TEXT: Sacred Pouch 
  Fill in the blanks with the names of NPCs or PCs. For 
  NPCs, pick from the appropriate names list and add 
  them the Notables or Neighbors section of the Stonetop 
  playbook with at least one descriptive trait. 
  Fill in up to 3 of these: 
  □ ________________ is my closest friend 
  □ ________________ is my brother/sister 
  □ ________________ is my father/mother 
  □ ________________ is my child 
  □ ________________ is beloved by the Goddess 
  □ ________________ rejects the natural way of things 
  □ ________________ thinks too highly of themselves 
  If you are the Maiden, Matron, or Crone, fill in 2 more 
  of the list above with folk from Stonetop, and each of the 
  other two Daughters of Danu in one of these: 
  □ ________________ has taught me much 
  □ I love ________________ dearly 
  □ ________________ resents me 
  □ I reset ________________  
  □ I must earn ________________’s respect 
  If you were Raised by Wolves, fill in 1 or 2 of these 
  with characters from Stonetop: 
  □ The spirits say a darkness follows _______________ 
  □ ________________ has stolen my heart 
  □ I owe ________________ a great debt 
  And fill in 1 or 2 of these with the names of beasts or 
  spirits of the wild: 
  □ ________________ cared for me like a mother 
  □ ________________ warned me away from Stonetop 
  □ ________________ was a cruel teacher 
  □ ________________ wants to steal my power  
  If you are a Vessel of Danu’s power, fill in 3 of these 
  with characters from Stonetop: 
  □ ________________ fears the power I carry  
  □ Danu has great hopes for ________________  
  □ I love ________________ as my own child 
  □ ________________ and I were betrothed, but now... 
  □ ________________ meddles with dangerous power  
  As play goes on, your bonds will change and grow. 
  Write new bonds in the space below: 
  My name is... 
  Background | choose 1 
  a character playbook for Dungeon World: Stonetop 
  □ DAUGHTER OF DANU 
  For as long as any can remember, Stonetop has 
  been home to three Daughters of Danu, keepers of 
  the old ways and speakers for the Earth Mother. You 
  are one of them, widely known to be the most gifted 
  seen in generations. Which are you? (Choose 1) 
  □ Maiden (youth, joy-bringer, pure-of-heart) — take 
  the Into the Lion’s Den move. 
  □  Matron (mother, caregiver, protector) — take the 
  Healing Arts move. 
  □  Crone (wise-one, cunning, hard as winter)  — take 
  the Heed My Words move. 
  The other two Daughters serve Danu and the village, 
  often advising or aiding you. Treat them as followers, 
  using the Daughters of Danu insert. 
  □ RAISED BY WOLVES 
  Maybe not by wolves, but you grew up in the wild. 
  Beasts of the land and air where your siblings. The 
  sighing wind taught you language. The very trees and 
  rocks were your home. Where you one of the Forest 
  People? Abandoned or orphaned?  Regardless, you 
  start with the Earth Mother Provides move. 
  For some reason, you have made yourself known to 
  Stonetop and perhaps you now call the village home. 
  But the ways of humans are still strange to you. 
  When your wild and uncivilized ways cause you or 
  your allies trouble, take +1 forward. 
  □ VESSEL 
  A seed of Danu’s power has taken root in your soul. 
  Perhaps it has always been there and only recently 
  sprouted. Or maybe it was planted in you during 
  some portentous event.   
  Regardless of how it happened, your dreams have 
  been haunted by strange markings and symbols. 
  You’ve come to feel the mystic power lying latent in 
  plants, stones, and soil. And you’ve felt the growing 
  wrath of the Earth Mother as foul things begin to 
  move about. Take the Danu’s Grasp move. 
  Danu’s power flows through you, but at great cost. 
  Whenever you would spend Stock from your  
  sacred pouch, you can choose to take 2d4 damage 
  (ignores armor) in place of each Stock you would 
  spend.   
  Starting Gear 
  Look & Origin 
  You have your Sacred Pouch (weight 2, see back 
  page) with 4 Stock plus up to 4 of the following: 
  □  Bronze-tipped short spear (close, thrown, near, 1 
  weight) 
  □  Bronze dagger (hand, precise, 0 weight) 
  □  Self bow (near, 2h, 2 weight) and a quiver of stone
  -tipped arrows (3 ammo, crude, 1 weight) 
  □  Warm cloak (worn, warm, 1 weight) 
  □  Thick hides (1 armor, worn, warm, crude, 2 weight) 
  □  Poultices & herbs (2 uses, slow, 1 weight)  
  □ Remedies x 2 (6 uses, slow, 0 weight) 
  And 1 of the following: 
  □  Bag of books (5 uses, slow, 3 weight) 
  □  Healing potion (magic, 0 weight) 
  □ Bezoar (magic, 0 weight) 
  □ Artisan’s kit of your choice (1-4 weight, or more) 
  Choose one of each: 
  fresh faced  | hale & hearty | gray & wizened  
  haunting eyes | wild eyes | wise eyes  
  an imperious voice | a raspy voice | a soothing voice  
  plump | rail-thin | thick-set | willowy   
  ceremonial robes | farmer’s clothes | furs & leather  
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Blodwen, Fflur, Meinwen, Tiwlip, or Winifred 
  ♂:  Andras, Brynmor, Celyn, Gwynn, or Mabon  
  □ Hillfolk 
  ♀: Blejan, Frañseza, Sybil, or Yvette   
  ♂: Daeclan, Jaak, Margh, or Yezekael 
  □ The Wild 
  Mix and match 1-3 of the following (or similar), in 
  any order: 
  Big, Fierce, Gentle, Little, Quick, Quiet, Sharp, Tall   
  White, Black, Red, Yellow, Pale, Dark, Bloody 
  Leaf, Tree, Word, Snow, Rain, Wind, Flower 
  Badger, Crow, Doe, Hart, Owl, Pup, Snake, Wolf  
  The word is full of secret things. The leaves of this plant cure gout. These roots, crushed with alum, make a bright red 
  dye. These seeds grow best in chalky soil. Danu, Great Mother that she is, provides.  We need only learn her secrets. 
  There are deeper secrets, too. Like the names by which the trees call each other, or the language of the wolves. Or the 
  mark you can make with that red dye to keep impure spirits at bay. A thousand-thousand secrets that Danu keeps, and 
  holds tight. Secrets that she shares with so very few, her true children. Her Blessed. 
  Bonds | do this together with the group 
  Drive | choose 1 
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP.    
  □ CONCILIATION 
  Calm, soothe, or mollify a hostile spirit or beast.  
  □ CULTIVATION 
  Help an NPC learn, grow, or improve themselves. 
  □ PRESERVATION 
  Convince others to protect something of natural beauty 
  or of importance to Danu.  
  □ RENEWAL 
  Restore a place or a beast to its prior, untainted state. 
  Your sacred pouch (weight 2) can hold up to 3 Stock, 
  which represents sacred herbs, powders, pigments, 
  stones, chalks, clay, and so forth. Each time you gain an 
  odd-numbered level, your pouch can hold +1 Stock. If 
  anyone but you looks inside you sacred pouch and 
  touches the materials therein, the Stock is ruined. 
  When you have a few days of downtime in familiar 
  terrain, you can replenish you stock.  When you Forage, 
  you can produce 1d4 Stock instead of 1d6 rations. 
  Your sacred pouch is (pick 1 of each): 
  rich fur | buckskin | drake leather | woven | demonflesh 
  unadorned | intricate beadwork | richly dyed | rune-etched 
  an heirloom | lovingly made for you | your own creation 
  What remarkable trait does it posses? (pick 1) 
  □ it cannot be cut, torn, or burned by any natural means 
  □ unless someone is specifically searching for your 
  pouch, they will ignore its presence 
  □ so long as the pouch is sealed, nothing within can be 
  detected or found by magic, nor can anything within 
  escape or affect the outside world  
  □ unnatural and unclean creatures cannot bear to touch it 
  The Earth Mother 
  Danu has long been revered by all peoples, though not 
  always worshipped or served by priests. In Stonetop’s 
  Pavilion of the Gods, Danu’s shrine is… (pick 1): 
  □ loved, well-used, dripping with offerings & petitions. 
  □ little more than a token of respect, for her holy places 
  are anywhere but here. 
  □ given wide berth by most, and approached only with 
  care and propitiation. 
  □  neglected and all but forgotten, except by a few. 
  What do the folk of Stonetop leave as offerings? (pick 2-3) 
  □ first fruits of harvest □  carved effigies & figurines 
  □  whisky & other spirits □  salt, crystals, fine stones 
  □  pure rain water 
  □  metal nails, ingots, tools 
  □  blood and burnt flesh □  incense, sage bark, & the like 
  By Jeremy Strandberg 2016. Licensed under Creative Commons Attribution 3.0 Unported License.  
  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Strength ____ 
  Dexterity ____ 
  Constitution ____ 
  Intelligence  ____ 
  Wisdom ____ 
  Charisma ____ 
  □Weakened 
  □Shaky 
  □Sickened 
  □Dazed 
  □Confused 
  □Scarred 
  Hit Points | max HP = Constitution (not CON) + 8 
  Max HP: 
  When a debility is marked, -1 ongoing to that stat 
  Damage (+ Modifiers) 
  Armor 
  d6 
   
  Stats | assign these scores to your stats (and modifiers): 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 
  Moves | you get Spirit Tongue, a move from your background, and 1 of your choice; add 1 each time you level up 
  □ AMULETS AND TALSIMANS 
  When you craft a protective charm for someone, spend 1 
  Stock and name a source of harm (fire, poison, stabbing, etc.). 
  When they would suffer that type of harm while bearing your 
  charm, roll +INT. *On a 10+, the ignore the harm entirely. *On a 
  7-9, they feel its effects but avoid the worst of it. *On a miss, they 
  suffer the harm normally. Regardless, the charm loses its poten-
  cy. One can benefit from only one charm at a time.  
  □ POTENT WORKINGS 
  Requires: Amulets and Talismans, level 6+ 
  When you craft a protective charm, you can spend 1 extra 
  Stock (2 Stock total) and choose 1: 
   - Name a second type of harm it protects against  
   - On a 7+, it remains potent and can be used again. 
  □ BARKSKIN 
  When you are touching the ground, you get 2 Armor. When 
  you mark another with 1 Stock, they gain this benefit so long 
  as the mark remains. 
  □ DANU’S GRASP 
  When you call on the world itself to bind a spirit or creature 
  of darkness, spend 1 Stock and roll +WIS. *On a 7-9+, choose 
  1. *On a 10+, choose 2. 
   - You avoid or prevent their counterattack. 
   - Roots, vines, and earth restrain them. 
   - They take 2d4 damage (ignores armor).  
  If this brings them to 0 hit points, they are pulled into the earth 
  and bound in rune-etched stone. 
  □ NATURE’S WRATH 
  Requires: Danu’s Grasp, level 6+ 
  You can use Danu’s Grasp on any creature. A mortal 
  creature reduced to 0 hit points is subdued or killed (your 
  choice) rather than bound in stone. 
  □ THE EARTH MOTHER PROVIDES 
  When you Forage, take +1 and treat a miss as a 7-9. On a 12+, 
  you find a bounty of resources, twice what you’d normally find, or 
  something extra of unexpected value or utility (GM’s choice). 
  □□ FERAL SOUL  
  Each time you take this move, gain a Ranger move of your 
  choice for which you otherwise qualify.   
  □ HEALER’S ARTS 
  When you tend to someone’s wounds, add your WIS to the HP 
  they heal, or twice your WIS if you use poultices & herbs. If you 
  also spend Stock, they heal an extra 1d8 HP per stock spent.   
  □ HERBALIST 
  Requires: Healer’s Arts 
  You can Forage for 2 uses of poultice & herbs or 1 use of 
  remedies instead of 1d6 rations.  
  □ SUCK THE POISON OUT 
  Requires: Healer’s Arts 
  When you draw a malady from a patient’s body, mind, or 
  soul, spend 1 Stock and roll +WIS. *On a 7+, you safely 
  remove the malady. *On a 10+, you can store it safely in 
  your sacred pouch and potentially inflict it on another. It 
  takes up the space of 1 Stock. 
  □ HEED MY WORDS 
  When you warn an NPC against a foolish course of action, 
  roll +WIS. *On a 10+, they see sense and back down. *On a 7-9, 
  they might carry on with this foolishness but at least they stop 
  and think about it. 
  □ INTO THE LION’S DEN 
  When you approach a beast calmly and show no fear, it will 
  not harm you—though it may well threaten you and test your 
  nerve. When you lay your hand gently upon a beast, it will 
  calm to your touch.   
  □ KINDRED SOULS 
  Requires: Into the Lion’s Den 
  When you mark a beast with 1 Stock, it becomes a 
  follower with Loyalty +1. Ask the GM for its stats. It will 
  serve you until your roll a miss to Order Followers, its 
  Loyalty drops to -3, or you dismiss it. You may have only 
  one such follower at a time. 
  □ SHARED SOULS 
  Requires: Kindred Souls, level 6+ 
  When you shift your senses to those of your beastly 
  follower, you perceive the world as it does no matter 
  the distance between you. While this lasts, you can give 
  it orders and guide its actions as if you were present. 
  Gear | your Load : STR (not Strength) +9  
  □ LIGHTNING ROD  
  When you Defend while touching the ground, you can spend 1 
  hold to intercept any nearby magical attack and redirect it harm-
  lessly into the ground.  
  □ RITES OF THE LAND  
  When your steading sacrifices 1 Surplus in rites that you 
  oversee, the steading takes +1 forward to Fortunes on its next 
  Seasons Change roll. If they sacrifice a youth instead, treat the 
  next roll as a 12+. 
  □ SPIRIT TONGUE 
  You can speak with and understand natural beasts and spirits of 
  the wild. You can always ask the GM "what spirits are present 
  and active here?" and get an honest answer. 
  □ BORROW POWER 
  Requires: Spirit Tongue 
  When you convince a spirit or natural beast to loan 
  you its power, ask the GM for one of its moves. Add the 
  move to your Gear; it takes up the space of 1 Stock in 
  your sacred pouch. When you use the borrowed move, 
  roll +WIS. *On a 7+, you do it, just like that. *On a 10+, 
  you can hold the power and use the move again. 
  □ CONSULT THE SPIRITS 
  Requires: Spirit Tongue 
  When you spend time (an hour or so at least) in com-
  munion with the spirits of a place, spend 1 Stock and 
  ask them a question. Then roll +WIS. *On a 7+, they 
  answer your question to the best of their ability. *But on a 
  7-9, they demand something of you before they answer. 
  □ CALL ON THE FAR SPIRITS 
  Requires: Consult the Spirits, level 6+ 
  You can Consult the Spirits of a distance place, so 
  long as a a piece of that place is in your possession. 
  □ VOICE OF THE EARTH MOTHER  
  Requires: Spirit Tongue, level 6+ 
  When you  speak on behalf of Danu, natural beasts and 
  spirits of the wild respect your authority. Most will do as 
  you command, even acting against their instincts, but truly 
  stubborn or arrogant spirits might take some convincing.  
  □ TRACKLESS STEP  
  When you move through nature with care and patience, 
  you leave no trace and can ignore any hindering or treacher-
  ous terrain (briars, mire, scree, etc.). When you mark another 
  with 1 Stock, they gain this benefit so long as the mark 
  remains. 
  □ HEEDLESS STRIDE 
  Requires: Trackless Step, level 6+ 
  You always gain the benefits of Trackless Step, even 
  when rushed, careless, or distracted. 
  □ VEIL  
  When you wrap yourself or another in a subtle veil, spend 1 
  Stock and choose 1:  
   - A type of being you name (including “people”) will tend to 
  ignore your presence. 
   - People will perceive you as someone else, though you 
  must wear something of an individual’s in order to imper-
  sonate them. 
  When your deception comes under scrutiny, roll +INT. *On a 
  10+, the veil holds and no one is the wiser. *On a 7-9, the veil 
  holds but there is further scrutiny or a complication of the GM’s 
  choice. 
  □ WARDS & BINDINGS  
  When you mark a boundary with sacred signs, spend 1 
  Stock and describe who they affect (using no more words than 
  your level). Also, choose whether the affected beings are 
  repelled or trapped by the signs. When your wards or bind-
  ings are first tested, roll +INT. *On a 10+, they will hold 
  indefinitely as long as the signs are unmarred. *On a 7-9, they 
  hold for now but can be overcome through might or will. 
  □ WEATHER WITCH  
  Requires:  Level 6+ 
  When you spend the night beneath the sky and greet the 
  dawn, ask the GM what the weather holds today. You can 
  then spend 1 Stock to add or change a detail, or take a debility 
  of the GM’s choice to change the weather dramatically. 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
  Sacred pouch (see back page)  
  2 
          Stock □□□□□  □□□□□  
   
   
  XP | mark XP on a miss or when a move says so 
  Current level: 
  
  □ Daughters of Danu | for the Blessed  
  If you took this background, you are either the Maiden, the Matron, or the Crone. Whichever you are, cross that one off 
  the list below. Treat the other two as followers.   
  MABYN, THE MAIDEN  
  Quality +1, beast-wise, beautiful, gifted 
  0 armor // bronze knife (hand), d4 damage 
  A young lass, just into her womanhood, the beauty of her face matched only be the gentleness of her heart.  She is be-
  loved by all; even wild boars have been known to lay down at her feet. How will she cope with the bloody realities of this 
  world?  Who will eventually win her heart? 
   - Steal the heart of man or beast 
   - Insist on seeing the good in someone 
   - Stand firmly against violence and cruelty 
  Instinct:  to act with naïve compassion  Cost:  good (suffering alleviated, innocents defended, wrongs righted) 
  GWENDOLYN, THE MATRON  
  Quality +1, herb-wise, gifted, hardy, self-sufficient 
  0 armor // iron knife (hand), d6 damage 
  Between her four children (two of them twin boys), her herb garden, playing midwife and nursing the town’s sick, Gwendo-
  lyn has little time for anyone’s foolishness. Her gruff manner wins her few friends, but she warms quickly to honest and 
  thoughtful kindnesses.  When it comes down to it, who will she choose to save? 
   - Tend to the sick, the injured, and women in labor 
   - Weave a talisman of fertility or good luck 
   - Notice the flaws in a person or plan  
  Instinct:  to speak her mind, blunt and candid  Cost:  affection (kind words & deeds; quality time & attention) 
  SEREN, THE CRONE  
  Quality +0, Stonetop-wise, spirit-wise, cautious, cunning, gifted 
  0 armor // iron knife (hand), d4 damage 
  She’s outlived a husband and three children, seen battle twice, and knows the genealogy of every family in town. When 
  two youths wish to marry, they ask for her approval. When a woman gives birth, she places Danu’s blessing on the child. 
  When the village is in dire straights, she asks the spirits for guidance and aid. Sure, she can be cantankerous and set in 
  her ways, but she’s earned her place. How will she react to the changes afoot? How will the village fare without her?  
   - Consult the spirits 
   - Reveal something that most have long since forgotten, or wish they had 
   - Use shame and guilt as leverage  
  Instinct:  to do things how they’ve always been done  Cost:  renown (public recognition of her wisdom & authority) 
  Current HP 
  Max HP: 6 
  Current Loyalty 
  Starting: +1 
  Beasts & Spirits of the Wild 
  If you have the Borrow Power or Shared Souls moves, you might find these useful. 
  ADDER solitary, tiny, stealthy, devious 
   
  3 hp // 1 armor // bite (hand), d6 -2 damage 
   - Inject a painful, debilitating poison  
   - Slip away into the brush  
  Instinct:  to threaten 
  AUROCHS horde, large , hardy 
  11 hp // 1 armor // trample or gore (hand, close), d6+4 
  damage (1 piercing, forceful, messy) 
   - Toss an opponent aside 
   - Stampede  
  Instinct:  to get angry  
  BAT athletic, horde, tiny 
  3 hp // 0 armor (dodges) // bite (hand), d4-2 damage 
   - Sense its surroundings with echolocation 
   - Get in to or out of a tight spot  
  Instinct:  to chase bugs  
  CAVE BEAR solitary, large, hardy, warrior 
   
  16 hp // 1 armor // claws, bite, and crush (hand, close), 
  d10+3 damage (1 piercing, forceful, messy) 
   - Rend, maul, and crush 
   - Move with surprising grace & speed 
   - Sniff out trouble, or food  
  Instinct:  to fill its belly (or to protect its young) 
  COUGAR athletic, solitary, stealthy  
  9 hp // 0 armor // claws & bite (hand), d8 damage 
   - Stalk its prey, silently and unseen 
   - Pounce swiftly and without warning   
  Instinct:  to play with its prey 
  DEER group, cautious  
  6 hp // 0 armor // kick or gore (hand, close), d6 damage 
   - Disappear into the forest 
   - Sense hidden danger  
  Instinct:  to freeze up or bolt  away 
  FOX cautious, cunning, devious, solitary, small, stealthy  
  6 hp // 1 armor (dodges) // bite (hand), d6 damage 
   - Slip in where its not wanted  
   - Escape from a bind 
  Instinct:  to do its own thing 
  HORNED OWL cunning, small, solitary, stealthy  
  6 hp // 0 armor // talons (hand), d6 damage 
   - Spot prey from great distance and in the dark 
   - Snatch its prey without warning 
  Instinct:  to watch and wait 
  HUNTING DRAKE group, small, stealthy, organized 
  6 hp // 2 armor // bite (hand), d8  damage 
   - Drag prey to the ground 
   - Stalk its prey unseen through tall grass  
   - Surround its prey  
  Instinct:  to hunt the weak 
  MAGPIE cautious, cunning, devious, hoarder, tiny  
  3 hp // 1 armor (dodges) // peck (hand), d4-2 damage 
   - Mimic a sound that it has heard  
   - Foretell ill fortune 
  Instinct:  to steal shiny things 
  SQUIRREL group, tiny, athletic, cautious 
   
  3 hp // 0 armor // bite & claw (hand), d4-2 damage 
   - Scamper up, over, or across any obstacle  
   - Make a surprisingly loud and annoying chirps 
  Instinct:  to bury nuts 
  WOLF group, cautious, organized, warrior 
   
  6 hp // 1 armor // bite (hand), d8+1 damage 
   - Pursue fleeing prey  
   - Surround and harass its prey  
   - Howl to others in the night 
  Instinct:  to chase 
  WYVERN group, large, athletic, cunning, warrior 
  8 hp // 2 armor // bite, claw & sting (hand, close, reach), 
  d8+3 damage (1 piercing, messy) 
   - Poison them with a paralytic venom  
   - Swoop in from above 
  Instinct:  to protect what it owns 
  BOAR solitary, athletic, hardy, warrior 
  13 hp // 1 armor // gore (hand), d8 damage 
   - Attack relentlessly  
   - Keep fighting despite even lethal wounds  
  Instinct:  to loose its temper  
  ———————————————————— 
  COEDWIG SPRITE 
   - Blend in to the forest 
   - Trick the senses   
   - Make plants grasp, tear, and trip their prey 
  Instinct:  to play cruel pranks 
  HAMMADRYAD  
   - Entice a mortal  
   - Grab by the throat, lift, and squeeze   
   - Step into one tree and out of another  
  Instinct:  to protect the woods 
  SYLPH 
   - Whisper a message from afar 
   - Send things scattering with a gust  
   - Howl and rage relentlessly 
  EMBERLING 
   - Radiate warmth 
   - Light a fire 
   - Burst into a cloud of sparks 
  OLD GRAIG 
   - Wait, still and silent, for as long as is necessary 
   - Refuse to be moved 
   - Sense movements through the earth 
  Current HP 
  Max HP: 3 
  Current Loyalty 
  Starting: +1 
  Current HP 
  Max HP: 6 
  Current Loyalty 
  Starting: +2 
  COMMAND FOLLOWERS 
  When you order or expect a follower to do something  
  dangerous, degrading, unreasonable, or contrary to 
  their instinct, roll +Loyalty.  *On a 10+, they do it now.  
  *On a 7-9, they do it, but the GM picks one:   
   - Their Loyalty decreases by 1. 
   - They complain loudly, now or later, and demand some-
  thing in return. 
   - Caution, laziness, or fear makes them take a long time to 
  get it done. 
  DO THEIR THING 
  When you have your follower do something chancy that 
  falls within the scope of their tags or moves, roll 
  +Quality. *On a 10+, they do it as well as one could reason-
  ably hope. *On a 7-9, they do it but there’s an unforeseen 
  cost, consequence, or limitation (ask the GM what).  
  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 your roll but the follower is exposed to any 
  risk, cost, or consequences associated with the move.  
  When a followers help you Hack and Slash or Volley, roll 
  all your damage dice and use the highest die. Add +1 for 
  each warrior or archer who is helping. 
  When a follower helps you Defend, you can spend 1 hold 
  to redirect an attack to them instead of  yourself. 
  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.  
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - The Blessed.pdf