenses of this mount also provide some 
  protection to the rider and passengers, providing them +1 armor.
   K fearless: they will bravely face anything you are willing to face your-
  self. When you order them, if they are uninjured, improve your result 
  by one step.
   K flying: the follower can fly in some manner
   K mount: the follower allows others to ride and control it (and are almost 
  always beasts).
   K pilot: the follower can pilot airships.
   K spirit: the follower is some form of spirit, implying astral qualities.
   K terrifying: they inspire fear in those who see them
   K willful: they resist taking action. Take −1 ongoing to order them.
   K +x passenger: they can carry up to x additional human-sized passen-
  gers, in addition to a rider. Naturally, they could instead carry more 
  smaller passengers or fewer larger.
  Moves
  Followers adhere to the moves defined in Perilous Wilds, restated here. 
  They can make the Encumbrance, Make Camp, and Recover moves, 
  and can make the Last Breath move at the gm’s discretion. Unless 
  otherwise noted, they don’t make any of the basic moves. Instead, 
  use the following:
  Pay Up
  When you pay a follower’s cost, increase their Loyalty by 1 (to a 
  maximum of +3). You can’t trigger this move again until both you 
  and your follower have made camp.
  
  63
  On Followers
  Order Follower
  When you order or expect a follower to do something dangerous, 
  degrading, or contrary to their instinct, roll+Loyalty. On a 10+ they 
  do it, now. On a 7–9, the gm chooses one from the list below:
   K Decrease the follower’s Loyalty by 1.
   K They complain loudly, now or later, and demand something in return.
   K Caution, laziness, or fear makes them take a long time to get it done.
  Do Their Thing
  When a follower does something chancy within the scope of their 
  tags or moves, roll+Quality. On a 10+ they do it, as well as one could 
  reasonably hope. On a 7–9, they do it, but there’s an unforeseen cost, 
  consequence, or limitation (ask the gm what). You cannot usually 
  spend karma on this roll.
  When a follower does something chancy that falls beyond the 
  scope of their tags or moves, or does anything on their own, the gm 
  will tell you what happens.
  Call for Assistance
  When a follower helps you make a move that calls for a roll, take +1 
  to that roll but know that they will be exposed to any potential con-
  sequences.
  When a follower helps you hack and slash or volley, roll their 
  damage die alongside your own, use the highest one, and add any 
  damage bonuses you get on top of that.
  When a follower helps you defend, you can spend 1 readiness to 
  redirect an attack to them instead of yourself.
  Watch Them Go
  Once a follower has -3 Loyalty, they betray or abandon you at the 
  next opportunity.
  Animal Stats
  Like all followers, mounts and companion animals have variable 
  Loyalty, typically starting at +1 when first acquired. Quality also varies 
  by the animal, where it represents factors such as the health of the 
  animal, how much training it has, how it compares to others of its 
  species, and so on.
  Animals will have the beast tag, and no -wise tag. Most animals 
  can be considered to have the self-sufficient tag, but only in suitable 
  terrain. This tag will not usually be listed for most animals.
  
  64
  On Followers
  Sample Companion Animals
  Companion animals typically are not ridden as mounts, so lack the 
  mount tag in the descriptions that follow; however, companion animals 
  may not be typical of their species. Just because you can’t usually 
  ride a bear hasn’t stopped bear mounts from showing up in works of 
  fantasy, and shouldn’t stop you either. Just in case, appropriate 
  passenger tags are added.
  Costs for companion animals tend to be food, attention and af-
  fection. Some may also require something more exotic.
  Animals listed below are typical animal companions, following 
  the guidelines for creating followers (Perilous Wilds, pp 21–23). More 
  formidable animal companions are possible, but are generally created 
  as monsters and made followers using the “Monsters & Followers” 
  advice from Perilous Wilds. Some of the creatures from the “On Mon-
  sters” chapter (page 117) have beast tags, and might be claimed as 
  animal companions, with a bit of effort.
  Ape 
  beast
  Fists: d6, close, forceful 
  9 hp 
  1 armor
  These sizable jungle primates combine a compassionate gentleness 
  with fierce, territorial, aggression. Instinct: to goof off
   K Intimidate them
   K Climb very high
   K Quickly move through the trees
  Bee 
  beast, tiny, flying, stealthy
  Sting: d4, hand 
  3 hp 
  0 armor
  Though more gentle than their larger blood bee relatives, bees quickly 
  anger when provoked. Instinct: investigate the pretty flowers
   K Notice something in a spectrum beyond namegiver vision
   K Inject them with venom
  Bear 
  beast, large, +1 passenger
  Claws: d8, close 
  9 hp 
  1 armor
  Large, cuddly and occasionally ferocious. Instinct: to sleep
   K Smell something delicious
   K Dig or rip into something
  
  65
  On Followers
  Bird of prey 
  beast, small, flying, willful
  Talons: d6, hand 
  3 hp 
  0 armor
  Domesticated eagles and other birds of prey can be found throughout 
  Barsaive. Instinct: to hunt
   K Discern details from far away
   K Dive from the sky
  Blood raven 
  beast, tiny, flying, magical
  Claws: d4, hand 
  3 hp 
  0 armor
  Reddish legs distinguish these ravens from their more mundane 
  counterparts. Instinct: to find shiny objects
   K See into astral space
   K Peck their eyes
  Boar 
  beast, fearless
  Tusks: d6, close, messy 
  6 hp 
  1 armor
  Wild boar meat provides a common meal in many woodland settle-
  ments, but hunting boar is no easy task. Instinct: to wallow in mud
   K Charge and knock them over
   K Eat almost anything
  Cat 
  beast, small, stealthy
  Claws: d4, hand 
  3 hp 
  0 armor
  Though house cats deign to live with namegivers, they cannot truly 
  be considered domesticated. Instinct: to pursue an inscrutable agenda
   K Suddenly change mood
   K Cling to and harass them
  Cheetah 
  beast, small, beautiful
  Claws: d6, close 
  6 hp 
  0 armor
  Cheetahs run faster than any other land animal, but wear out quickly 
  at full speed. Instinct: to find their own space
   K Rapidly close the distance
   K Clamp down on their windpipe
  Constrictor 
  beast, cautious
  Constrict: d6, hand, entangling 
  3 hp 
  1 armor
  Thick bodied constricting snakes make for quiet companions. Instinct: 
  to hide
   K Squeeze the breath out of them
   K Taste the air
  
  66
  On Followers
  Dog 
  beast, small
  Bite: d6, hand 
  3 hp 
  0 armor
  Dogs vary greatly in their appearance, training, and temperament. 
  Instinct: to rip things up
   K Sniff something out
   K Retrieve something
   K Watch for danger
  Frog 
  beast, tiny, aquatic
  Tongue: d4, close, entangling 
  3 hp 
  0 armor
  Frogs need to stay damp, making traveling with them tricky. Instinct: 
  to croak loudly
   K Drug them
   K Live through being frozen
  Leopard 
  beast, large, stealthy
  Claws/Bite : d8, close 
  6 hp 
  1 armor
  When leopards or other solitary big cats interact with civilization, 
  livestock tends to go missing. Instinct: to eat convenient prey
   K Stalk them
   K Pounce from concealment
  Lion 
  beast, large, warrior
  Claws/Bite : d8, close, messy 
  6 hp 
  1 armor
  As the only truly social cats, lions don’t fare well when separated 
  from their pack. Instinct: to establish domain
   K Hunt in darkness
   K Intimidate them with a roar
  Lizard 
  beast, small
  Bite: d4, hand 
  3 hp 
  1 armor
  Lizards come in all sizes and colors, all of them cold-blooded. Instinct: 
  to control their temperature
   K Climb walls
   K Infect them
  
  67
  On Followers
  Messenger bat 
  beast, tiny, flying, stealthy
  Bite: d4, hand 
  3 hp 
  0 armor
  With magical direction sensing organs and eerily accurate memory 
  for locations it has been, messenger bats are often used to deliver 
  small, not particularly critical, items. Instinct: to become distracted
   K Unerringly locate anywhere previously visited
   K Navigate in complete darkness
  Monkey 
  beast, small, devious
  Bite: d4, hand 
  3 hp 
  0 armor
  Monkeys and other small primates are generally peaceful, but not 
  often calm. Instinct: to steal
   K Climb and leap where others cannot go
   K Hurl objects
  Sand lobster 
  beast, burrowing
  Claws: d6, hand 
  6 hp 
  2 armor
  While small sand lobsters make a popular delicacy, some varieties 
  never stop growing. Mature adults (listed here) make formidable 
  ambush predators. Some can grow to large size. Instinct: to hide in 
  the sand
   K Pull them under the sand
   K Crack hard objects
  Troajin 
  beast, stealthy 
  Claws/bite: d8, hand 
  6 hp 
  0 armor
  These fairly large felines rarely tolerate riders, but dwarves who can 
  manage taming them can use them as mounts. Instinct: to defend 
  territory
   K Disappear into the jungle
   K Pounce from a distance
  Wolf 
  beast, small, warrior
  Bite: d6, close 
  3 hp 
  1 armor
  Companion wolves tend to have opinions about the namegiver “pack” 
  they find themselves living with. Instinct: to howl
   K Track something or someone
   K Mark territory
  
  68
  On Followers
  Sample Mounts
  Mounts are treated as followers (and can also be companion animals). 
  In addition to food, attention and affection, mounts also need rest 
  and possibly specific types of shelter.
  More formidable mounts should probably be created as monsters 
  and made followers using the “Monsters & Followers” advice from 
  Perilous Wilds.
  Behemoth 
  beast, gigantic, mount, willful, cover, +4 passengers
  Horns: d10, reach, messy 
  20 hp 
  2 armor
  Though shy and generally docile, behemoths are slow and only barely 
  manageable as mounts. Instinct: to seek out water
   K Trample them underfoot
   K Hurl them far away
  Dyre 
  beast, mount, huge, fearless, +2 passengers
  Horns: d6+3, close, forceful 
  11 hp 
  1 armor
  These huge, herding herbivores anger easily, and many ork cavalry-
  men enjoy riding its ferocious wave of destruction. Instinct: to be 
  provoked
   K Upend and throw them with horns
   K Launch into a killing frenzy
  Elephant 
  beast, mount, hardy, huge, fearless, cover
  Tusks: d8, close 
  11 hp 
  1 armor
  Elephants manipulate objects quite well with their trunks. Instinct: 
  to move in straight lines
   K Move a great weight
   K Charge
  Goat 
  beast, mount, small, self-sufficient, willful
  Head Butt: d4, near, stun 
  3 hp 
  1 armor
  Windlings sometimes use these ill tempered herd animals as inex-
  pensive mounts. Instinct: to eat almost anything
   K Smash through something weak
   K Traverse rocky ground at speed
  
  69
  On Followers
  Granlain 
  beast, mount, large, hardy, fearless, willful, +2 passengers
  Hoof: d6, close 
  6 hp 
  1 armor
  Trolls are typically the only namegivers strong enough to control this 
  rare, stubborn, oversized horse breed. Instinct: to graze
   K Run them over
  Horse 
  beast, mount, large, +1 passenger
  Hoof: d6, close 
  6 hp 
  1 armor
  Horses have only recently regained importance after the Scourge, 
  mostly sourced from ork nomad tribes. Instinct: to run free
   K Steadily sprint to nearby goal
   K Buck them off
  Huttawa 
  beast, mount, large
  Beak: d6, close 
  6 hp 
  1 armor
  Dwarves favor these dim, feline, eagle-headed beasts as both mounts 
  and draft animals. Instinct: to climb rocks
   K Leap a great distance
   K Move at speed through caverns
  Kue 
  beast, mount, stealthy, small
  Claws: d4, close 
  3 hp 
  1 armor
  Kue often serve windling communities as watch animals and mounts, 
  having reptilian bodies, but feline mannerisms. Instinct: to get into 
  the rations
   K Notice intruders in the dark
   K Move at speed through the treetops
  Mule 
  beast, mount, large, hardy, self-sufficient, +1 passenger
  Hoof: d6, close 
  6 hp 
  1 armor
  Crossbreeds of horses and donkeys, mules are often used more for 
  work than riding. Instinct: to hold grudges
   K Move with confidence on uneven ground
  Rhinoceros 
  beast, mount, huge, warrior
  Horn: d8, close 
  9 hp 
  2 armor
  Known for their bad tempers, rhinos don’t like intruders into their 
  space. Instinct: to charge
   K Trample them
   K Impale them
  
  70
  On Followers
  Stajian 
  beast, mount, large, +1 passenger
  Horn: d6, close 
  6 hp 
  2 armor
  Ork cavalry often ride these bison-like mounts, whose broad hooves 
  allow easy travel through both swamp and mountains. Instinct: to 
  assert dominance
   K Trample them
   K Cripple a smaller mount
  Thundra beast 
  beast, mount, huge, +3 passengers, cover
  Horn: d8, close, messy 
  9 hp 
  2 armor
  Favored as mounts by ork scorcher groups, this rhinoceros-like di-
  nosaur gores opponents with a large, central horn. Instinct: to charge
   K Impale and carry them
   K Bellow
  Unicorn 
  beast, mount, large, beautiful, magical
  Horn: d6, close 
  6 hp 
  1 armor
  Inexplicably, the Scourge changed the unicorn from vicious creatures 
  with a taste for namegiver flesh to gentle beasts of great beauty. 
  Instinct: to attack Horrors
   K Neutralize poison
   K Calm them down
  Zoak 
  beast, mount, small, willful, flying
  Bite: d4, hand 
  3 hp 
  2 armor
  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. Instinct: to consume pigeons
   K Race through tight, cluttered environments
  
  71
  On Followers
  Sample Summoned Spirits
  Some spells summon spirits, which become followers of the caster. 
  As summoned spirits tend not to stick around for long, their Quality 
  tends to be set by the spell, with higher circle spells creating higher 
  Quality spirits. Loyalty tends to start high, but summoned spirits 
  usually have no cost to trigger the Pay Up move, so their loyalty 
  cannot be increased.
  Most summoning spells give the caster choices which alter the 
  spirit’s stats, tags, or moves. The examples below are some possible 
  outcomes of those choices.
  Ally spirit 
  spiritwise, spirit, magical, beautiful, cunning, flying
  Claws: d6, close 
  3 hp 
  3 armor
  Quality +2, Loyalty +3, astral native, materialization
  The Summon Ally spell brings forth an ally spirit to aid the nether-
  mancer. This particular one is a brightly feathered guardian spirit, 
  looking like a cross between jaguar and a parrot. Instinct: to doubt its 
  summoner
   K Conceal them
  Fire goblin 
  spiritwise, spirit, magical, archer
  Fire: d8, close, near 
  1 hp 
  1 armor
  Quality +1, Loyalty +2
  The Summon Elemental spell brings forth an elemental spirit. This 
  particular one looks like a mischievous humanoid with flaming eye-
  brows. Instinct: to spread fire
   K Incinerate something
  Garnet rats 
  spiritwise, spirit, magical, group, devious, organized
  Bum rush: d8, close 
  5 hp 
  3 armor
  Quality +3, Loyalty +2
  The Elemental Hounds spell brings forth an number of elemental 
  spirits which act as a single follower. This particular group looks like 
  a swarm of giant rodents made from reddish-brown crystals. Instinct: 
  to choke water sources
   K Smother in dust
   K Locate gems
  
  72
  On Followers
  Phantom medusa 
  magical
  Claws: d4, close 
  4 hp 
  1 armor
  Quality +1, Loyalty +2
  The Phantasm spell allows an illusionist to give substance to an il-
  lusion, which acts as a follower. Those who believe this illusionary 
  medusa to be real may have their flesh turned to stone. Instinct: to 
  reveal itself as a fake
   K Turn a body part to stone with a look
   K Make them run away in terror
  Seed of destruction 
  magical, spirit, stealthy, amorphous
  Thorns: d10, +1 piercing, close, reach messy 
  15 hp 
  1 armor
  Quality +1, Loyalty +1, plant
  The archer’s Seed of Destruction talent summons this type of hom-
  icidal wood elemental, though likely not for very long. The details of 
  the follower use the “Monsters & Followers” advice from Perilous 
  Wilds to convert an assassin vine. Instinct: To kill
   K Shoot forth new growth
   K Attack the unwary
  
  73
  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. To mitigate unwanted attention 
  in astral space, magicians usually use a spell matrix, an astral con-
  struct making casting (relatively) safe, but which 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.
  When the magician manages to fully weave the required threads 
  into the spell, they can cast it. 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.
  
  74
  On Spellcasting
  Matrix Tags
  Though not a physical object, a spell matrix can still have tags, usually 
  applied as the result of particular moves. These include:
   K armored: threads woven into this matrix may not be unwoven or 
  altered by others.
   K attuned: the matrix contains a spell pattern.
   K damaged: casting the spell attuned to the matrix requires an addi-
  tional thread to be woven into it until the matrix can be repaired
   K efficient: an attuned spell counts as one circle lower for the purposes 
  of computing the total spells you may attune into matrices.
   K enhanced: when you attune the matrix, you may “pre-weave” a thread 
  into it. This thread remains woven until the matrix is attuned to a 
  different spell. You may reclaim this thread any other time, but 
  doing so also empties the matrix (removing the attuned tag).
  Spellcasting Moves
  All magicians trigger the same moves to cast spells (though will use 
  differing stats to do so):
  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:
   K Remove any spell pattern in the matrix (also removing attuned).
   K Repair any damage done to the matrix, removing the damaged tag.
   K Place into the matrix the pattern of any spell in your grimoire of your 
  own discipline and with a circle equal to or less than your own. The 
  matrix gains the attuned tag.
  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.
  
  75
  On Spellcasting
  Weave Through a Matrix
  When you weave a thread into a spell matrix, the thread always 
  becomes woven into the matrix. If weaving while under time pressure 
  (e.g. combat, urgent necessity, etc.), also roll+the ability indicated 
  by your discipline. On a 7–9, hold 1 focus. On a 10+, hold 3 focus. On 
  a 12+, you may choose to weave an additional thread into the spell. 
  If you do, you gain no focus and lose any you are holding. Focus may 
  be spent, one-for-one as often as desired, to:
   K Add +1 to your own weaving roll after it is made.
   K Take +1 to casting a spell.
   K Take +1 to defy danger.
  The gm move made if weaving misses need not have anything to 
  do with the caster (as always) but, if it does, the move should usually 
  be soft. Casting through a matrix is meant to be the safest method 
  of casting, after all. Also note that, even on a miss, the thread still 
  becomes woven into the spell. Some possibilities on missed weaving 
  include:
   K An opponent notices what the pc is up to and moves to stop them.
   K Local spirits become interested in what is happening.
   K A monster uses moves that can disrupt spellcasting.
   K Create a situation which requires the weaver choose between, say, 
  moving to a less advantageous position or losing some held focus
   K Change the situation such that the spell being cast might not be as 
  appropriate as was first thought.
   K Burden the weaver with a vision.
   K Reveal something in astral space.
  Caster, interrupted?
  You know those fantasy games where the mage’s spell fizzles if 
  they take damage, or have to move, or get distracted, or someone 
  looks at them funny? Fourth World isn’t one of those fantasy games. 
  Characters weaving spells can move, dodge, talk, run, take 
  damage, even attack. As the Abort a Spell move (below) indicates, 
  casters have about a minute from when they start weaving a spell 
  to when they cast it. While some monsters and disciplines have 
  abilities which specifically can disrupt spellcasting, mere damage 
  and other actions can’t.
  
  76
  On Spellcasting
  Weave Through a Grimoire
  When you weave a thread into a spell in a grimoire, the weaving 
  attracts attention in astral space, and you roll+the ability indicated 
  by your discipline. Take −1 for each of the following:
   K The spell is of a higher circle than you have in your discipline.
   K The grimoire is not yours.
   K The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold 2 focus, 
  spent just as in weaving through a matrix. On a 12+, you may choose 
  to weave an additional thread into the spell. If you do, you gain no 
  focus and lose any you are holding.
  On a miss, the gm move should be a little more harsh than a miss 
  weaving through a matrix. Choices include those above, but might 
  also include:
   K Offer to allow the thread to be woven if the pc pays a physical, 
  emotional or social cost.
   K Offer to allow the thread to be woven if the player agrees that the 
  grimoire will become damaged once the spell is cast.
   K Unleash a previous threatened event on the weaver.
   K A local spirit becomes fixated on the weaver.
   K A horror becomes aware of the character.
   K A horror marks the grimoire.
  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, the scroll 
  is consumed when the spell is cast.
  Focus
  Fourth World version 1.5 adds the notion of focus to the spellcast-
  ing system, added mainly to counter the mathematical brutality 
  of needing to make multiple rolls for a single spell. The intent of 
  spellcasting in Fourth World has always been that it should take 
  longer than vanilla Dungeon World, not (necessarily) that it should 
  be more difficult.
  Each casting discipline can use focus in some small way that 
  the others can’t. Look for other uses for it in your games (when 
  you need to “use of their resources”, for example).
  
  77
  On Spellcasting
  Weave Raw Magic
  When you weave a thread into raw spell energy, the flare in astral 
  space attracts attention, and you roll+the ability indicated by your 
  discipline. Take −1 for each of the following:
   K The spell is of a higher circle than you have in your discipline.
   K The spell is from a discipline you do not follow.
  On a hit, the thread is woven into the spell. On a 10+, hold 1 focus, 
  spent just as in weaving through a matrix. On a 12+, hold 3 focus.
  On a miss, the gm move should almost always be hard; weaving 
  raw magic is extremely dangerous. Choices include those above, but 
  might also include:
   K Take the spell’s circle in damage.
   K 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.
   K Astral space around the casting becomes damaged
   K A horror marks the weaver
  Cast a Spell
  When you unleash a spell you’ve fully woven, roll+the ability indi-
  cated by your discipline. On a hit, the spell is successfully cast. On a 
  7–9, also choose one:
   K You draw unwelcome attention or put yourself in a spot. The gm will 
  tell you how.
   K The spell also creates an unintended side effect. The gm will tell what.
   K The spell disturbs the fabric of reality as it is cast—take −1 ongoing 
  to cast spells until the next time you make camp.
   K You take 1d3 damage.
   K The spell matrix used to cast the spell (if one was used) becomes 
  damaged.
  Regardless of the result of the spell, any threads woven to cast it 
  become available immediately, no longer woven into the casting. You 
  also lose all held focus.
  
  78
  On Spellcasting
  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.
  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.
  If the weaving 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).
  Miscasting
  Having gone through all the trouble of weaving multiple threads 
  into a spell, watching it just fizzle can be dull and unsatisfying. 
  On a casting miss, the gm might try letting the spell go off, but:
   K Pick something from the 7–9 list
   K It effects one of the caster’s allies instead (they choose which)
   K The effects of the spell differ notably from the intent.
   K The caster must pay some sort of physical, emotional or social 
  cost to get the spell off, or the spell fizzles (their choice)
   K The spell works only partially
   K The spell works, some or all of the result (such as a summoned 
  spirit or spending hold) is directed by the gm instead of the caster
   K Individual spell descriptions may suggest mischief on a miss
  Higher circle spells tend to fail more spectacularly than lower.
  
  79
  On Spellcasting
  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.
  Naturally, just as the weaving efforts of pcs are not disrupted by 
  damage or taking other actions, nor are the efforts of spellcasting 
  monsters.
  Counterspelling Monsters
  Some monsters may have moves which allow them to specifically 
  interfere with spellcasting. These moves are best used in response to 
  failed weaving or casting rolls, or other failed rolls made in proxim-
  ity to the caster.
  Some monsters may have moves that target spell matrices rather 
  than the act of spellcasting itself. Such moves might make the matrix 
  damaged, remove threads woven into them, or even empty one out 
  entirely. An armored matrix would be immune to such things.
  Spellcasting Examples
  So how does all this shake out in play? The following sections offer 
  some examples of a fifth circle troll elementalist named Adath, played 
  by Alex. In each example, narration is shown on the left, triggered 
  mechanics on the right. Elementalists weave with con and cast with 
  cha. Adath has a +3 and +2 in these stats, respectively.
  Low stakes casting
  After a long day of travel, Adath’s 
  group decides to make camp. As the 
  scout prepares watch, Adath casts 
  Sanctuary through a prepared 
  matrix.
  Not much can go wrong here, and failure 
  doesn’t lead to anything all that interesting. 
  Technically, the activity triggers weaving and 
  casting moves, but the gm waves rolling and 
  just narrates what happens.
  Cantrips
  Startled awake by something vio-
  lating the sanctuary, Adath sees that 
  their fire has gone out. She calls out 
  a warning to her friends and tries 
  to get the fire going quickly by using 
  the ignite cantrip.
  The flames reveal a swarm of 
  krilworms, angry at the light.
   
  Cantrips don’t require weaving, but trigger 
  Cast a Spell. Alex rolls+cha, poorly, getting 
  a 7. Alex chooses to “draw unwelcome atten-
  tion”.
  
  80
  On Spellcasting
  Single thread
  After getting stung, then rescued 
  by the group’s warrior, and the rest 
  of the group entering the fray, Adath 
  spies a large group of krilworms 
  hovering above the camp, a good 
  target for a fireball, which she starts 
  weaving through a prepared matrix.
   
  This triggers Weave Through a Matrix, so Alex 
  rolls+con, getting an 8. One thread is woven 
  into the spell and Adath holds 1 focus.
  While Adath weaves, the warrior 
  pries a krilworm off of the scout, 
  and crushes it.
  The warrior does well on a Hack and Slash 
  roll, leaving no opportunity for a gm move.
  Adath decides one thread is 
  enough, and casts the spell straight 
  up into the swarm.
  Triggers Cast a Spell; Alex rolls+cha, getting 
  another 8. Alex could spend the focus to add 
  one to the roll, but instead uses Lethal Focus 
  to add one to the spell’s damage, dealing 9 
  damage to the worms above. Alex chooses 
  “an unintended side effect”. Threads used to 
  cast the spell become freed.
  The huge fireball lights the night 
  sky, engulfing dozens of the pests. 
  Flaming krilworm’s rain down from 
  the sky into the camp, setting trees 
  and various elements of the camp 
  alight, including Adath’s tent.
  Botched summoning
  The next day, the group finds them-
  selves in trouble, and Adath starts 
  to call up an earth elemental.
  Triggers Weave Through a Matrix; Alex 
  rolls+con, getting an 9. One thread is woven 
  into the spell and Adath holds 1 focus.
  [Action cuts to others then back.]
  Adath weaves again, moving to 
  a slightly safer spot as she does so.
  Triggers Weave Through a Matrix; Alex 
  rolls+con, but gets a 6, so spends one focus 
  to improve the result to 7. Another thread is 
  woven into the spell and Adath holds 1 focus.
  [Action cuts to others then back.]
  Adath casts the spell she has 
  been weaving, calling forth a spirit 
  from the living rock.
  Triggers Cast a Spell; Alex rolls+cha, but gets 
  a 5. With only 1 focus, Alex can’t make the 
  roll a success. Since failing spell casting isn’t 
  interesting, the gm decides that the spirit 
  arrives, but with a Loyalty of -1 and a cost of 
  “demands a favor”.
  
  81
  On Spellcasting
  Casting in combat
  Days later, Adath finds herself on 
  her own, chased by an angry 
  molgrim. Running along a forested 
  ridgeline, she can see another forest 
  on the other side of the valley, and 
  decides to cast Tree Walk.
   
  This triggers Weave Through a Matrix, so Alex 
  rolls+con, but only getting a 6. One thread 
  is still woven into the spell, but the roll fails. 
  The gm invokes the molgrim’s “chase them 
  down” move.
  Distracted by weaving, Adath 
  stumbles and the molgrim catches 
  up, pushing Adath down, then 
  rearing up to strike.
  gm: “the molgrim rears up to leap on top of 
  you. What do you do?”
  Adath scrambles to her feet, then 
  runs right at the molgrim as it leaps 
  for her, sliding down at the last 
  second to pass underneath it.
  Triggers Defy Danger; Alex rolls+dex, getting 
  a 9. The gm offers a hard bargain: Adeth either 
  has to leave behind her pack containing an 
  important item, or take a swipe from the 
  molgrim’s claws. Alex chooses the latter.
  As the bulk of the beast sails over 
  her head, a massive clawed paw 
  rakes down. Adath could get her 
  pack in the way, but she’s carrying 
  precious cargo, so instead protects 
  the pack with her body.
  Molgrim deals damage as established: the gm 
  asks Alex to roll d10+3. Alex gets a 7 and 
  reduces that by Adeth’s 3 armor, marking 4 
  points of damage. 
  As the frustrated molgrim lands, 
  Adath takes off in the other direc-
  tion, weaving a second thread into 
  the spell.
  Triggers Weave Through a Matrix; Alex 
  rolls+con, getting an 11. The second thread 
  is woven and Adeth gets 3 focus.
  [Action cuts to other members 
  of the party, also doing cool stuff. 
  The spotlight swings back to Adath 
  when appropriate.] 
  The molgrim gathers itself and 
  resumes pursuit. Tiring, Adath has 
  enough mojo gathered to cast the 
  spell.
  Triggers Cast a Spell; Alex rolls+cha, electing 
  to spend the 3 focus to add another +3 to 
  the roll. The roll is poor, but the focus bonus 
  pushes the result to an 8. Alex decides to 
  mark the spell’s matrix as damaged.
  Looking across the valley, Adath 
  runs straight into the nearest oak, 
  immediately exiting from a pine on 
  the far side of the valley. She can 
  hear the bellow of the molgrim all 
  the way from here.
  The spell takes effect. Threads used to cast 
  it become freed.
  
  82
  On Spellcasting
  Occult tome, desperate hour
  When the group finally locate the 
  vault they have been seeking, all 
  hell breaks loose. Surrounded by 
  cadaver men, Adath finds herself 
  needing to cast a powerful nether-
  mancy spell from a book found in 
  the vault. Encouraged and assisted 
  by Biatta, another caster, she begins.
  Assistance triggers Aid (+cha), getting an 11, 
  so will improve the weaving roll by one step 
  (and the assistant elects to take a karma point).
  Weave Through a Grimoire, with every listed 
  penalty; Alex rolls+con−3, getting a 5. The 
  aid improves the result one step, so one thread 
  is woven into the spell.
  [Spotlight shifts to others.]
  Biatta, watching from astral 
  space, suggests some tweaks to 
  Adath’s technique, as Adath weaves 
  another thread. In astral space, 
  Biatta sees some sort of spectral 
  revenants forming, attracted by the 
  weaving.
  Assistance triggers Aid (+int), getting a 9, 
  giving +1 to the weaving.
  Weave Through a Grimoire, with every listed 
  penalty; Alex rolls+con−3+1, getting a 10. 
  Second thread woven into the spell and Adath 
  holds 2 focus.
  [Spotlight shifts to Biatta. 
  Dealing with the spirits leaves her 
  unable to offer more aid.]
  Adath, determined, weaves the 
  final thread into the spell, trying to 
  ignore the struggles of her friends.
  Weave Through a Grimoire, with every listed 
  penalty; Alex rolls+con−3, getting a 6, but 
  spends 1 focus to improve to 7. Third thread 
  woven into the spell. Remaining: 1 focus.
  [Spotlight shifts to the sur-
  rounding struggle. One of the group 
  falls. At the most desperate point, 
  Adath’s friend call on her to hurry.]
  Adath casts the spell, still not 
  entirely certain what will happen.
  Cast a Spell; Alex rolls+cha, electing to spend 
  remaining focus for +1, getting an 11. The 
  spell is cast and Adath’s threads are freed.
  White light explodes from the 
  book. In the wake of the shockwave, 
  the cadaver men crumble to dust, 
  and the ancient curse on the vault 
  is lifted, bathing the heroes in a 
  warm afterglow.
  The spell is a custom effect tied to this par-
  ticular location. In addition to lifting the curse 
  and destroying the undead, the group each 
  heal 1d6 as well. 
  As the triumphant display fades, 
  a low rumble fills the vault, and the 
  ground begins to shake. Deep below, 
  something stirs.
  Each of these weavings called out in astral 
  space, and now the bill comes due, rousing a 
  spirit trapped below for centuries…
  
  83
  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, at one time pro-
  viding the only defense against the horrors, but also a tool for cor-
  ruption. 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…
   K …reduce your maximum hp by one. You may never get this hp back. 
  Not by magic, not after a year and a day, never.
   K …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.
   K …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 ritual 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.
  
  84
  On Blood Magic
  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 
  dies, the other uncommits their blood. You may only swear this oath 
  once in your life.
  
  85
  On Blood Magic
  On Bonded Groups
  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:
   K The group’s name is decided and declared.
   K A symbol is created representing the group and its history.
   K Each member commits 1 blood.
   K 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.
  Broadcast Thoughts
  When you can see or be seen by your fellow bonded group members, 
  you may “speak” to them without uttering a sound.
  Discern Condition
  When you concentrate on a bonded 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:
   K Where is the group member in relation to me? (Answer will include 
  distance and direction, but not how to get there.)
   K What are the group member’s surroundings like?
   K What is the group member’s physical condition?
   K What is the group member’s emotional state?
  Move as One
  When you defend one or more of your fellow bonded group members, 
  gain +1 readiness.
  Share Bounty
  When you briefly touch a willing bonded 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.
  
  86
  On Blood Magic
  Eject a Member
  When one member of a bonded 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:
   K The exile’s thread is unwoven from the group’s pattern. 
   K The exile’s committed blood is spent.
   K The exile may not use or be targeted by the group’s moves.
  Expand the Group
  When a majority of the bonded 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 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 bonded 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.
  Oath scars
  When namegivers swear to oaths bound in blood (see “Blood 
  Peace”, “Blood Promise” and “Blood Sworn” on page 84), 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:
   K Red scars mean your oath is active and being maintained.
   K Gold scars are like red, but indicate a more serious oath, such as 
  a renewed truce, or life oath.
   K Black scars mean you broke your oath.
   K White scars mean you kept your oath, but the other party did not.
   K Silver scars mean the oath was kept, but no longer binds you. That 
  is, the oath completed successfully.
  
  87
  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:
   K mundane items contain no ranks and are in no way magical
   K trifles contain a bit of magic, but not enough to warrant a rank
   K trinkets contain one rank, but only require a thread when being used. 
  You can weave a thread into a trinket much more quickly.
   K wonders contain one rank, but require a thread full time.
   K relics contain more than one rank. Full time threads activate the ranks 
  in order.
  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 
  
  88
  On Relics
  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 
  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 
  
  89
  On Relics
  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:
   K If the use of the item is not obvious, describe the item’s general 
  purpose.
   K Provide one of the items from the Item History talent (if revealing 
  such information makes the story better), perhaps slightly concealed. 
  (“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?”)
   K 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….”)
   K 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:
   K 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…”)
   K 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.”)
   K Provide a rumor. (“You’ve heard that the crew of the Yrnilus has been 
  destroying items like that.”)
  
  90
  On Relics
  Additional Tags
  In addition to the tags in Dungeon World and Mounted Combat, this 
  document adds a few of its own:
   K astride: The item is meant for use while mounted or for the mount 
  itself. Considered awkward when used independent of a mount, if it 
  can be used that way at all. Because mounts come in a variety of sizes 
  and shapes, some astride gear may not be practical for some mounts, 
  and costs will vary greatly (listed costs assume use by common mounts, 
  such as horses).
   K living: Though of a type normally inanimate, this item is alive. If 
  properly tended, the item can repair itself if damaged. Obsidimen may 
  only wear living armor.
   K 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.
   K implant: The item (usually a blood charm) must be implanted into 
  the body to function.
   K vehicle-mounted: The item is meant to be mounted on a vehicle or 
  other large structure. It cannot typically be carried around or used 
  hand-held.
   K n blood: The item works through blood magic, only usable by com-
  mitting n blood to it.
   K n sacrifice: The item works through blood magic, only usable by 
  spending n blood as it is implanted.
  
  91
  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:
  Barding, Light 
  astride, +1 armor, ~40 coins, 2 weight
  Barding, Heavy 
  astride, +2 armor, clumsy, ~200 coins, 6 weight
  Bola 
  thrown, near, entangling, 1 coin, 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, astride, forceful, 15 coins, 2 weight
  Mareka 
  close, 9 coins, 1 weight
  Net 
  thrown, near, entangling, awkward, 1 coin, 1 weight
  Raid Spear 
  reach, 6 coins, 1 weight
  Maul, Greataxe 
  close, two-handed, messy, 20 coins, 3 weight
  Stiletto 
  hand, precise, 1 piercing, 3 coin, 1 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
  Goat 
  beast, mount, small, self-sufficient, willful, 10 coins
  Granlain beast, mount, large, hardy, fearless, willful, +2 pass. 00 coins
  Huttawa 
  beast, mount, large, 80 coins
  Kue 
  beast, mount, stealthy, small, 60 coins
  Troajin 
  beast, stealthy, 60 coins
  Zoak 
  beast, mount, small, willful, flying, 70 coins
  
  92
  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:
   K healing potion
   K arrows of acheron
   K barb of the black gate
   K coin of remembering
   K devilsbane oil
   K the echo
   K lamented memento
   K sacred herbs
  When converting, “common magic items” and “blood charms” 
  are typically trifles. In the Fourth World, such items are commodities, 
  available in many markets.
  Implanting blood charms
  In standard Earthdawn, blood charms are self-implanting; however, 
  this misses an opportunity to force pcs to interact with unsavory 
  characters. So, blood charms in Fourth World require ritual magic 
  and a skilled hand (see the chirurgeon, page 135) to install.
  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.
  
  93
  On Relics
  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, 10 uses, 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.
  Fire cannon 
   messy, forceful, reload, vehicle-mounted, 900 coin
  As the standard armament for larger airships, fire cannon are not 
  particularly sophisticated. Their potency stems from their ammuni-
  tion, which is consumed with each shot. The device itself is merely 
  a holding chamber for kernels of true fire and true air. When the 
  trigger is pulled, one kernel of each mix together and the result di-
  rected down the metal tube toward the enemy. Fire cannon deal 2d6 
  damage, or one point of stress if fired at a vehicle. When you volley 
  with a fire cannon on a 7–9, choose from the following list instead 
  of the normal volley list:
   K Feedback: the cannon upsets its mounting and must be reset and 
  reloaded, taking twice as long before the next shot.
   K Uneven mixture: the elements don’t combine well, dealing only 2d4 
  damage.
   K Blowback: elements mixed too early, and the operator is briefly stunned.
  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.
  
  94
  On Relics
  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-
  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
  
  95
  On Relics
  Trinkets
  A trinket requires a thread only while it is actively being operated 
  (though there is no harm in connecting for longer). 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 27) takes only a minute or so. The 
  following from Dungeon World are probably trinkets:
   K Captain Bligh’s cornucopia
   K earworm wax
   K the epoch lens
   K farsight stone
   K fiasco codex
   K folly held aloft
   K immovable rod
   K infinite book
   K inspectacles
   K the ku’meh maneuver
   K Titu’s truthful tallow
   K 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 
  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.
  
  96
  On Relics
  Dead letter drop 
  1 rank, 0 weight
  The sigil carved onto one of these small, innocuous objects (an earring, 
  small stone, coin, etc.) remains undetectable until activated. Theran 
  spymasters often issue them to agents, but they are otherwise hard 
  to come by.
  When you place the activated sigil onto a message or small object 
  resting on the of a recently deceased being, then press the lot into 
  the chest cavity while concentrating on the glory and achievements 
  of the Theran Empire, roll+nothing. 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.
   K The message or object is transported into a bowl marked with the 
  same sigil, possessed by one of your handlers.
   K You, and you alone, hear the last thing whispered into the bowl by 
  your handlers.
   K The body disintegrates, as if it were never there.
   K The sigil may be used again.
  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, astride, 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:
   K The rider may not be forced from the saddle.
   K The mount’s control stat increases by one.
   K The mount’s armor stat increases by one.
  
  97
  On Relics
  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.
  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 readiness, even on a failure, and add the follow-
  ing choices:
   K when the attack is completed, entangle the attacker
   K provide +1d8 armor against an incoming attack
  
  98
  On Relics
  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 
  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. 
  
  99
  On Relics
  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.
  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:
   K axe of the conqueror king
   K bag of holding
   K the carcosan spire
   K cloak of the silent stars
   K flask of breath
   K loadstone shield
   K map of the last patrol
   K ned’s head
   K nightsider’s key
   K the sartar duck
   K the sterling hand
   K tears of annalise
   K teleportation room
   K Timunn’s armor
   K 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.
  
  100
  On 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.
  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?
  
  101
  On Relics
  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.
  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 or so.
  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.
  
  102
  On Relics
  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:
   K Your speech gathers more than just a smattering of people.
   K People in the audience who agree with you far outnumber those who 
  do not.
   K Your speech reaches the ears of the steading’s influential residents. 
  At least one will seek an audience with you.
   K Some who hear your speech are moved to act on what you say before 
  the next sunrise.
   K 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: 
   K cast the spell within the weapon on the target (as if scoring a 10+ on 
  the casting roll).
  
  103
  On Relics
  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):
   K Argo-than
   K the Burning Wheel
   K violation glave
   K 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 the 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.
  
  104
  On Relics
  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.
  
  105
  On Relics
  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, regardless of the 
  horror’s form. If the horror cannot normally be hurt by weapons, 
  hits deal no damage, but inflict some type of existential or physi-
  cal 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.
  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 
  2 piercing, 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.
  
  106
  On Relics
  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.
  _
  _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:
   K Reduce the ship’s Stress by hold spent.
   K Succeed on any roll+Control on the ship as if rolling at 10+.
   K 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.
  
  107
  On Relics
  _
  _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.
  _
  _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.
  
  108
  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.
  _
  _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, the mount reverts back to shadow.
  _
  _Third rank (key question: in what cave was the sash first created?; 
  demand: circle 6): With concentration, one of your second shadow’s 
  arms can be made solid enough move objects, use weapons and 
  tools, etc. Actions taken depending on this arm use +int instead of 
  the actions usual 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.
  _
  _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 addition-
  al 1 hold. While you retain hold, you cannot steal another shadow 
  and they cast no shadow at all. Spend hold to:
   K 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.
   K Don the shadow as a mask to disguise yourself as its original owner.
   K Whisper up to fifty words to the shadow. All within near range of the 
  owner’s current location hear the whisper, but the owner does not.
   K Alter the shadow in some way that will remain for a year and a day 
  once its owner gets it back. 
  
  109
  On Relics
  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.
  _
  _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.
  
  110
  On Relics
  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:
   K There are no adverse side effects.
   K This bond lasts until you choose to break it.
   K 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:
   K Bind any two objects you can see, not just those you touch.
   K The objects repel each other instead of attracting.
   K The attractive force is twice as strong.
   K The attractive force is half as strong.
  
  111
  On Airships
  Vehicles large and small, including airships, follow the rules from 
  Andri Erlingsson’s Mounted Combat, restated here with some slight 
  customizations. (For land vehicles, use or adapt the entries in Mounted 
  Combat.)
  Vehicle Rules
  Pilots and passengers
  While piloting a vehicle, you are its pilot and have access to all of its 
  moves as if they were your own. You perform tasks as if you were 
  your vehicle’s size instead of your own size, but can perform your 
  own moves normally, if you can trigger them.
  If a roll is called for, use your own stats, unless the vehicle has a 
  move that specifies otherwise.
  Anyone in a vehicle who isn’t the pilot is a passenger. A vehicle 
  may provide one or more moves to its passengers. Passengers can 
  use vehicle-mounted weapons. The pilot usually cannot, nor can she 
  use passenger moves unless otherwise indicated.
  Vehicle stats
  Vehicles possess a small number of special stats, some of which they 
  share with followers:
   K Control is the quality or effectiveness of your vehicle, its ease of 
  control and design inherent in it. A vehicle with a high control is 
  intuitive and handles smoothly, while one with a low control is com-
  plicated or handles poorly.
   K The passenger stat is the maximum number of people that can safely 
  ride this mount or vehicle, not including the pilot. Small people might 
  not count towards the limit, and large people might take extra space.
   K Defenses of the vehicle may provide cover for its occupants, granting 
  them additional armor against attacks. Cover does not reduce the 
  damage a vehicle takes.
   K Vehicles do not have hp, but measure damage in points of stress.
  
  112
  On Airships
  Vehicle tags
  Like followers, weapons, and monsters, vehicles may be assigned 
  particular tags to distinguish them from other vehicles. These include:
   K Vehicles use the same size tags as followers.
   K aquatic: the vehicle travels under water, but usually not on land.
   K burrowing: the vehicle can quickly burrow through the earth.
   K flying: the vehicle can fly in some manner
   K imaginary: the vehicle is not, strictly speaking, real, though it is fully 
  functional. Others may or may not be able to see it.
   K living: the vehicle heals naturally by one stress when you make camp. 
  It does not need repairs, but it may require feeding.
   K nautical: the vehicle floats on water
   K sentient: the vehicle has a mind, and can think for itself. It may be 
  able to be its own pilot.
  Stress
  Vehicles don’t have hp. Instead, they track damage with stress. A 
  vehicle has 3 marks of stress, unless otherwise noted. When a vehicle 
  takes 10 or more points of damage from a single attack, mark off one 
  point of stress damage. Each time a vehicle takes stress damage, it 
  triggers the Damage Report move (see below).
  The piercing tag reduces the amount of damage needed to cause 
  stress by an equal amount to the piercing value. For example, a weapon 
  with piercing 2 only needs to deal eight or more damage in a single 
  blow to cause a point of stress.
  When your vehicle removes a point of stress, choose one option 
  from the Jury Rig list.
  Basic Vehicle Moves
  The following moves may come into play when using vehicles:
  Control Vehicle
  When your vehicle skids and shakes under difficult conditions or a 
  powerful attack, roll+Control. On a 10+, you maintain control of the 
  vehicle. On a 7–9, the gm chooses one:
   K A passenger or crewmember is briefly stunned as they slam into 
  something.
   K A sudden mechanical fault makes the situation more precarious.
   K The vehicle briefly spins out of control and doesn’t quite go where 
  the pilot intended.
  
  113
  On Airships
  Damage Report
  When a vehicle marks a point of stress, the gm chooses one of the 
  following:
   K Choose a move the vehicle has. It loses that move.
   K −1 ongoing to control.
   K −1 ongoing to cover.
   K −1 or −2 ongoing to Passengers. If this brings the Passenger stat below 
  the number of people on board, someone just lost their seat.
   K There’s a problem – a fuel leak, a broken rudder, or something else 
  you’ll need to deal with to keep the vehicle working properly.
  Jury Rig
  When you have to repair damage to a vehicle on the fly, roll+int. On 
  a 10+, choose two. On a 7–9, choose one. You may spend a point of 
  karma to make an additional choice, even on a miss.
   K The vehicle regains the use of one move.
   K The vehicle suffers one less ongoing penalty.
   K You repair any damaged onboard equipment.
   K You give the vehicle a temporary boost, granting the pilot +1 forward 
  on the next roll involving Control.
  Note: This move does not remove a mark of stress from the vehicle, 
  even if you used the move to repair something that was caused by 
  gaining stress.
  Custom Vehicle 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.
  
  114
  On Airships
  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.
  Oath Ship
  The ship has a reputation for legitimizing oaths, particularly truces. 
  An important truce signed on the deck of this ship gains the benefit 
  of blood peace (page 84) without requiring blood magic or scarring.
  Drakkar 
  huge, control +2, flying, nautical, 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.
  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, improve the result by one step.
  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.
  
  115
  On Airships
  Airboat 
  large, control +1, flying, nautical, 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, nautical, 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, but often mount fire cannon (page 93).
  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.
  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.
  Behemoth 
  gigantic, control −1, +5 cover, flying, 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.
  
  116
  On Airships
  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.
  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 
  World, pg. 223), invulnerable without clever thinking and karma. Use 
  its cover 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):
   K Reduce the steading’s prosperity
   K Reduce the steading’s population
   K Reduce the steading’s defenses
   K 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.
  
  117
  On Monsters
  Monster Tags
  Monster tags remain largely as they are (Dungeon World, pg. 224), 
  with the following adjustments:
   K beast: while most monsters are “beasts”, creatures with this tag are 
  a type of beast that can be tamed by the powers of a beastmaster.
   K 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.
   K magical: this remains as is, typically meaning that the monster can 
  weave threads into spells. See “Spellcasting Monsters” (page 78). 
  A magical creature, therefore, likely has some form of grimoire.
   K 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.
   K planar: this tag is eliminated, replaced with spirit or horror, depend-
  ing on the creature.
   K 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.
   K horror: while also native to netherworlds, creatures with this tag are 
  distinct from spirits, forces of malevolent consumption of life and 
  emotion.
   K 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.
  
  118
  On Monsters
  Dungeon World Beasts
  You might consider some monsters from the Dungeon World book to 
  be susceptible to the charms of a beastmaster, should they be able 
  to establish a rapport with one. Candidates for the beast tag include:
   K blink dog
   K cave rat 
   K cockatrice
   K crocodilian
   K fire beetle
   K fire eel
   K griffin
   K grey render
   K hell hound
   K pegasus
   K razor boar
   K sauropod
   K worg
  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 vice 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.
  
  119
  On Monsters
  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.
  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 
  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 may start migrating their Passion 
  marks to 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.
  
  120
  On Monsters
  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
   K Coerce with pheromones
   K Paralyze with poison
   K Pass as a namegiver
  Ant spirit queen 
  solitary, spirit, magical, organized, intelligent
  Claws: d10+2, reach, forceful 
  16 hp 
  4 armor
  Special Qualities: dual natured
  Summoning a queen requires coordination of many lesser invae and 
  a specially selected and prepared host, as well as a defensible location 
  to start a hive. Instinct: to make the hive superior
   K Dominate a weak mind
   K Paralyze with poison
   K Summon more ant spirits
  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 
  parts of their bodies to move and attack, but are otherwise a mostly 
  amorphous blob of flesh. Instinct: to carry off engulfed victims
   K Swing or leap in ambush
   K Engulf and digest
   K Consume karma point
  
  121
  On Monsters
  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
   K Stay still for hours
   K Rip off chunks of flesh and eat them
   K 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
   K Mark a victim
   K Whisper suggestions to those it has marked
   K 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
   K Latch on to victim and suck its blood
   K Swarm noisily
  Crojen 
  group, tiny, stealthy, beast
  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
   K Stalk prey for days
   K Pounce from concealment
   K Frenzy at the taste of blood
  
  122
  On Monsters
  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
   K Scan memories from all nearby
   K Mimic anything it sees or scans
   K 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
   K Freeze someone momentarily with a touch
   K 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.
   K Change form (seven foot dragon, most namegiver races)
   K Call on draconic power
   K Cast a spell
  Earth q’wril 
  horde, beast, tiny, burrowing
  Beak: d4, near, +2 piercing 
  3 hp 
  0 armor
  Able to move through soil like swimming in water, this innocu-
  ous-looking mole-lizard can be a plague on village food supplies. 
  Instinct: to eat crops
   K Burst out of the ground to grab something
   K Damage their armor
   K Escape into the ground
  
  123
  On Monsters
  Espagra 
  solitary, beast
  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.
   K Swoop down and knock somebody over
   K Dazzle with lustrous, brilliant scales
  Firebird 
  solitary, beast
  Radiant heat: d8, near 
  10 hp 
  1 armor
  Special Qualities: wings, resistant to fire
  Feathers and eggs of these large birds of prey fetch good prices. More 
  so for living hatchlings, from which elemental fire can be extracted. 
  Instinct: to cook and eat prey.
   K Change colors
   K Reflect heat
   K Ignite their weapons and armor
  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
   K Demonstrate an alien mindset and agenda
   K 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
   K Envelop in coils and poison
   K Mislead and distract with magic
   K Control animals
   K Breathe fire
  
  124
  On Monsters
  Felux 
  solitary, stealthy, beast
  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
   K Approach unheard in the darkness
   K Blind with eye beams
   K Induce seizures with strobing light
  Gate hound 
  group, large, beast
  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
   K Clamp down with jaws and throttle
   K Track something magical
   K 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
   K Immobilize with sticky spit
   K Attach them to its shell
   K 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
   K Pounce from all directions
   K Pollute astral space
   K Tear and eat flesh from the living
  
  125
  On Monsters
  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
   K Surgically maim
   K Instill fear with their voice
   K Cast a spell
  Ice flyer 
  horde, organized, beast
  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
   K Rend while flying by
   K Shackle with ice, from a distance
   K 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
   K Isolate them in a conjured iron maze
   K Retreat to a prepared trap
   K Bind in freezing webs
  
  126
  On Monsters
  Jub jub 
  group, small, beast
  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
   K Leap a great distance
   K Paralyze with venom
   K Astonish with loud croak
  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
   K Implant nightmares
   K Camouflage its astral form
   K Sneak about undetected
  Krilworm 
  horde, tiny, beast
  Bite: d6, 1 piercing, hand 
  3 hp 
  1 armor
  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
   K Attack from the night sky
   K Occlude vision
   K Embed eggs
  
  127
  On Monsters
  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
   K Mount and control a larger host
   K Drive the host into a furious rampage
   K Pacify threats with a soporific scent 
  Lightning lizard 
  horde, beast
  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 
  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
   K Shoot lightning from their eyes
   K Tazing bum rush
   K 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
   K Control someone’s mind
   K Torment the living with spells of the dead
   K Retreat into astral space
   K Mark a target
  
  128
  On Monsters
  Molgrim 
  solitary, large, beast
  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
   K Leap on them to snap their bones
   K 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
   K Sense hiding food
   K Challenge each other over food
  Qural tentacle 
  horde, stealthy, devious, amorphous, construct
  Stinger: d4, 1 piercing, reach 
  1 hp 
  1 armor
  Special Qualities: vulnerable to fire
  All the tentacles of a particular horde of these horror constructs 
  connect to a central, bulbous mass. In some ways, this makes the 
  whole horde a single creature, but each tentacle acts completely 
  independently from the others. The mass will eventually regrow 
  severed tentacles, but is mindless and defenseless without them. 
  Instinct: to ambush
   K Paralyze them with toxin
   K Suck their blood
   K Blend into the terrain
  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
   K Inhabit and animate a recently dead corpse
   K Blend in with society
   K Supercharge the host
  
  129
  On Monsters
  Saural 
  group, small, beast
  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
   K Blind them with acid spit
   K 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
   K Build traps
   K 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
   K Envelop from above
   K Kill with venom
   K Disappear into the night
  Shard 
  group, spirit
  Limbs: d8, close, +1 piercing 
  6 hp 
  3 armor
  Special Qualities: dual natured
  The spindly, crystaline, spidery humanoid bodies of these earth spirits 
  have a tendency to shatter when hit particularly hard. Instinct: to 
  protect crystal
   K Conjure a whirlwind of jagged crystal
   K Alter stone
   K Impale on spears of stone, called from the ground
  
  130
  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
   K Strangle with razor sharp tail
   K Pounce from ambush
   K Terrify with loud roar
  Snow badger 
  group, small, beast
  Bite: d6, hand 
  6 hp 
  0 armor
  The pelts of these creatures, white criss-crossed with darker stripes, 
  fetch high prices, but fakes are common. Instinct: to protect its mate 
  and offspring
  Special Qualities: immunity to cold
   K Drastically reduce the ambient temperature
   K Find something by smell alone.
  Stinger 
  horde, small, beast
  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
   K Dash in from all directions
   K Inject flesh-eating poison
   K 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
   K Reinforce from out of nowhere
   K Entangle with thorns
   K Combine into obstructions
  
  131
  On Monsters
  Thunderbird 
  solitary, huge, beast
  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
   K Electrocute them
   K Carry someone off
  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
   K Engulf in water
   K Reshape itself to gain advantage
   K 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
   K Drive them into hidden reinforcements
  Volus 
  solitary, huge, beast, magical, burrowing
  Bite/claws: d10+3, reach  
  16 hp 
  3 armor
  Special Qualities: prehensile tail
  Magicians and alchemists prize the magic-sensing organ of these 
  beasts, which look like a cross between a lizard and a badger. Instinct: 
  to feed on magic
   K Track down a source of magic
   K Collapse the earth beneath them
  
  132
  On Monsters
  Wingflayer 
  solitary, intelligent, amorphous, horror
  Engulf: d10, reach, messy, ignores armor 15 hp 
  3 armor
  Special Qualities: dual natured
  These strange horrors resemble a cloud of hundreds of airborne 
  slivers. Instinct: to remove a victim’s skin
   K Shred their armor or flesh
   K Swarm past or through obstacles
   K Crudely mimic the shape of another creature
  Witherfang 
  group, small, stealthy, beast
  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
   K Hold them immobile with teeth
   K Wither their limbs with poison
   K 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
   K Cover them in maggots
   K Manipulate shadow, flesh and the dead with spells
   K Mark a target
  Wyvern 
  group, large, magical
  Claw, tail: d8+3, reach, forceful 
  12 hp 
  3 armor
  Special Qualities: wings
  Wyvern are certainly not the hormonal, brain-addled, adolescent 
  stage of western dragon life. No sir. Instinct: to defend territory
   K Kill them with fast-acting poison
   K Grapple them and plummet
  
  133
  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.
  
  134
  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 complica-
  tion. Lose unused hold when you arrive at your destination. Spend 
  one hold at any time to choose one:
   K Reveal a shortcut or detour.
   K Point out a safe spot, either to rest at, hide in, or travel through.
   K Spout Lore about an expected hazard as if you rolled a 10+.
  _ Klabautermann
  Your ship has gained a guardian spirit. This spirit is a follower with 
  Quality +2, Loyalty +2, 3hp, 0 armor, 1d4 damage, shipwise, cunning, 
  spirit, pilot, an instinct of “protect the ship” and a cost of “honor and 
  respect the ship”. 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).
  
  135
  On Obsessions
  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.
  _ Implant Ritual
  When you implant an item (with the implant tag) into a willing subject 
  during a ritual you conduct 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). The ritual may be subject to requirements, similar 
  to a wizard’s ritual.
  _ 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:
   K It will require one or more rare ingredients.
   K You must sacrifice  .
   K First you must  .
   K You’ll need help from  .
   K It will require a lot of money.
   K The best you can do is a lesser version, unreliable and limited.
   K You must perform the work in a certain place.
   K You must perform the work with specific tools.
  Second thread (requires circle 6): You may work with the gm to invent 
  blood charms of your own design.
  _ 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-
  ing creature. The gm will tell you what kind of creature is needed and 
  what happens to it afterward, if it lives.
  
  136
  On Obsessions
  Familiar Keeper
  When you bind your pattern with the pattern of small or tiny beast 
  follower, and claim the animal as your familiar, you may branch out 
  to enhance the familiar to aid you in magical endeavors.
  _ Familiar 
  requires being a magician
  Your familiar gains the apprentice and cunning tags and a -wise tag 
  appropriate to its type. It becomes much smarter, capable of under-
  standing complex language, and loses the beast tag. If its Quality is 
  less than +2, it becomes +2. With its newfound sentience, its cost and 
  instinct may change.
  _ Awakened 
  You may call on your familiar for assistance when weaving and casting 
  spells. In addition, it gains the magical tag, and a move representing 
  a magical power they now possess (see the Summon Ally spell for 
  some examples).
  _ Conduit 
  If you concentrate on your familiar, it becomes a conduit for your 
  voice, no matter how far from you it is. You can speak through it, and 
  your voice is heard as if you were standing there. You can hear replies, 
  allowing you to conduct a normal conversation. While this lasts, your 
  familiar gains +2 armor, and you cannot weave spells.
  _ Death Ward 
  When your familiar would take damage sufficient to kill it, you may 
  spend a point of karma to negate that damage.
  
  137
  On Obsessions
  Fervor
  When you decide to dedicate yourself completely to a particular goal, 
  you may branch out to gain power from your compulsion.
  _ Fixation 
  requires spending 1 blood
  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.
  _ Fanatic 
  requires circle 6
  When you become fixated you choose three boons instead of two.
  
  138
  On Obsessions
  Ghost Pupil
  When you have learned the true name of a ghost of someone who 
  followed your discipline in life, you may branch out to seek advice 
  and training from ghost masters.
  _ Ghost Master Ritual
  When you call for training from the ghost of a follower of your dis-
  cipline, the resulting ritual replaces the need for a ritual of advance-
  ment (see page 22). The specifics of the ritual differ for each 
  discipline, and may change based on the individual adept or ghost. 
  To perform the ritual, you must…
   K …have sufficient xp to advance to the next circle.
   K …know the true name of the ghost who will train you.
   K …perform the ritual at night.
  The gm may name additional requirements or costs, particularly 
  the first time you contact this particular ghost master.
  _ Unbidden Whispers 
  requires circle 6
  Shortly after you arrive at a new settlement, the spirits of the dead 
  will tell you a fact from the history of that location, a bit of recent  
  activity largely unknown among the living, or something that has 
  changed since you were there last.
  _ Spirit of Warning 
  requires circle 6
  When you consult the spirits of those who died at your location, 
  roll+cha. On a 10+, a spirit will guide you past danger, keep you from 
  becoming lost, or show you something hidden. On a 7–9, a spirit will 
  show you a danger, but no more than that. On a miss, perhaps the 
  spirits lie.
  _ Council of Elders 
  requires circle 8
  When you spend a full night consulting the spirits of masters about 
  a crafting, forging, enchanting, or ritual project you are about to 
  undertake, roll+cha. On a 7–9, hold 2. On a 10+, hold 4. On a 12+, the 
  spirits also give you information about an unrelated matter. After 
  making any roll related to the project, you may spend 1 hold to change 
  one of the dice to read five. You may spend more than one hold on a 
  single roll.
  
  139
  On Obsessions
  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.
  _ Follow Puppet Strings
  When you exchange a greeting ritual with a person, make an addi-
  tional choice and add the following choices to the list:
   K Their ritual subtly reveals if they have been marked by a horror. If so, 
  you can now perceive the mark, clear as day.
  Furthermore, when you discern realities on a horror mark, you may 
  add the following to list of questions you may ask:
   K How did the person leave themselves open to being marked?
   K 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 
  requires circle 6
  When you deal damage to a horror or 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.
  
  140
  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 
  requires circle 6, being an ork
  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. 
   K The oppressor spares the victim, but directs brutality towards you 
  instead, now or in the future.
   K The oppressor persists, but something in your intervention perma-
  nently undermines his authority in the eyes of those loyal to him.
  _ 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 gain 1 additional hold, even on a miss. During the revolt, spend 
  hold to:
   K Your rebels avoid a hazard or trap.
   K Your rebels suffer almost no causalities when taking an objective.
   K Your unit wins a skirmish over a better armed and trained force.
   K You rally your rebels back from being shaken or routed.
   K Your rebels disengage from a hopeless battle to a safer position.
   K Key locals offer unexpected aid.
   K Someone important to the oppressors betrays them.
  
  141
  On Obsessions
  Matrix Artist
  When one of your spell matrices has been damaged, and you study 
  the intricacies of forming a spell matrix, you may branch out into 
  the life of a matrix artist. You may choose either of the first moves 
  as the first move in this obsession.
  __ Enhanced Matrix 
  requires circle 4
  When you prepare spell matrices to hold spells, one spell matrix of 
  your choice becomes enhanced. This talent may only supply this tag 
  to one matrix 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.
  __Consume the Truth 
  requires circle 8
  When you attune an un-enhanced 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, true water or orichalcum, 
  choose three. While that matrix remains attuned, choose:
   K When you begin to weave the first thread into that matrix, immedi-
  ately gain 3 focus.
   K When you cast the spell in that matrix, you may spend 2 focus to 
  retain one of the threads woven into it and that matrix becomes 
  enhanced until you next cast a spell through it.
   K The matrix becomes efficient.
  If the kernel was orichalcum, it also gains the following:
   K Reduce the number of threads needed to cast the spell in that matrix 
  by one.
  
  142
  On Obsessions
  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 sender or 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:
   K Nothing can view, discover or perceive the parcel, not even astrally.
   K You lose all memory of the appearance and contents of the parcel.
   K You gain an unwavering sense of direction to the recipient, which 
  becomes more accurate the closer you get.
   K 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.
   K 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 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.
  _ Neither Snow Nor Rain… 
  requires circle 6
  When you make camp while a parcel remains inside you, gain 1 for-
  titude. In addition, you may also spend fortitude any time to:
   K Remove a debility.
   K Cause someone or something pursuing you to lose your trail.
   K See in the dark until the next sunrise.
   K Withstand a day’s exposure to the elements without proper gear, 
  suffering no ill effects.
  
  143
  On Obsessions
  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.
  _ 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.
   K a weapon described as you like (close, +2 damage)
   K a weapon described as you like (reach, +1 damage)
   K a weapon described as you like (precise, +1 damage)
   K armor described as you like (2 armor, worn)
  
  144
  On Obsessions
  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. 
  _
  _ 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.
  _ 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
  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:
   K It will only work under specific circumstances.
   K The best you can manage is a weaker version.
   K It’ll take a while to take effect.
   K It’ll have obvious side effects.
  
  145
  On Obsessions
  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 
  requires being an obsidiman
  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:
   K It’s going to take hours/days/weeks.
   K First you must  .
   K You’ll need help from  .
   K It will require a lot of money or resources (such as true elements).
   K You and your allies will risk danger from  .
  _ Earth’s Avenger
  When you hack and slash, add the following to the list of choices:
   K If the target has harmed nature or clearly intends to do so, deal +1d10 
  damage.
   K If the target is a construct, you drive its animating force from its body 
  and it collapses in a heap.
   K 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.
  _ 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 
  requires circle 6
  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.
  
  146
  On Obsessions
  Silver Tongue
  When you have gained substantially from telling a lie that was ac-
  cepted as the truth, you may branch out into a life of better living 
  through subterfuge.
  _ 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.
   K The intended targets believe the story.
   K Bystanders believe the story.
   K Those who believe the story do so for more than a few minutes.
   K Those who hear the story are amused.
  _ Iron Will 
  requires circle 4
  When you are subject to mind control, or magic that influences your 
  feelings, you may choose to suffer a debility of your choice and ignore 
  the influence.
  _ 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.
   K The scapegoat has no alibi.
   K At least one credible witness testifies against the scapegoat, based on 
  what they think they saw or heard.
   K The ruse holds up for much longer than just a few minute after you 
  have gone.
   K You appear completely uninvolved. 
   K You appear to be the victim.
  
  147
  On Obsessions
  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 requesting 
  such contact as well; what is it? Further, when you discern realities, 
  whatever else happens, the gm will also answer the following ques-
  tion:
   K 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.
  _ 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.
   K Theran assets are particularly well placed to help you.
   K Theran assets can be contacted without much risk.
   K Theran assets will help you without much cost.
  
  148
  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 
  requires being an troll
  When your personal honor is questioned, roll+wis. On a 10+, choose 
  three. On a 7–9, choose two. On a miss, choose one.
   K Maintain your composure.
   K Take +2 ongoing to any efforts which serve to redress the insult, until 
  the slight is rectified.
   K Gain +1 armor ongoing against whoever doubted you until the ques-
  tion is settled.
   K 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.
  
  149
  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 raider, 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:
  
  150
  Front: Emergence
   K The adepts are considered the best and brightest the kaer can offer, 
  destined for greatness.
   K The adepts are prisoners, political enemies, the least social class or 
  otherwise considered disposable.
   K The adepts were the only ones dumb enough to volunteer, each for 
  their own, possibly questionable, reasons.
   K A series of contests were held and the adepts emerged victorious.
   K The adepts were chosen by a (possibly rigged) lottery.
   K 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.
   K Denibet, villager who first finds the Jewelled Well.
   K Abathys, leader of the village council.
   K 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
  
  151
  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.
  
  152
  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
   K Is the world safe enough for the kaer to be opened?
   K What will the party do to help or hinder Kimber?
   K Will any characters join the hive mind?
  
  153
  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 provid-
  ing 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 (below) and realize that all you need 
  to involve the characters in the front is some tenuous connection 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
  
  154
  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, 
  
  155
  Front: Mists
  watching
  Everliving Flower
  relic
  wants
  found
  The Mist
  named horror
  Kalourin
  elven Blood Warder
  Takaris
  elven Blood Warder
  humiliated
  Fegis Kul
  human slaver
  wants
  covertly plots against
  needs to impress
  arrangement with
  wants
  can 
  provide
  Theran Empire
  distant government
  spying for
  supplies
  employs
  empowers
  Akarem
  village
  supplies
  torments
  blood ivy
  mcguffin
  Hiermon
  human wizard
  Alachia
  Blood Wood queen
  Agramen
  human businessman
  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:
   K Take -2 ongoing to spout lore.
   K Take -3 ongoing to discern realities.
   K Take -2 ongoing to parley.
   K Take -2 ongoing to defy danger.
  Stakes
   K Who will control the Everliving Flower?
   K Will the Blood Wood fall?
   K Will anyone escape Akarem?
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Fourth World/fourth-world-1.5.pdf