DOKK Library

The Fifth World v1.0

Authors Blake Behrens Dani Kaulakis Giulianna Maria Lamanna Jason Godesky Noah Bradley

License CC-BY-SA-4.0

Plaintext
Writing & Game Design                           In The Fifth World tabletop roleplaying
Jason Godesky                                   game, you and a handful of friends ex-
                                                plore what happens to your descendants
Editing                                         living beyond civilization. You'll see the
Giulianna Maria Lamanna                         familiar places of your life transformed
Art                                             by four centuries of change. You’ll trace
Blake Behrens, Dani Kaulakis, Giulianna         the history of your family and learn the
Maria Lamanna, and Noah Bradley                 customs that helped them to survive and
                                                thrive, and then step into the lives of
                                                people in that family to see how they
                                                live in a neotribal, ecotopian future.




Version 1.0                                                      Released January 1, 2018

The Fifth World roleplaying game presents an open source set of rules. As such, you will
always find the most up-to-date rules online at https://thefifthworld.com/rpg. This doc-
ument represents a “stable,” playtested snapshot of the rules as of the release date
above. We release this document under a Creative Commons Attribution-ShareAlike 4.0
International License.




                                           !1
        Roleplaying                              She can only tell us what her hunter
                                                 thinks, says, and does. The others can say
                                                 what their own hunters say and do, as
We can best explain what a roleplaying           well as what happens in the rest of the
game looks like by presenting a small,           world (like what the elephant does).
simple one.
                                                 It gives you the chance to express your
We play roleplaying games with our               own sense of drama. When the player in
friends. Gather two or three of your             focus says that she does something that
friends and get comfortable. This game           sounds difficult (perhaps “I dodge out of
will take 15-20 minutes.                         the way of the charging elephant”) say,
It lets us explore interesting                   “That sounds difficult.” If she describes
scenarios. Tell your friends that you’ll         something that sounds dangerous (per-
take on the roles of a band of hunters in        haps “I stand my ground and stab the
the Fifth World, a neotribal, ecotopian          charging elephant with my spear”) say,
future four hundred years after the fall         “That sounds dangerous.” She might
of civilization.                                 even say something that sounds both
                                                 difficult and dangerous (perhaps “I dodge
It gives us a chance to put ourselves in
                                                 out of the way at the last possible sec-
someone else’s life. Take turns asking
                                                 ond to stab the elephant in its chest as it
each other three questions about your
                                                 charges past me”), in which case one of
hunters. Which of you has the most ex-
                                                 you should say, “That sounds difficult”
perience? Which of you has the most to
                                                 and someone else should immediately
prove? Which of you has the most to
                                                 say, “That sounds dangerous.”
learn?
                                                 It helps create something more inter-
It thrives on sticky situations. Start
                                                 esting than we would on our own. If the
things off as you find yourself unexpect-
                                                 player in focus said that she did some-
edly between a baby elephant and its
                                                 thing difficult, a third player describes
mother. Which of you led the group into
                                                 what she’ll need to do to succeed. If she
this situation? How and why? The big-
                                                 did something dangerous, a third player
gest bull in the herd trumpets and
                                                 describes who gets hurt and how badly.
charges at you!
                                                 You’ve done it all along. When you get
It unfolds as a collaborative waking
                                                 out of one situation, pick another player
dream. Pick one player to take the focus.



    We copied shamelessly from Epidiah Ravachol’s game, “What is a Roleplaying
    Game?” to create the introductory game above. We skinned it to better
    match the Fifth World, but all credit for the ingenious idea and simple de-
    sign go to him. See the original astrorobber game at https://dig1000holes.-
    wordpress.com/what-is-a-roleplaying-game/




                                            !2
to take the focus and set up a new situa-         roleplaying game. You put yourself in
tion. Keep playing until your hunters re-         your character's life and try to think and
turn home.                                        act as she would, to see the world
                                                  through her eyes and experience it as
  The Fifth World vs. Other                       she would.
    Roleplaying Games                             Playing the Other: When you play the
                                                  Other in an encounter, you play another
If you’ve played other tabletop roleplay-         character — one that we might not know
ing games, you might find The Fifth               very much about yet. You have some ba-
World a bit bewildering. It doesn’t neces-        sic ideas about her, including the need
sarily work like other games you might            that drives her at this moment, but pos-
know. If you haven't played other table-          sibly nothing more than that. This differs
top roleplaying games, you don't need to          only slightly from playing your own
worry about any of this — skip ahead to           character, in that you want to convey
reading about our agenda.                         the character as you understand her
                                                  based on everything we've seen or
      It has no game master.                      learned about her so far, but you cannot
                                                  make decisions for her. She might speak,
If you've played other tabletop roleplay-         but only to reiterate or elaborate on
ing games before, you might notice                things we already know. She might act,
that The Fifth World has no game master           but not in any decisive way. If anyone
(GM). Rather than placing the responsi-           wants to push the Other to make a sub-
bility for adjudication, running adver-           stantive decision, they'll have to spend a
saries, and presenting the world in the           moment of awareness to ask a question.
hands of one person, here that responsi-
                                                  Asking questions: Anyone in the en-
bility belongs to the whole group. Au-
                                                  counter can spend a moment of aware-
thority shifts from one player to the next
                                                  ness to ask a question. In this role, you
throughout the game, and in fact choos-
                                                  try to learn something definite about the
ing who to give that authority to forms
                                                  world, which could include what the
an important part of play.
                                                  Other or any other secondary character
                                                  (NPC) will do.
  Your role changes frequently.
                                                  Answering questions: When another
The role you play in the game shifts fre-         player spends awareness and asks you a
quently. Much of it revolves around               question, you get to answer. That an-
when you play which role. One of the              swer forms the truth of the story. You
main skills used to play the game well            could think of it as becoming the GM for
lies in shifting gracefully from one role         a moment. When you answer a question
to the next.                                      always say what the principles demand,
                                                  what the place demands, and what honesty
Playing your character: When you play
                                                  demands.
your main character, you act much as
you would when you play any other


                                             !3
Serving as audience: When you don't               between sessions, or you might just play
play your character or the Other, ask             a new character when your old one
questions: questions for more detail or           reaches the end of her life. Throughout
color (“What did that smell like?”),              that life, your character might change in
provocative questions (“Which of them             many profound ways, but she won’t
do you trust the most?”), leading ques-           necessarily become progressively more
tions (“Did you hear the tiger sneaking           powerful, and certainly not in any way
up on you?”), any questions. They don't           that the game’s mechanics will focus on
have the gravity of truth like the ones           or reward. She might become an ances-
you ask by spending awareness, but                tor honored by your family, tying them
much of the game's fun and color comes            more deeply to their territory, and so
from them.                                        her memory might live on.
                                                  Over the long term, your family, rather
        You don’t level up —
                                                  than your characters, endure. You learn
         your family does.                        the names of places (a crystallization of
                                                  the stories those places tell), and learn-
Most people in the Fifth World have               ing about those places unlock new ques-
skills that we, today, would consider im-         tions to ask, with which you can learn
pressive. Most can move through the               new things. Over time your family be-
forest like parkour runners. They live to         comes more powerful — and by “more
over a hundred years old, and even the            powerful” we mean more deeply rooted
elders have more strength and en-                 in the land, dwelling more peacefully
durance than most of their ancestors.             within it, more intimately bound to it.
They nearly all have expansive training
with bows and other weapons, go about                         Related Games
armed most of the time, possess expert
hunting and tracking skills as well as a          The Fifth World didn’t come out
rapport with one another and their fami-          of nowhere, of course. Like any other
ly territory so uncanny as to sometimes           creative work, it has its own lineage. It
seem like telepathy. That just describes          takes great inspiration from Archipelago,
the average person in the Fifth World.            Vast & Starlit, Ganakagok, Shock: Social
But the game doesn't focus on them be-            Science Fiction, Misspent Youth, and Apoc-
coming more skilled or deadly. It focuses         alypse World and several related games,
on the relationships between them and             including Monsterhearts, Dungeon World,
how those relationships change.                   and Dream Askew. If you’ve played these
In saga play (what another roleplaying            or similar games, then you might not
game would call a campaign), your char-           find The Fifth World so surprising after all.
acters grow up, grow old, and eventually
die. You play an intergenerational story,
so you’ll plat several characters through-
out the saga. You might play more than
one in the same generation, switching


                                             !4
             Agenda                                        Reveal everyone’s
                                                             personhood.
When we play The Fifth World, we work
together to:                                       In many languages in the Fifth World,
                                                   “person” verbs, rather than nouns. Hu-
   See the Fifth World together.
                                                   mans can person, but so can animals and
   Reveal everyone’s personhood.                   even plants, rocks, and weather patterns.
   Hunt the wild story.                            Stories might person, and even “imper-
                                                   sonal forces” like luck or memory might
If you pursue other agendas — like chal-           sometimes person. Not everything per-
lenging the other players or defeating             sons, though. Critically, persons relate to
them, or telling the story you planned             other persons. They can have relation-
ahead of time — the game won’t go very             ships.
well. If you stick to these goals, the
game will help you and you’ll have a               Persons do not embody stereotypes. In-
much more positive experience.                     stead, they have motivations, histories,
                                                   and concerns. If someone seems to act
      See the Fifth World                          more like a stereotype than a real per-
                                                   son, show us the parts of their lives
           together.                               where they break those patterns. Show
                                                   us reasonable and understandable moti-
When you listen to a story, you might              vations for even your most hated adver-
feel yourself swept along by it, and you           saries and bitter rivals.
can almost feel yourself in it. This game
offers a similar kind of immersion, one
where we can all see the Fifth World to-
                                                         Hunt the wild story.
gether. We flesh it out more and more              Don’t think of your story as something
with rich descriptions and vivid details.          you tell, but something you hunt. You
We see familiar places transformed and             and your friends each pull it in your own
reclaimed by a more-than-human world.              favored direction, and from time to time
Don’t try to come up with something                the rules intervene to introduce unex-
clever. Rather, tell us what you see. Even         pected and even unwelcome develop-
if everyone else considers it obvious, too,        ments. That makes the story a living
your description simply confirms that              thing uncontrolled by anyone at the ta-
we all see it together and pulls all of us         ble, and only possible here, now, with
deeper into the world. Sometimes,                  these people, and nowhere else. Stay on
though, you’ll see something nobody else           its trail, follow where it goes, and em-
has noticed yet. Though it seems obvious           brace its twists and turns as the expres-
to you, it might surprise everyone else,           sion of its own personhood. Resist the
and flow naturally from the story so far.          urge to domesticate it by trying to force
                                                   it to follow your own plan.




                                              !5
          Principles
To help us pursue our agenda, we have a
few principles:
   Rewild the domesticated.
   Feed the story with what you know.
   Address the Fifth World.
   Reveal understandable motivations.
   Give every person life.
   Listen to the spirit of the place.
   Defer answers.
   Draw lines.
   Ask questions and build on the an-
   swers.

  Rewild the domesticated.
Take the things that seem normal and
familiar and watch what happens to
them as civilization collapses, the world
changes, and other-than-human forces
claim them as their own. Free them
from purely human control and watch in
your mind’s eye as they rewild. Build-
ings, places, people, and institutions —
let them all rewild, and tell us what you
see.

      Feed the story with
       what you know.
Real things you know about the world —
in particular things like anthropology or
ecology, or more practical knowledge
like earth skills or tracking — can feed
your story. It thrives on informed imagi-
nation. If you feel excited about an up-
coming game and want to spend time


                                            !6
preparing, learn about your local area.                 Give every person life.
Learn how the people native to your
area make a living there. Learn about               Our game tells the story of the particular
your local ecology. Learn about tracking            people played by you and your friends,
or gathering wild edibles or herbal med-            but that doesn’t mean that no one else
icine. Don’t turn the game into a lecture,          in the world matters. We focus on these
but do feed the story with what you’ve              characters in this story, but outside of
learned to make it richer.                          that focus, the people whose paths we
                                                    cross live their own lives and their own
   Address the Fifth World.                         stories. When one of our characters en-
                                                    counters another person, those stories
Rather than talking to your                         intersect. Show us that these people do
friends about the Fifth World, talk to              not only exist in our story. Have them
their characters in the Fifth World. Ad-            mention other things beyond the scope
dress them by the names of their charac-            of our current story, hints and references
ters. Speak directly to the world you see           to a wider world and an active life be-
together.                                           yond our sight.

    Reveal understandable                                  Listen to the spirit
        motivations.                                          of the place.
If someone in the story acts in a way               Every place has a story to tell. You can
that seems more like a caricature than a            hear it in the pattern and rhythm of life
person, don’t accept it. Rely on curiosity          that unfolds there. Listen for it, and
rather than contradiction. If this person           you’ll hear it. You’ll notice patterns and
seems two-dimensional, don’t blame one              themes that keep recurring there —
of your friends for this portrayal. Instead,        something that every animal seems to
accept the mystery they’ve presented to             do there, regardless of species, or some-
you. What really motivates this person to           thing that happens again and again in
act this way? Explore the question fur-             the history of that place, regardless of
ther, until you can understand and even             the differences of the people involved.
sympathize with this person, even if her            Like many traditional peoples today, the
actions put her in direct conflict with             people of the Fifth World do not think of
your character.                                     intelligence or creativity as faculties that
                                                    dwell within them. Rather, they think of
                                                    them as belonging to places, which they
                                                    partake in when they go there.
                                                    Heed the spirit of the places where the
                                                    game unfolds. Remember each place’s
                                                    individual personhood, and treat them as
                                                    you would any other person, with life
                                                    and understandable motivations. What

                                               !7
does that mean for a place in general, or          you, but they may disagree about what
this place specifically? What does it              you should do or which path you should
mean for the way things unfold there               follow. People in the Fifth World find
right now?                                         ways to overcome these divisions and
                                                   heal the rifts between them, but it does
          Defer answers.                           take effort and skill. Their stories focus
                                                   on the people who struggle to do that,
When another player spends a moment                how they do it, and even, occasionally,
of awareness to ask a question, the an-            how they fail.
swer you give establishes the truth.
Don’t contradict anything we already               Ask questions and build on
know (at least, not directly). With each
established truth, the story takes form. If
                                                         the answers.
it takes form too quickly, we give it few-         Constantly ask questions of the other
er opportunities to surprise and delight           players’ characters — about the things
us. So choose your answers carefully to            they see, hear, smell, taste, and touch,
not close off too much too soon. Give              about their feelings and perspectives,
answers that open new questions and                about their hopes and fears, about their
possibilities. Put off making definitive           past, about anything and everything
statements until the last possible mo-             about them that catches your attention.
ment.                                              The answers remain uncertain until
                                                   someone spends a moment of aware-
             Draw lines.                           ness, but these impressions provide the
                                                   hints and signs that help us do that. Add
Bonds of kinship bind the Fifth World              what you see to their answers and build
together — including bonds of kinship              on them. When those answers pique
between the human and other-than-hu-               your curiosity, pursue them in play.
man — but kinship does not always
mean accord. What lines divide the fami-
ly, or groups within the family? What
lines divide your family from neighbor-
ing families? What lines divide your fam-
ily from the other-than-human commu-
nities around them and those they de-
pend upon? What lines divide you within
yourself?
These divisions do not generally come
from hatred, contempt, or disregard.
Those would present relatively easy an-
swers. They come from disagreement.
Most of the people in your story will, to
one extent or another, love and respect


                                              !8
         Awareness                                sounds dangerous.” Since you need
                                                  awareness to protect yourself and to ac-
                                                  complish your goals, you’ll need to con-
Places constantly generate moments                sider going to some places to gather it.
of awareness. Your character can visit
those places and, by acting in accordance         You can help another player’s character
with the particular spirit of that place,         if you’ve come to the same place by
gather those moments. She can then                spending your own moments of aware-
spend moments of awareness to avoid               ness on her behalf.
danger, accomplish difficult tasks, and
ask questions to learn the truth about
the world around her.                                           Cards
Moments of awareness form the primary
                                                  The Fifth World roleplaying game uses a
currency in the game. You’ll need some
                                                  regular deck of playing cards divided
kind of token to represent them, usually
                                                  into three decks:
not more than 100. Pennies work well,
but something that evokes the unique                 The Needs Deck, made up of the aces
spirit of your place can add a great tac-            (four cards)
tile element to your game.                           The Persons Deck, made up of the
Each place begins with one moment of                 kings, queens, jacks, and jokers (four-
awareness, and they generate more after              teen cards)
each encounter. Places occur in sets of              The Places Deck, made up of the
three, each of which has a different cri-            numbered cards (36 cards)
terion that you’ll have to meet to gather
awareness there.
When you gather awareness you can
take as much or as little as you like,              You can play with a standard, 54-
with the exception of your home. There,             card deck of playing cards (with
you gather awareness by sharing a meal              two jokers) by looking up what
with others, and everyone present can               each card means on the tables
take awareness — if you can all agree on            included here, but you’ll probably
how to split it. If you can’t, then no one          have more fun with our custom
gets anything.                                      deck, with all of the information
You can normally have up to five mo-                printed on the cards, space to
ments of awareness, until you take scars,           add place names that you discov-
each of which will reduce your limit by             er, and beautiful art by Blake
one.                                                Behrens, Dani Kaulakis, Nick Ped-
                                                    ersen, and Noah Bradley. Visit
You spend moments of awareness to ask               https://thefifthworld.com/rpg/
questions during encounters and in re-              cards to order one.
sponse to certain ritual phrases,
like “That sounds difficult” and “That


                                             !9
                !                                                          !
                    Clubs                                                  Hearts
        The Suit of Spiritual Life                              The Suit of Emotional Life
        East • Childhood • Water                              South • Young Adulthood • Fire


 Examples of spiritual needs include:                      Examples of emotional needs include:
 Authenticity, beauty, freedom, harmony, hope, in-          Affection, excitement, humor, intimacy, joy, love,
        tegrity, justice, presence, purpose                        mourning, self-expression, warmth


Spirituality doesn't mean something su-                    What we value and believe in shapes the
pernatural. It refers to the magic that                    way we feel about the things that hap-
animates everything that lives, that gives                 pen to us, leading us to our emotional
us life and personhood, awareness and                      lives. Emotion does not stand opposed to
the ability to affect the world around us.                 intellect or reason. It forms part of the
We see spirit in everything that acts like                 same circle. Intellect and reason cannot
a person: the spells sung by the song-                     exist without it.
birds who entice the world to bloom,                       Our emotions act as another kind of per-
the eloquence of trees creaking in the                     ception. They can help us notice patterns
wind, or the slicing intellect of glass                    too subtle for our conscious minds. They
knapped to a perfect point.                                can help us perceive the changes inside
When we face our own spirituality, we                      of ourselves. We don’t dismiss them as
see where things begin. We see the                         ephemeral or “merely” subjective. We
things we value, the things we believe,                    know that they point us towards things
the things we hold dear, the things that                   that we need to understand.
motivate and drive us. When we need                        Our feelings often point us towards our
things from the east, we face needs for                    unmet needs. As a sense, we cannot nec-
honesty and authenticity, the need to act                  essarily control how we feel any more
in a way more true to ourselves.                           than we can control what we hear. By
                                                           the same token, what we feel needn’t
                                                           define what we do, any more than what
                                                           we hear. It can tell us what we need,
                                                           and it can alert us to what we might
                                                           otherwise miss, but what we do with
                                                           that always remains ours to decide.




                                                     !10
             !                                                          !
           Diamonds                                                     Spades
      The Suit of Physical Life                                The Suit of Mental Life
  West • Mature Adulthood • Earth                              North • Elderhood • Air


 Examples of physical needs include:                    Examples of mental needs include:
      Air, food, movement, rest, safety, sex,           Challenge, clarity, creativity, discovery, efficacy,
               shelter, touch, water                       learning, legacy, mastery, understanding


Our emotions push us into our physical                Our engagement with the physical world
lives by demanding that we take action.               teaches us. We learn about the world by
Physical life forms part of the wheel.                interacting with it and observing it, and
Without it, the wheel breaks. Even those              so our physical bodies draw us into our
other-than-human persons who lack a                   mental lives.
body have a physical form. We may not                 We live in a world full of intelligence
see the wind people, but we can still feel            that we get to take part in. Different
them. We may not see the bodies of the                places think differently. If you go to a
dead, but they still dissolve into the soil.          place quietly and observe, you'll find it
Our bodies have needs, of course. When                thinking you, too. The intelligent person
one of us goes hungry, we all go hungry,              has a talent for taking in that intelli-
but thankfully, that rarely happens. Pine             gence and using it in the most artful
nuts and grubs may not taste good, but                way. Like conversation or song, we un-
they stave off hunger. No, more often                 derstand intelligence as an engagement,
when we face physical needs, it means                 rather than an attribute.
dealing with injury, infection, exhaus-               When we face mental needs, we face our
tion, or physical safety. We also take the            need for meaning, our need to make
need to excel seriously, so we would call             sense of what we have seen and learned,
a need to improve our health, strength,               or our need to make decisions. Mental
or stamina a physical need, too.                      needs might address existential angst or
                                                      simple curiosity. You can distinguish
                                                      them from spiritual needs because they
                                                      do not change values or beliefs, and
                                                      from emotional needs because they do
                                                      not change feelings or emotions.




                                                !11
       The Persons Deck                                         Ancestors

The persons deck represent the people in          If you’ve discovered the true name of a
your game, including your own primary             place, you might have an ancestor asso-
characters and the secondary characters           ciated with it — someone from your fam-
they encounter. Who each card repre-              ily’s past whose legacy you still experi-
sents will change from one game to the            ence there. Ancestors connect you more
next.                                             deeply to that place, providing two bene-
                                                  fits:
   Kings and Queens have mastered the
   aspect of life represented by their               At the end of each encounter, the
   suits.                                            place gains two moments of aware-
                                                     ness instead of one. The ancestor’s
   Jacks pursue the aspect of life repre-
                                                     legacy may have made the place
   sented by their suits, but haven’t
                                                     more abundant, or, just as likely, her
   mastered them yet.
                                                     influence helps you to appreciate the
   Jokers transgress or subvert tradi-               abundance there more deeply.
   tional life.
                                                     In addition to the place’s existing
                                                     prompt for gathering awareness, you
            Places Deck                              can also pay a moment of awareness
                                                     to honor your ancestor to gather
Most of the cards form the places deck.
                                                     awareness there.
Each card in this deck represents a par-
ticular place in your family’s territory.
When you learn the stories of your land
you’ll learn the true names of these
places, which will unlock new questions
to ask and make it easier for you to
move through your territory.
Learning the true name of a place allows
you to draw that card from the deck in-
stead of drawing a card at random. Any
time you would draw from the places
deck, you can instead call out the name
of a place whose true name you have
learned. Once you have taken it, reshuf-
fle the remainder of the deck.




                                            !12
                                      Persons Deck
Card                Archetype          Meaning            Concepts

King of Clubs       The Priest         Mastery of         Ecstatic prophet, ritualist, hierophant,
                                       Spiritual Life     psychopomp, thaumaturge

Queen of Clubs      The Healer         Mastery of         Doctor, seeress, witch, herbalist,
                                       Spiritual Life     wise woman

Jack of Clubs       The Seeker         Pursuit of         Disciple, apprentice magician, ascetic,
                                       Spiritual Life     pilgrim, monk

King of Hearts      The Amabassador    Mastery of         Diplomat, big man, mediator, trader,
                                       Emotional Life     herald

Queen of Hearts     The Grandmother    Mastery of         Matriarch, counselor, clan elder,
                                       Emotional Life     matchmaker, midwife

Jack of Hearts      The Adventurer     Pursuit of         Champion, daredevil, romantic, explorer,
                                       Emotional Life     rebel

King of Diamonds    The Guardian       Mastery of         Berserker, experienced scout, protector,
                                       Physical Life      warchief, pillar of the community

Queen of Diamonds   The Huntress       Mastery of         Amazon, hunter, provider, beast master,
                                       Physical Life      wild woman

Jack of Diamonds    The Apprentice     Pursuit of         Student, tenderfoot, prodigy, innovator,
                                       Physical Life      craftsman

King of Spades      The Teacher        Mastery of         Philosopher, mentor, scholar, logician,
                                       Mental Life        recluse

Queen of Spades     The Storyteller    Mastery of         Bard, lorekeeper, artist, griot, musician
                                       Mental Life

Jack of Spades      The Scientist      Pursuit of         Researcher, investigator, tinkerer,
                                       Mental Life        empiricist, inventor

Red Joker           The Magician       Transgression of   Wizard, sorcerer, shapeshifter, warlock,
                                       Traditional Life   mystic

Black Joker         The Fool           Subversion of      Trickster, wise fool, village idiot, comic
                                       Traditional Life   relief, clown (sacred or otherwise)




                                               !13
                                 Places Deck: Clubs
Set              Card   Description            Questions

Otherworldly      2     Portal to the Other    At the start of the first encounter here, ask:
Places                  World                  To what other world does this place connect?
Make a promise                                 Learning this place’s name unlocks:
to someone                                     What does the other world want from you?
who lives here
to gather         3     The Magician’s Hut     At the start of the first encounter here, ask:
awareness.                                     What kind of power dwells here?
                                               Learning this place’s name unlocks:
                                               What debt do you owe?

                  4     Place of Restless      At the start of the first encounter here, ask:
                        Spirits                What haunts this place?
                                               Learning this place’s name unlocks:
                                               What torments you?

Honored Places    5     Abode of the Spirits   At the start of the first encounter here, ask:
Make an                                        What manner of spirits make their home here?
offering to                                    Learning this place’s name unlocks:
gather                                         What do the spirits want from you?
awareness.
                  6     Natural Wonder         At the start of the first encounter here, ask:
                                               What makes this place so astonishing?
                                               Learning this place’s name unlocks:
                                               What do you believe in?

                  7     Shrine                 At the start of the first encounter here, ask:
                                               What do you honor at this shrine?
                                               Learning this place’s name unlocks:
                                               Whom do you serve?

Sacred Places     8     Heart of the Wild      At the start of the first encounter here, ask:
Perform a                                      How did this survive the old world unscathed?
religious                                      Learning this place’s name unlocks:
ceremony to                                    What do you fear in yourself?
gather
awareness.        9     Consecrated Ground     At the start of the first encounter here, ask:
                                               What makes this place sacred?
                                               Learning this place’s name unlocks:
                                               What do you hold sacred?

                  10    Axis Mundi             At the start of the first encounter here, ask:
                                               What marks this as the center of the universe?
                                               Learning this place’s name unlocks:
                                               What does your life revolve around?




                                               !14
                                     Places Deck: Hearts
Set                Card   Description        Questions

Melancholy          2     Desolation         At the start of the first encounter here, ask:
Places                                       Why does so little grow here?
Express your                                 Learning this place’s name unlocks:
sadness to                                   What do you grieve for?
gather
awareness.          3     Solitude           At the start of the first encounter here, ask:
                                             What makes this place so secluded?
                                             Learning this place’s name unlocks:
                                             When do you feel alone?

                    4     Ruin               At the start of the first encounter here, ask:
                                             What stood here before it fell into ruin?
                                             Learning this place’s name unlocks:
                                             What have you lost?

Unquiet Places      5     Watchtower         At the start of the first encounter here, ask:
Spot an                                      What here does your family keep vigil over?
impending                                    Learning this place’s name unlocks:
danger to                                    What makes you wary?
gather
awareness.          6     An Ominous Place   At the start of the first encounter here, ask:
                                             What frightens you about this place?
                                             Learning this place’s name unlocks:
                                             What do you fear?

                    7     Scout’s Nest       At the start of the first encounter here, ask:
                                             Why do your scouts camp here?
                                             Learning this place’s name unlocks:
                                             What worries you?

Joyful Places       8     Playground         At the start of the first encounter here, ask:
Express your joy                             What sort of games do you play here?
to gather                                    Learning this place’s name unlocks:
awareness.                                   What brings you joy?

                    9     Overlook           At the start of the first encounter here, ask:
                                             What can you see from here?
                                             Learning this place’s name unlocks:
                                             What fills you with awe?

                    10    Tryst              At the start of the first encounter here, ask:
                                             Whom would you hope to meet here?
                                             Learning this place’s name unlocks:
                                             Whom do you love?




                                             !15
                               Places Deck: Diamonds
Set                Card   Description              Questions

Dangerous           2     A Predator’s Territory   At the start of the first encounter here, ask:
Places                                             What predator claims this place?
Express your                                       Learning this place’s name unlocks:
sadness to                                         Do you think of yourself as predator or prey?
gather
awareness.          3     Ambush Site              At the start of the first encounter here, ask:
                                                   What makes this a good spot for an ambush?
                                                   Learning this place’s name unlocks:
                                                   What threatens you?

                    4     Contested Ground         At the start of the first encounter here, ask:
                                                   What disagreement revolves around this place?
                                                   Learning this place’s name unlocks:
                                                   What enemies do you have?

Abundant            5     Hunting Ground           At the start of the first encounter here, ask:
Places                                             What sort of animals do you hunt here?
Spot an                                            Learning this place’s name unlocks:
impending                                          What nourishes you?
danger to
gather              6     Watering Hole            At the start of the first encounter here, ask:
awareness.                                         Where does the water here come from?
                                                   Learning this place’s name unlocks:
                                                   What sustains you?

                    7     Garden                   At the start of the first encounter here, ask:
                                                   What sort of plants do you grow here?
                                                   Learning this place’s name unlocks:
                                                   What must you protect?

Creative Places     8     A Place for Making       At the start of the first encounter here, ask:
Express your joy          Tools                    What sort of tools do you make here?
to gather                                          Learning this place’s name unlocks:
awareness.                                         What help do you need?

                    9     A Place for Making Art At the start of the first encounter here, ask:
                                                 What sort of art do you make here?
                                                 Learning this place’s name unlocks:
                                                 What beauty within you must you express?

                    10    A Place for Making       At the start of the first encounter here, ask:
                          Luxuries                 What sort of luxuries do you make here?
                                                   Learning this place’s name unlocks:
                                                   What makes you feel wealthy?




                                                   !16
                                    Places Deck: Spades
Set                Card   Description        Questions

Mysterious          2     Cave               At the start of the first encounter here, ask:
Places                                       What shaped this cave?
Express your                                 Learning this place’s name unlocks:
sadness to                                   How do you relate to the earth?
gather
awareness.          3     Ancient Mystery    At the start of the first encounter here, ask:
                                             What mystery of the old world do you find here?
                                             Learning this place’s name unlocks:
                                             What do you wish you knew about the past?

                    4     Natural Mystery    At the start of the first encounter here, ask:
                                             What do you find here out of the ordinary?
                                             Learning this place’s name unlocks:
                                             What makes you curious?

Unforgotten         5     Archive            At the start of the first encounter here, ask:
Places                                       How does this place record your family’s history?
Spot an                                      Learning this place’s name unlocks:
impending                                    What do you think of your family’s history?
danger to
gather              6     Burial Site        At the start of the first encounter here, ask:
awareness.                                   Who lies buried here?
                                             Learning this place’s name unlocks:
                                             What does death mean to you?

                    7     Monument           At the start of the first encounter here, ask:
                                             What does this monument commemorate?
                                             Learning this place’s name unlocks:
                                             How would you like others to remember you?

Storied Places      8     A Secret Meeting   At the start of the first encounter here, ask:
Express your joy          Place              What secret society convenes here?
to gather                                    Learning this place’s name unlocks:
awareness.                                   How do you relate to this secret society?

                    9     Historical Site    At the start of the first encounter here, ask:
                                             What happened here?
                                             Learning this place’s name unlocks:
                                             What does the past mean to you?

                    10    A Gallery          At the start of the first encounter here, ask:
                                             What sort of paintings do you find here?
                                             Learning this place’s name unlocks:
                                             What does this art mean to you?




                                             !17
                                               Creating a Family
        “I don’t see it.”                    States, empires, and corporations died
                                             out centuries ago. In the Fifth World, the
Most ritual phrases only have an             extended family forms the basic sov-
effect during encounters, so we’ll           ereign unit. Some families live as bands
cover them in more depth when                of hunter-gatherers, while others might
we get to that part of the rules,            live in small villages, but all conceive of
but we have one that you can                 themselves, first and foremost, as a fami-
use even during family and char-             ly. In fact, they understand the whole
acter creation: “I don’t see it.”            world in terms of kinship. Nothing mat-
Say “I don’t see it” any time                ters more than family and land, and with
someone contributes something                bonds of kinship tying the land to the
that you don’t think fits the Fifth          family, the distinction between the two
World, doesn’t strike the right              can become rather blurry.
tone, or pushes you too hard. You            In The Fifth World roleplaying game, you
can offer an explanation or not,             play members of a single family making
as you like. You might stop to               a living together. Making a family can
discuss what happened or not.                take some time, but they play a very im-
The other person must amend                  portant role in the game. We spend rela-
what she said. You can say “I                tively little time coming up with indi-
don’t see it” to that, too, and              vidual characters who belong to the
keep using it until you find                 family.
something that everyone likes.
                                             You play the family that has claimed the
Everyone should feel free to use             area where you live as their territory
this phrase as often as they like.           four hundred years from now. They
Particularly early on in your                might descend from climate refugees
game it will help your group to              who fled poleward, or from your own
find a fun, fruitful space together.         stubborn descendants who refused to
You’ll need to make good use of              leave, or a little bit of both. Think of
this ritual phrase to fulfill the            who would have the best chance of sur-
first agenda, to see the Fifth               vival. That usually has little to do with
World together.                              weapons or bunkers, and much more to
                                             do with strong community bonds and a
                                             willingness to look out for one another.
                                             Those people most likely become the an-
                                             cestors of your family in the Fifth World.
                                             We'll follow their history through four
                                             eras from the near future to the Fifth
                                             World.



                                       !18
              Four Eras                             you live as either urban or rural, leave it
                                                    in the middle space.
Each era poses a question. For example,             Now, each of you will take a turn push-
the first era asks, “What did your ances-           ing the marker one space to the left, one
tors do?” Below that question, it shows a           space to the right, or leaving it in its
spectrum with “Pioneer” on one side                 current place. Whichever you choose to
and “Survive” on the other. For each of             do, you must provide a reason for it —
these questions, no one ever truly lived            and a different one than any of your
by practicing one strategy to the exclu-            friends.
sion of the other. The truth always lies
                                                    For example, while considering the first
somewhere in between. Many leaned
                                                    era, you might talk about a transition
more heavily towards one or the other.
                                                    town, militia group, hippie commune,
In this case, some families descend from
                                                    ecovillage, separatist movement, or per-
ancestors who had a very strong idea of
                                                    maculture community in your area and
the future they wanted to create, while
                                                    push the marker to the right towards
others descend from ancestors who had
                                                    “Pioneer.” Or you might talk about the
very few plans besides making it
                                                    lack of local disaster preparedness as you
through the day.
                                                    push the marker to the left towards
In the first era, you'll start by placing a         “Survive.” You might reinforce why the
marker in the middle of the spectrum. If            marker belongs right where it lies with
you live in an urban area, push it one              another line of reasoning. Whichever one
space to the left. If you live in a rural           you choose, you must add a new reason.
area, push it one space to the right. If
                                                    When everyone has taken a turn, where
you wouldn't describe the area where
                                                    do you end up? If you end in one of the




                               Writing Good Customs

    Your family customs will define a lot of the game, so take your time with
    them, especially for a saga. Good customs suggest something that a member
    of the family could pursue or dedicate her life to, like a group to join, a call-
    ing to follow, or a prestige to earn.
    Balancing out the values that your customs reflect will give you access to
    more questions, whereas focusing on one or two customs will give you the
    ability to ask one or two questions much more often. Do you want to have a
    wider variety of options available to you, or do you want to have the oppor-
    tunity to really focus on one thing? Which one better reflects the family you
    see developing?




                                              !19
three middle spaces, you landed between            middle, you’ll describe one custom for
the two extremes. If you end in one of             each side.
the two spaces on the left or one of the           When you describe a custom, choose
two spaces on the right, you land on               which value this custom reflects — com-
that side of the spectrum. This will de-           passion, fairness, loyalty, honor, or puri-
termine the prompts you'll answer to               ty. Then provide a name for the family
determine your family's customs.                   ancestor associated with that custom.
            Two Customs                                 Discovering Place Names
Each side instructs you to describe a cus-         When you have two customs from the
tom that your family adopted during this           era, pull a card from the place deck and
era. If your family chose one side over            discover its name. Locate it somewhere
the other, you’ll come up with two cus-            in your family’s territory (in about a 30
toms that answer that side’s prompt. If            square mile radius, though you might
you placed yourself somewhere in the




                                         Values

    Families across the Fifth World have five core values. Some families place
    more emphasis on one as opposed to another, even to the point of some
    families neglecting one or more of them altogether. Disagreements rage be-
    tween families and between individuals on what these values mean, how
    one should live by them, and which ones should take priority. Nonetheless,
    at least in principle, most people can agree that these form the most basic,
    broad strokes of ethical life.
        Compassion, a concern for the well-being of others and a desire to allevi-
        ate suffering
        Fairness, a concern for justice and a desire to ensure that everyone re-
        ceives what they deserve
        Loyalty, a concern for fidelity and a desire to know that you can depend
        on your fellows and they can depend on you
        Honor, a concern for respect and a desire to ensure that everyone treats
        each other with the dignity due to them
        Purity, a concern for pollution of all kinds, even social or spiritual pollu-
        tion, and a desire to avoid corruption




                                             !20
expand to up to 90 square miles if you
discover that your family relies more on
hunting and gathering). Then ask:                      Native Place Names
   What story does this place tell in its
   geology?                                       Normally you have an opportuni-
                                                  ty to learn the true name of a
   What story does this place tell in its         place as a reward at the end of a
   ancient past?                                  session. However, if you know
   What story does this place tell in the         the actual name of a place in the
   Fifth World?                                   original, indigenous language of
                                                  the area you can write it down at
   What story does this place tell to our
                                                  any time — even before your first
   family?
                                                  game.
Finally, answer: What name evokes all of
                                                  Thus, if you belong to an indige-
these stories? If you can answer that
                                                  nous nation and want to play
question, then you have discovered the
                                                  your descendants in the Fifth
place’s true name. Your family has be-
                                                  World, you could start with a
come a little more rooted in their land.
                                                  significant advantage, at a level
If you find that you can't, draw again
                                                  of play that others would take at
and use the new card.
                                                  least 32 sessions to reach, because
Once you've discovered its name, name             your family begins with the deep
an ancestor associated with that place as         history and connection to place
well.                                             that other families would take
                                                  generations to catch up to.
            The Next Era

You’ll then move on to the next era. Put
the marker in the same space in the next
era that you ended on in the previous
era. For example, if you ended in the
second-to-rightmost space in the first
era, set the marker in the second-to-
rightmost space in the second era.
You'll each take a turn to either move
the marker one space or keep it where it
lies, providing a new reason for your de-
cision, as you did in the previous era.




                                            !21
                   The End of the Old World
Civilizations do not end all at once. First come recessions and then depressions. Food
lines become food riots. The people who live through such days might remember
some watershed moment that “changed everything,” but looking back you can see
that it began a long time before that, and it kept on for a long time after that. Like
the changing of the seasons, the old world passed, and a new world began.

                           What did your ancestors do?




Survive                                                                                      Pioneer
Your ancestors adapted as the old world                 Your ancestors prepared for the end. You
fell apart. The experience left them                       have a strong history, but their ideals
skilled and pragmatic, but sometimes                              could become a rigid ideology.
suspicious and hard.                                                         What custom have you
What custom helped keep your                                          preserved from the old world?
family alive?
                                                                                             Examples
Examples
                                                                                           Compassion
Compassion                                                                       We perform sky burials.
We provide medicine and aid for the sick and                                                  Fairness
injured.                                                            We have judges who settle disputes.
Fairness                                                                                         Loyalty
We make peace between families.                          We maintain the faith of our ancestors, and un-
Loyalty                                                              derstand its true, animistic nature
We have a process for initiating strangers into                                    better than they did.
our family.                                                                                        Honor
Honor                                                           We use football to settle our differences.
We use song duels to settle our differences.                                                      Purity
Purity                                                                                   We keep kosher.
We mostly keep to ourselves.




                                                  !22
                               The Rusting Ages
Where good soil remained, neofeudal kingdoms would arise, deplete it, and collapse
in a generation or two. When they could no longer extract metal from the earth, the
ruins became the mines for an age of warlords and slavers. As miserable as life be-
came in areas such as these, however, in the forests others made a life for them-
selves beyond their reach, and began to renew ancient pacts of kinship.

            What did your family do in the Rusting Ages?




Withstand                                                                             Withdraw
Your family endured the worst horrors                 In the surviving wilds, the Rusting Ages
of the post-apocalyptic age. It has left             seemed far away. You have a long histo-
you wary but fiercely independent.                        ry with your other-than-human kin.
What custom made you ungovernable?                                    What custom binds you to
                                                                    your other-than-human kin?
Examples
                                                                                          Examples
Compassion
We share everything we have.                                                              Compassion
Fairness                                                          At 12 a child fasts until some spirit
When someone boasts, we respond                                      agrees to become her guardian.
with mockery.                                                                                Fairness
Loyalty                                                         Each person belongs to a place, with
We consider trying to coerce someone                              the right and duty to sing its song.
a betrayal of the family.                                                                    Loyalty
Honor                                                               You become a wizard when an
We have a secret society that stops would-be                    other-than-human animal becomes
rulers by any means necessary.                              your familiar and teaches you its magic.

Purity                                                                                        Honor
We gossip constantly.                                       Our clans cut across families of humans
                                                                     and other-than-human beings.
                                                                                                Purity
                                                       Failing to make a clean kill pollutes a hunter,
                                                                       requiring a period of fasting.




                                               !23
                                The New World
As the Rusting Ages ended and the warlords began to die out, even those who had
resisted throughout could no longer deny that the world had changed, and they
would need to change with it. Some turned to hunting and gathering. Others grew
forest gardens and formed small villages. In truth, though, even the most ardent for-
agers threw some seeds, and the villagers still needed hunters.

                            How do you make a living?




Forage                                                                                            Garden
You gather wild plants and hunt animals.                     You cultivate plants or raise animals to
You have an intensely intimate knowl-                       provide for yourselves — perhaps a food
edge of your territory.                                                  forest, a semi-feral herd, or
                                                                                   elaborate gardens.
What custom do you follow to pay back the
people who feed you?                                            What custom do you follow to keep the
                                                                           land fertile and abundant?
Examples
                                                                                                 Examples
Compassion
If you orphan an animal, you must raise it as                                                  Compassion
your own child.                                              We have two village sites that we alternate be-
Fairness                                                                             tween every ten years.
We leave a choice part of each animal we hunt                                                      Fairness
as a sacrifice to the scavengers.                           We collect our waste, process it as manure, and
Loyalty                                                    give it to our gardens as payment for the food it
We burn meadows for ruminants to graze.                                                     produces for us.

Honor                                                                                                Loyalty
When you eat an animal’s flesh, you must tell the          Each garden belongs to a specific matrilineal line,
story of the hunt to honor its life, given to you.                                   responsible for its care.

Purity                                                                                                Honor
You must never eat the flesh of your clan animal;              We plant guilds together: plants that support
to do so would count as cannibalism.                                  each other and help each other grow.
                                                                                                      Purity
                                                           Once harvested, a garden becomes unclean. Only
                                                                  leaving it fallow for a year can cleanse it.




                                                     !24
                                      Succession
Every family has its own legends about how their ancestors emerged from the old
world and learned to make a living in this new one. Often that process meant that
they owed a debt to those who saved them. Sometimes, a new generation realized
that they had a greater responsibility to the world than simply surviving in it. Even-
tually, though, they each came to understand their purpose in this world.

                               What duty do you bear?




Heal                                                                                       Protect
Things fall apart, and entropy forever                                Your family does not mere-
gnaws at the world. Your family pushes                 ly dwell in this land. They live in a sacred
against that, healing the world, bringing                  place, and they bear a solemn duty to
back life and beauty.                                                      protect and preserve it.
What custom do you follow to keep the                   What custom do you have about honoring
world alive?                                                      and protecting sacred places?

Examples                                                                                   Examples
Compassion                                                                                Compassion
We consider the creation of art a sacred task                       We prepare feasts at burial sites to
that feeds the spirit of the world.                                  share a meal with our ancestors.
Fairness                                                                                    Fairness
We support the Vulture Priests with food and                No human may enter the heart of the wild.
supplies, so that they can focus on containing
                                                                                             Loyalty
our ancestors’ nuclear legacy.
                                                       We frighten animals away from the pools where
Loyalty                                                ancient drugs have drained and mixed together.
Some of us seek out unquiet places
                                                                                               Honor
to try to heal them.
                                                       Members of a secret society dress as monsters to
Honor                                                      scare trespassers away from sacred places.
We each make a pilgrimage to a far-off holy
                                                                                               Purity
place to bring back new ideas.
                                                                     We guard the ruins and make sure
Purity                                                                       that no one enters them.
Mycomancers breed new strains of mushrooms
to eat ancient pollution.




                                                 !25
          Creating a                                               Custom
          Character                                 You might instead start with your char-
                                                    acter she relates to her family by picking
Once you have a family, you can create              a custom. Pick one of your family’s eight
characters who belong to that family.               customs that your character has a par-
Over the course of a saga you may play              ticularly strong relationship with. Then
several members of this family from                 decide on the nature of that relation-
generation to generation or even from               ship: does she embody that custom, as-
session to session.                                 pire to it, rebel against it, or subvert it?
                                                    That relationship might suggest a card
Each player will need a copy of the char-           and name, by first knowing how she fits
acter sheet, printed out on two sides of a          into her family.
single sheet of paper. You can fold the
paper in half to create a booklet, which
you can add to later on as your family
                                                                     Name
unlocks new bundles.                                If you already have an idea for a charac-
To create your character, you’ll begin by           ter, you might want to start with
choosing a card, a custom, and a name.              a name. Names in the Fifth World verb
                                                    more than noun — they describe some-
                  Card                              thing important about the person. The
                                                    right name, then, can establish a great
Choosing your card from the persons                 deal about your character and her per-
deck first can help you narrow down a               sonality, which will help you decide her
broad, general concept into a unique                custom and how she relates to it, and
character. Each suit represents a differ-           her card.
ent aspect of life, so you can choose
the kind of character you want to play.                              Value
Then you can choose whether you want
to play someone who has mastered that               Once you have your name, custom, and
area of life (a king or queen), someone             card, choose which value you hold in the
still pursuing mastery in that area (a              highest regard.
jack), or someone who subverts or trans-               If you aspire to or embody a custom,
gresses against it (a joker). The card will            you hold the value associated with
provide five concepts that you could use               that custom in the highest regard.
for your character, which may help you
then decide her custom and how she re-                 If you rebel against or subvert a cus-
lates to it, and her name.                             tom, then you must pick any of the
                                                       four values other than that custom’s
                                                       value to hold in the highest regard.




                                              !26
                  Age                                           Family Tree
Set your character's age by filling in dots         Place yourself on the family tree, either
on the aging track. Each dot represents             related to someone else, or by adding
about twelve years of life, and will place          your mother, father, and yourself.
you as a child (0 or 1), young adult (2 or
3), mature adult (4-6), or elder (7-10).




                               Playing Close to Home

    We can play The Fifth World as an imaginative exercise and nothing more, but
    it delivers its greatest rewards to those willing to play close to home. That
    begins with creating characters who deal with issues and problems that res-
    onate with you on a personal level. Picking things that seem interesting can
    lead you to see your character from a cerebral, abstract distance. You might
    find it hard to really slip into her skin and see the world as she sees it, think
    as she thinks, and feel as she feels. If you invest her with some of your own
    problems and struggles, though, you’ll more often find a deep, visceral con-
    nection to her.
    You can’t tell where her path will lead, though. You can’t always tell who
    she’ll meet, and you can never tell what might happen when she meets
    them. The tension of play comes from that uncertainty — your willingness to
    put what you care about on the table and see what happens. It requires
    honesty and vulnerability, but it can reward you with moments of incredible
    catharsis and even triumph.
    This sort of play does require a commitment from everyone at the table to
    see it through. You should all know when you begin that you want to play
    this kind of game. The ritual phrase “I don’t see it” plays an important role
    in this type of play. Use it as often as you like, especially early in your game,
    to establish the right tone for your group, what you want to see, and what
    you’d prefer to avoid. It will help all of you find a space you feel comfortable
    in together. You can also feel empowered to push for what your character
    wants, or what the Other wants, as hard as you like, knowing that if you go
    too far one of your fellow players will say “I don’t see it” to rein you in.




                                              !27
                  Look                              Who broke your heart?
                                                    Do you know where the nightmares
Finally, the character sheet provides a             come from?
series of lists that establish your charac-
                                                    What do you regret?
ter’s look and reputation. Choose one
item from each of these lists.                      Whose respect do you feel compelled
                                                    to earn?
            Introduction                            Do you consider yourself a good per-
                                                    son?
When you and each of your friends have
finished making your characters, take               What did you do that you hope no
turns introducing them. When you in-                one ever finds out about?
troduce your character, each of your                Which secret society do you belong
friends will take turns asking a question           to?
about her, and you’ll answer (so each of
                                                    Why do so many people look up to
you will have an opportunity to ask a
                                                    you?
question about each other player’s char-
acter).                                             Why do so many people hate you?
When your turn comes to ask a question              What do you take pride in?
about another player’s character, pick
one from the list below or ask one of
your own if you have a more pressing,
personal, relevant, or provocative one to
ask.




                                              !28
                Setup                               9. Deal one card from the persons deck,
                                                       face down, above each of the places
                                                       you have out.
1.   Reprise a family whose saga you’ve
     already begun, or create a new one.            10. Draw a card from the needs deck.
                                                        This represents your family’s current
2.   Reprise a character in this family                 need. Interpret it together to decide
     that you’ve played before, or create a             what this means for the family right
     new one.                                           now. Write it down on the family
3.   Decide on the length of the game                   needs sheet. Each player takes a turn
     you want to play. Each round gener-                describing how this situation has af-
     ally takes about an hour.                          fected her character specifically.
        Short: 2 rounds                             11. Each player chooses where she will
                                                        begin by placing her card beneath
        Average: 3 rounds
                                                        that place. You can choose to start in
        Long: 4 rounds                                  the same place as another player’s
        Epic: 5 rounds                                  character or not.

4. Separate a deck of playing cards into            12. Choose a player to go first and then
   a needs deck (the four aces), a per-                 proceed sunwise (to the left).
   sons deck (the kings, queens, jacks,
   and jokers), and a places deck (the
   remaining 36 cards).
5.   Each player takes a card from the
     persons deck to represent her char-
     acter.
6. If you have a card for home, lay it
   out on the table. If not, simply leave
   an empty space to represent it.
7.   Next, each player draws a card from
     the places deck. As always when
     pulling from the places deck, you can
     call the name of any named place to
     pull that card from the deck and
     then shuffle the deck. Lay your card
     next to home or the other drawn
     places card, forming a row of places.
8. Place one moment of awareness on
   each place laid out in the row.




                                              !29
Setup Example

Jason, Giuli, and Mike set up a game. Jason takes the Jack of Hearts (The Adventurer) to
represent his character. Giuli takes the Red Joker (The Magician) to represent her charac-
ter. Mike takes the King of Clubs (The Priest) to represent his. They each draw a place from
the places deck. First Jason draws the Abode of the Spirits, then Giuli draws the Ancient
Mystery, and finally Mike draws the Garden. This creates a row of four cards, including
home. They deal out one person card, face down, above each of these places, leaving the
remaining person deck to the left of that new row. Below that, they put the places deck,
and the needs deck below that. They place one moment of awareness on each place card in
the row.
Jason puts his character at Home, as does Mike. Giuli decides to start at the Ancient Mys-
tery that she drew.




                                            !30
                               Who Goes First?

If you don’t have any other method for choosing the first player, choose the
player with the youngest character. People in the Fifth World consider it a
common trope in stories for young people to cause trouble that their elders
then have to clean up.
If you don’t like that method — or if you can’t decide which player has the
youngest character — the player with the highest card goes first.


1. Jack of Clubs: The Seeker
2. Jack of Hearts: The Adventurer
3. Jack of Diamonds: The Apprentice
4. Jack of Spades: The Scientist
5. Black Joker: The Fool
6. Red Joker: The Magician
7. King of Clubs: The Priest
8. King of Hearts: The Ambassador
9. King of Diamonds: The Guardian
10. King of Spades: The Teacher
11. Queen of Clubs: The Healer
12. Queen of Hearts: The Grandmother
13. Queen of Diamonds: The Huntress
14. Queen of Spades: The Storyteller




                                       !31
         Encounters                                     possibilities. If the place has a face-
                                                        down person card above it, you can
                                                        draw it to have a random encounter.
The game plays out in a series of rounds,
in which you and your friends take turns             4. Assign roles (see below).
setting encounters between your charac-
ter and someone else — the Other. From                        Random Encounter
encounter to encounter your role will
shift. Sometimes you’ll play your charac-            If you’d like to have a random en-
ter, and sometimes you’ll play the Other.            counter, draw the person card currently
Sometimes you’ll act as the audience,                face-down above the place. Its suit and
and sometimes you’ll answer questions                value will suggest something of this per-
and establish the truth about the world              son’s character. First, answer:
and the story. Throughout, you’ll use                  Do you encounter a human person or
ritual phrases to affect the story.                    an other-than-human person?
                                                     If you answer human, answer:
     Starting an Encounter
                                                       How does she relate to you?
Each time you start an encounter, follow             This does not necessarily imply that
these steps:                                         you have a relationship. You could an-
1.   Your character’s card lies below a              swer, “I’ve never seen her before in my
     place card. Your encounter happens              life,” establishing that she relates to you
     at that place. Begin by using the ritu-         as a stranger.
     al phrase, “It happened at «place               If you answered other-than-human, an-
     name».” If you know the name of                 swer:
     the place, use that. If not, the de-
     scriptor on the card (like “a natural             What form does she take?
     wonder” or “the monument”) will                 Tell us what we see when this person
     suffice.                                        comes into view. Do we see a bear, a
2.   If we haven’t yet seen an encounter             tree, a mountain, or a storm? Or does
     at this place in this game, answer the          she take a form that we can’t see at all —
     place’s introductory question. De-              a story, an idea, or an absence, perhaps?
     scribe what we see, hear, smell, and
     feel here. Help us to see the Fifth                          Assign Roles
     World together. After we've spent a
     few moments placing ourselves                   Once you’ve established the identity of
     there, decide who you will encounter            the Other, choose someone to play her.
     here.                                           Players who have characters present at
                                                     that place might get involved in what
3.   Choose the Other. You can encounter             happens, so you’ll generally want to pick
     anyone present at the place with                someone else to play the Other if you
     you. Other person cards with yours              can. If you can’t, perhaps because you’ve
     below the place card all represent              all come together in the same place, the

                                               !32
character of the person who plays the            secondary characters who might appear,
Other might still appear, but won’t play         or the audience. The player starting the
an important role in the encounter               encounter should make these roles clear
about to happen.                                 at the beginning.
The player starting the encounter will
                                                       Playing Your Character
play her own character. The encounter
focuses on her and the Other. Everyone
                                                 When your turn comes to start an en-
else might play their own characters as
                                                 counter, you'll set one up between your
secondary characters if present, other



                               Choosing the Other

    One of the most important rules in the game lies hidden in that sentence
    above: “You can encounter anyone present at the place with you.” People in
    the Fifth World see the world as animists. They don’t think that everything
    counts as a person, but they do have different criteria for personhood, such
    that anything could. In fact, we get closer to the point by speaking of person-
    ing as a verb, something that one does rather than something that one is.
    To person means to relate. Persons have relationships. They communicate,
    trade, give and receive gifts, and participate in ceremonies — in short, they
    relate to other persons.
    Of course human beings person all the time, as do other-than-human ani-
    mals. Plants communicate with scents and the sounds they make. They give
    gifts and receive them and participate in rituals. Likewise, some stones im-
    press us with their character and personality, drawing us into relationships
    with them. So do weather patterns and other complex systems.
    Places will speak to you if you can quiet your mind long enough to listen.
    They give gifts and receive them and participate in rituals. So when you
    choose a person present with you, you could choose the place itself.
    If your temper has ever gotten the better of you, if you’ve ever struggled
    with your inner demons, if you’ve ever fallen under a story’s spell, if you’ve
    ever felt overwhelmed by love, then you’ve experienced first-hand how you
    can have a relationship with parts of yourself. You bring them with you, so
    you can always find them present at the place with you. You can encounter
    your fear, your depression, your love, the story that drives you, your inner
    demons, or your own heart.




                                           !33
character and someone else — the Other.             they can to fulfill their needs. Take that
We'll focus on this encounter between               feeling as a warning, and respond by
the two of you, with you playing your               digging deeper into your character to
own character and another player of                 find your connection to her.
your choice playing the Other. We know
at least something about each of you,                         Playing the Other
and you both have needs that drive you.
Every time you encounter another per-               When you play the Other, begin by draw-
son, the potential exists that she might            ing a card from the needs deck. This will
change you, or you might change her, or             give you a broad category for the need
both. What will happen with this one?               driving the Other. You might only have
We play to find out.                                some basic facts about the person you
                                                    play, but use those facts to zero in on
When you play your own character, you
                                                    something more specific. For example, if
have the goal of making her seem real.
                                                    the Other takes the form of a bear and
Try to get into her skin, see the world as
                                                    you draw diamonds, you might conclude
she would see it, think as she would
                                                    that the bear wants food. Make sure you
think, and feel as she would feel. She
                                                    have the Other's need clear in your
might make mistakes, she might not
                                                    mind, and then introduce her as the
know what you know, and her feelings,
                                                    main character would see her (or experi-
prejudices, ignorance, temper, hope, de-
                                                    ence her, in the case of some less-corpo-
spair, naïveté, innocence, cruelty, or any-
                                                    real persons) as she acts on that need.
thing else might get the better of her,
but she wants to succeed. If you find               Whenever you play a character other
yourself hoping that she fails, you might           than your own, you have the goal of
have stayed behind playing the audience             making her seem real. Take everything
instead of playing your character. Good             we know about her (which sometimes
encounters come from both the primary               might not give you very much at all) and
character and the Other trying as best              portray her as a real person. However,




                                    Strange Needs

    If it falls to you to play a bear, drawing diamonds gives you a clear cue, but
    what about hearts, or spades? What kind of mental needs does a bear have?
    These less obvious combinations will challenge you to dig deeper into an an-
    imist view of the world, but you’ll find good answers even for what might
    seem at first like the most unlikely combinations. Visit the Fifth World web-
    site, and https://thefifthworld.com/rpg/encounter/roles/other in particular,
    for help and guidance.




                                              !34
you cannot make decisions for her. The               to take over her character because you
skill in playing the Other (or aany sec-             choose to encounter her.
ondary character that doesn't belong to              When someone chooses to encounter
you) lies in portraying a character while            your character, you still draw a card
stopping short of making any decisions               from the needs deck. This represents
for her. You can tell us about things she            your present need. We might have just
says and does, so long as they follow                seen you in an encounter focused on
from what we already know and do not                 solving a mystery, learning about a place,
constitute a substantive decision. If you            or talking to someone, but needs can
reach the point where she must make a                shift quickly. If you draw clubs, perhaps
decision one way or another, someone                 the spiritual ramifications of recent
needs to ask a question or make an ap-               events suddenly weighs on you. If you
peal.                                                draw hearts, perhaps you have a sudden
The Other's need counts as something                 rush of emotion that you find difficult to
you know about her. You chose the                    contain. If you draw diamonds, perhaps
specifics of it, but the cards pointed you           you suddenly become hungry or thirsty
in one direction or another. Even if the             or tired. If you draw spades, perhaps
Other wants to keep her need a secret                your efforts to put it all together and
for some reason, a perceptive person                 understand what has happened leaves
might see through the charade.                       you feeling lost and confused. You can
                                                     try to connect the card you draw to the
If other players spend awareness to ask
                                                     existing narrative, but if you find it diffi-
questions, you must answer truthfully.
                                                     cult, remember that things can change
Not all questions will speak directly to
                                                     quickly. Don't feel like you can't intro-
the need you chose, but if it does, an-
                                                     duce a sudden shift.
swer the question truthfully. Don't wor-
ry about creating a puzzle or making                 Unlike playing other characters,
sure that your friends can't guess too               you can make decisions for your own
easily which card you drew. Even when                character, even as the Other.
you try to communicate it as clearly as
possible, you'll find it sometimes difficult           Playing a Secondary Character
to do so. You don't need to try to make
it harder.                                           If an encounter occurs with your charac-
                                                     ter present, you might play a role in it as
Encountering Other Main Characters                   a secondary character. She remains your
                                                     character, and so you can make deci-
You can encounter other players' charac-             sions for her, but remember that the en-
ters as the Other. None of the above                 counter focuses on the character played
changes, but you do have a few more                  by the person who started it and the
restrictions. Your card and hers must                Other. You only play a supporting role in
both appear at the same place, per the               this. Don't take up too much time or
normal rules. She must play her own                  space. You can help, though, by spending
character as the Other. No one else gets             your own awareness on other characters'


                                               !35
behalf. You can also ask questions if you          When you play the audience, your goal
appear in an encounter, even as a sec-             lies in making the story interesting. Peo-
ondary character.                                  ple playing their own characters can
                                                   change the story by telling us what they
You might also play some other charac-
                                                   say and do. People playing other charac-
ter. These characters don't play a central
                                                   ters can influence the story by how they
role in the encounter, either, so they
                                                   portray those characters, but ultimately
should take up even less time and space
                                                   those characters will not make any
than your own character in this role,
                                                   meaningful decisions unless we
though they may still perform an impor-
                                                   spend awareness to ask a question or
tant function in the encounter. As when
                                                   we make an appeal. As the audience, you
you play the Other, your goal lies in tak-
                                                   have a means of introducing new ele-
ing what we know about her and por-
                                                   ments much more easily: by asking a
traying her like a real person. You can-
                                                   leading question.
not make decisions for her, but you
should portray her as we know her as               As audience, you can ask any question at
best you can.                                      any time. Here you really have an oppor-
                                                   tunity to focus on asking questions and
       Playing the Audience                        building on the answers, and those ques-
                                                   tions can establish new elements in the
Sometimes you won’t have any charac-               encounter. If you ask, “How did you lose
ters in an encounter. Nonetheless, you’ll          your footing?” the fact that the main
play an important part in it — as the au-          character lost her footing becomes es-
dience.                                            tablished, and she gets to tell us how it
                                                   happened, and then what she does next.




                                            Mana

    The distinction between portraying and making decisions for a secondary char-
    acter can, at times, seem slippery. Consider the Polynesian concept of mana,
    misunderstood by Victorian anthropologists as a sort of mystical force (and
    used in many games with that understanding), but really more concerned
    with the amazing ability that we have to affect the world around us. When
    playing secondary characters, you can tell us what they say and do so long
    as their words and actions remain unmanaful. Manaful words and actions —
    those that will really change things — can’t come from your decision alone.
    The main characters have mana — in fact, that mana makes them the main
    characters of this story — but secondary characters only have as much mana
    as we can invest in them by spending awareness.




                                             !36
Don’t simply tell us about things that              doesn't seem like the Fifth World. You'll
happen as the audience, though. By ask-             need to make good use of this ritual
ing a question, even a leading one, you             phrase to pursue the first agenda, to see
take authorship of one part of the event            the Fifth World together.
but leave the other part for the other
players in the encounter. This split plays
a key role in keeping the story wild.
You should keep the agenda and princi-
ples in mind throughout the game, but
they become especially important when
you play the audience. Ask questions that
further the agenda and follow the prin-
ciples.

          Ritual Phrases
During an encounter you will use cer-
tain ritual phrases to make things hap-
pen. They have restrictions on when and
under what conditions you can use
them.

           “I don't see it.”

Who can use it: Anyone
When you can use it: Any time. This rit-
ual phrase differs from the others in that
anyone can use it at any time, even out-
side of encounters or before the regular
game begins during family and character
creation.
What it does: The last thing that some-
one said didn't happen. They can try
again by changing something about it or
approaching it differently. Everyone at
the table should feel free to use this rit-
ual phrase liberally. Particularly early in
a game this ritual phrase can help a
group find a comfortable space to play
together. Use it to veto elements that
make the story too dark, too post-apoca-
lyptic, too silly, or anything else that

                                              !37
“It happened at «place name».”                    present in the encounter can help by
                                                  spending awareness on her behalf, which
Who can use it: Varies.                           would allow her to accomplish the thing
                                                  she described. Provide some description
When you can use it: Varies.
                                                  of how you provide help.
What it does: Outside of an encounter,
the player who has the next turn to start                   “…very difficult.”
an encounter says “It happened at
«place name»” to start the encounter.             Who can use it: Anyone except the per-
                                                  son playing the main character and the
During an encounter, any player can re-
                                                  person who just said “That sounds diffi-
peat “It happened at «place name».” If
                                                  cult.”
you do so, you must remain silent until
the encounter ends. You cannot con-               When you can use it: In response to the
tribute anything further to it. When a            ritual phrase, “That sounds difficult.”
second player confirms that the en-               What it does: In order to do the thing
counter has ended by repeating the ritu-          the person playing the main character
al phrase a third time, the encounter             described, she must spend another mo-
ends.                                             ment of awareness.
Complete the ritual phrase with the               Effectively this increases the cost to two
name of the place where it happens. If            moments of awareness, but the player
you’ve learned the place’s true name, use         pays each one separately, and all the
that. If you haven’t learned it yet, the          rules about spending a moment of
card descriptor (e.g., the Magician’s             awareness (like helping) apply to each
Hut or Solitude) will suffice.                    one separately.
      “That sounds difficult.”                        “That sounds dangerous.”
Who can use it: Anyone except the per-            Who can use it: Anyone except the per-
son playing the main character.                   son playing the main character.
When you can use it: In response to the           When you can use it: In response to the
person playing the main character de-             person playing the main character de-
scribing her character doing something            scribing her character doing something
difficult.                                        dangerous.
What it does: In order to do the thing            What it does: In order to do the thing
she described, the person playing the             she described, the person playing the
main character must spend a moment                main character risks a scar.
of awareness. If she cannot, then she
cannot do the thing she said and must             When you risk a scar, you can either
change it.                                        spend a moment of awareness to avoid
                                                  harm or take the scar. If you don’t have
As always when spending a moment of
awareness, someone playing a character

                                            !38
any awareness left, you have no choice                 If she guessed correctly, nothing hap-
but to take the scar.                                  pens — she doesn’t take a scar and
                                                       doesn’t have to spend awareness.
When you take a scar, cross off one of
the slots for awareness on your charac-                If she guessed incorrectly, she risks
ter sheet. You cannot fill this slot, mean-            another scar (so she must either
ing that your maximum capacity for                     spend awareness or take a scar) and
awareness has dropped by one. You lose                 then she must make the same choice
any awareness that you might have had                  again.
in that slot.                                       Example
You can run out of awareness, but if                Giuli describes her character, Narluga, div-
your capacity for awareness drops to                ing into the ocean to spear a whale. Wayne
zero, your character loses her ability to           says, “That sounds dangerous,” so Giuli pays
affect the world any further — usually              a point of awareness to avoid the scar.
meaning she has died.                               Mike says, “…very dangerous.” To avoid los-
                                                    ing more awareness, Giuli decides to gam-
         “…very dangerous.”
                                                    ble. She guesses black, but she pulls hearts.
                                                    She pays a second point of awareness to
Who can use it: Anyone except the per-
                                                    avoid the scar. Now she’s run out of
son playing the main character and the
                                                    awareness, and realizing that she might get
person who just said “That sounds dan-
                                                    pulled quickly into a terrible escalation, she
gerous.”
                                                    decides to risk the scar to end it there. Un-
When you can use it: In response to the             fortunately, she has no awareness left, so
ritual phrase, “That sounds dangerous.”             she must take the scar, reducing her max-
What it does: In order to do the thing              imum capacity to four awareness instead
the person playing the main character               of five. “Well, yeah,” Giuli says, “I guess div-
described, she must make a choice. Ei-              ing into the ocean to spear a whale could
ther she can risk a second scar, or she             get you into some trouble, huh?”
can guess either black or red and then              This can lead to drawing from the needs
draw a card from the needs deck.                    deck while the person playing the Other
                                                    has one of the needs cards. If this hap-
                                                    pens, that player should remember




                                     Healing Scars

    When you reprise a character you’ve played before in a saga game, you can
    heal one scar from any other character that you’ve played before. That
    means that when you let a character rest for a game, she’ll recover from a
    scar. Characters with five scars cannot heal any of them.



                                              !39
which card she has and shuffle it into              a decision. Responding to this ritual
the needs deck for this. Then, when you             phrase provides an exception to the rule
have resolved the ritual phrase, she can            that the person playing the Other cannot
take the card back out again. Always pull           make decisions for her, if the person
from the needs deck with all four cards             playing the main character guesses in-
in it.                                              correctly and the Other must make that
                                                    decision for the chosen setback to occur.
  “I appeal to [her] [spirit/heart/
                                                    The setbacks that you can choose in-
           body/mind].”                             clude:
                                                       Offended: You offend someone, which
Who can use it: The person playing the
                                                       could make future encounters diffi-
main character.
                                                       cult (e.g., other players should feel
When you can use it: During an en-                     free to use the ritual phrase, “That
counter                                                sounds difficult” more frequently
What it does: Complete the ritual phrase               than usual and for things that nor-
with a pronoun referring to the Other                  mally wouldn’t seem difficult at all).
and your guess as to the Other’s need:                 Tasked: Someone demands you do
whether she has a spiritual need (clubs;               something for her. You’ll offend her if
“I appeal to her spirit.”), an emotional               you don’t do it.
need (hearts; “I appeal to her heart.”),
                                                       Strained: You must pay one moment
a physical need (diamonds; “I appeal to
                                                       of awareness, if you have any.
her body.”), or a mental need (spades; “I
appeal to her mind.”). Describe how you                Imperiled: The situation becomes
do this. The other players should ask you              dangerous. Another player could esca-
if you forget.                                         late the situation further by saying “…
                                                       very dangerous.”
If you guess the Other’s need correctly,
you can convince her to take solid action              Lost: You get lost. When the en-
— to do something or say something that                counter ends, draw a new place ran-
you want her to do or say. You have sat-               domly from the place deck and go
isfied her need, and she will give you                 there. You cannot use your normally-
what you need in return.                               available option to call out the name
                                                       of a named place when you draw
If you guess the right color but not the
                                                       from the place deck when you get
right suit exactly (e.g., you appeal to her
                                                       lost.
body, but she actually had emotional
needs — hearts instead of diamonds, but
both red suits), you can spend a moment                    Asking Questions
of awareness to succeed anyway.
                                                    When the story begins, we have no idea
If you guess incorrectly, the person play-          where it will take us. We have total
ing the Other selects a setback that oc-            freedom, but only because we know
curs. This can involve the Other making             nothing. As we learn what happens, that


                                              !40
freedom diminishes and the story takes                Compassion: What pains you?
shape. By the time we finish, we have                 Fairness: What do you deserve?
lost all of the freedom we began with,
and in exchange we have learned the                   Loyalty: Where do your loyalties lie?
story fully. We call this hunting the wild            Honor: What do they think of you?
story. Each track or sign brings you clos-
                                                      Purity: What kind of pollution taints
er to the story. We can rush through it
                                                      you?
too quickly and miss that experience of
freedom and the tension of not knowing             Your family's customs offer a resource to
that comes with it. We defer answers to            ask questions from values that you don't
avoid that. If we don’t learn anything,            hold as highly yourself. Mark an un-
though, we never find the story. We ask            marked custom on your family sheet to
questions and build on the answers to              ask the question associated with its val-
avoid that. The challenge lies in learning         ue. To unmark a marked custom, go to
how to ask questions that will close in            home and spend awareness to make an
on the story, but not too quickly, and             offering to the ancestor associated with
leave it enough space to remain wild.              the custom.
While we constantly ask questions in               If you’ve learned the true name of a
play, the truth of those answers remains           place, that knowledge will unlock a new
negotiable until we spend awareness to             question that you can add to your list
ask one of a specific set of questions.            while there. Learning the names of
These questions carry more weight than             places will expand the questions you can
the others. Their answers establish                ask, which will make it easier for you to
truths in our story and move us closer to          learn things.
discovering its true form.
                                                           Answering Questions
When your character appears in an en-
counter, either as the main character or
                                                   When you ask a question, you ask it
as a secondary character, you can spend
                                                   about a character in the story. If you ask
awareness to ask any of the following
                                                   the person playing the Other, she’ll try to
questions:
                                                   use the answer to hint at the Other’s
   What do you wish I would do?                    need, but she’ll have to answer the ques-
   How do you really feel?                         tion honestly, which might make that
                                                   difficult or even impossible. Not every
   What have I overlooked?                         question will really relate to every need,
   What do you intend to do?                       after all.
Additionally, the value that your charac-          When you play the Other or a secondary
ter holds in the highest regard allows             character other than your own and an-
you to add an additional question to this          other player spends awareness to ask
list:                                              you one of these questions, you can
                                                   make a decision for that character
                                                   (which, you’ll recall, you normally can’t).


                                             !41
Example                                                 then reshuffle the deck, rather than
                                                        pulling the top card from the deck.
Giuli plays Narluga. She wants to convince
                                                        Place it out in the row with the oth-
a traveling wizard at the festival named
                                                        er places and put your character’s
Mandrake to give hen some peppermint.
                                                        card below it to indicate that you’ve
Agreeing to the deal would count as a deci-
                                                        gone there.
sion, so Wayne, playing Mandrake, can’t
make that decision for her. Giuli spends a           2. If the person whose encounter just
point of awareness to ask, “What do you                 ended moved, any other players with
wish I would do?” Wayne answers, “Become                a character in the place she just left
my apprentice, so I can train you as a wiz-             can choose to move with her to her
ard.” That establishes what Mandrake                    new location.
wants, so when Giuli offers hens promise to          3. Anyone who moves her character
come to Montreal and train under her,                   can bring one secondary character
Wayne just portrays what we already know                not played by anyone at the table
about Mandrake by giving hen the pepper-                with her when she moves.
mint in exchange for that promise.
                                                     4. If cards remain in the persons deck,
      Ending an Encounter                               deal out one face-down above any
                                                        place that no longer has one, begin-
After an appeal, successful or not, an en-              ning at home and moving down the
counter will usually reach a conclusion                 row.
quickly, though not always. In other en-             5. Place one moment of awareness on
counters you may not make any appeal                    each place. If the place has an ances-
at all. Some encounters will simply give                tor, add two.
you the opportunity to show your char-
                                                     At the end of each round, take a short
acter doing something or having a con-
                                                     break before starting the next one. When
versation with someone. Those encoun-
                                                     you reach the end of the last round, go
ters can matter just as much as one that
                                                     to the endgame.
culminates in an exciting appeal.
The encounter ends once two people
have invoked the ritual phrase, “It hap-
pened at «place name».” Once that hap-
                                                                Endgame
pens, you have a few things to take care             When you finish the final round of en-
of before the next player starts the next            counters, we have a few ceremonies to
encounter.                                           go through to end the game.
1.   Would you like to move to a new
     place? You can do so now. You can                     Check Family Needs
     move to any place currently out on
     the table, or draw a new place from             Go through each of the needs on the
     the places deck. As usual, you can call         family needs sheet. For each one, ask,
     out the name of a named place to                have we satisfied this need, or does it
     find it in the deck and draw it, and            remain?

                                               !42
     Character Questions                            cite lists of names, and in reciting them
                                                    walk the paths in their mind and feel
Start with the player who started the               themselves there, immersed in those sto-
first encounter. Going sunwise (to the              ries. You don’t name places. They already
left), each other player says something             have names. You discover them.
she wonders about that player’s charac-             When you try to discover a place’s name,
ter. Then, go to the next player and do             ask:
the same thing, until each player has had
                                                       What story does this place tell in its
a chance to say something they wonder
                                                       geology?
about each other player’s character.
                                                       What story does this place tell in its
You might write these down on your
                                                       ancient past?
character sheet and use them as ques-
tions to explore in your next game, or                 What story does this place tell in the
simply leave them unanswered.                          Fifth World?
                                                       What story does this place tell to our
    Discovering the Name                               family?
          of a Place                                Finally, answer: What name evokes all of
                                                    these stories? If you can answer that
Do you have a place on the table that               question, then you have discovered the
played an important part in the game                place’s true name. Your family has be-
you just finished, or that you learned a            come a little more rooted in their land.
lot about, but you don’t yet know its
name? If so, you have an opportunity                If not, don’t worry. Discovering a place’s
to discover its name now.                           true name takes a lot of subtlety and pa-
                                                    tience. Keep at it. You won’t learn your
Every place tells a story. You can hear it          land in a single game or even a single
if you pay attention. It tells its story in         generation, but the work goes ever on.
the way that things happen there, the
way the light falls, the way the air
moves, the way animals feel there, and
the way plants grow. We sometimes                                  Sagas
have difficulty separating our own con-
                                                    A single game can provide an excellent
cerns from the story that a place tells
                                                    night’s entertainment, but you can also
through us. The true name of a place
                                                    play an ongoing saga to see your family
condenses that story down, like carbon
                                                    change and grow through generations.
pressed into diamond. It gestures to the
                                                    In a saga, you and your friends meet on
whole story with just a few syllables. To
                                                    a regular basis (weekly, biweekly, month-
those who know the place, the name
                                                    ly — whatever suits your schedule) to
evokes its spirit, its character, its es-
                                                    reprise your characters (or add new
sence. For many people in the Fifth
                                                    ones) and play a series of games with
World, these names evoke such power
                                                    the same family.
and presence that they might simply re-


                                              !43
In a saga, each game reveals the story of         Welcome to the Fifth World
your characters, but your characters’
stories become part of the larger, inter-         Conditions
generational saga of your family                  Complete the first game in your family’s
dwelling in their land. You’ll play other         saga.
characters as your first one grows up,            Unlocks
grows old, and eventually dies. At the            The Knowledge bundle
start of each game you have the option
to reprise a character you’ve played be-          Getting Things Done
fore or start a new one, so you can have
multiple characters at the same time,             Conditions
too. You’ll only play one character in a          Complete a game in which all of the
game, but you could switch from game              players’ characters help during a single
to game.                                          encounter.
                                                  Unlocks
            Milestones                            The Endeavors bundle

Milestones mark events in your family’s
                                                  The Hunt Begins
story. Some of them will change the
rules of your saga by unlocking new               Requires
bundles. Others will mark your family’s           Welcome to the Fifth World
achievements and accomplishments.                 Conditions
                                                  Complete a game in which someone has
                                                  an encounter with an other-than-human




                                  Missing Games

    Roleplaying games require significant blocks of time. Even a short game can
    take as long as watching a movie. Hopefully you find it time well-spent with
    friends, but that doesn’t make it any less significant an investment.
    To play a Fifth World saga you don’t need a group of friends who can com-
    mit to perfect attendance. In every game we focus on some members of the
    family (the characters of the people present), while other members of the
    family fade into the background. If you can’t make it to game night, your
    character simply joins them as one of the family members that tonight’s sto-
    ry doesn’t focus on. When you return next time, you can pick right up again
    without a problem.




                                            !44
animal and accomplishes something very
difficult and very dangerous.
Unlocks
The Hunt bundle


The Plot Thickens
Conditions
Complete a game in which someone uses
an appeal to get the Other to confess
what she did.
Unlocks
The Mystery bundle


Wanderlust
Conditions
At the end of the game have at least
twice as many places on the table as
players.
Unlocks
The Journey bundle


Turning the Wheel
Requires
Getting Things Done, The Hunt Begins, The
Plot Thickens, and Wanderlust
Conditions
Members of your family must finish at
least one endeavor, succeed on at least
one hunt, solve at least one mystery, and
return from at least one journey.
Unlocks
The Crisis bundle




                                            !45
                                                   When you add a Knowledge sheet to a
                 Bundle                            character (either because you've created
        Knowledge                                  a new character or because you just un-
                                                   locked the Knowledge bundle and
                                                   haven't played the character with the
To people in the Fifth World knowledge
                                                   new rules yet), you can write down four
about other people matters most:
                                                   things you know for each dot on your
knowledge in the sense of “I know that
                                                   aging track.
person.”
When you play with the Knowledge                                 Learning
bundle, each player has a Knowledge
sheet with space for twelve people. This           You can write down something as
represents the limit on the number of              knowledge when it becomes established
people you can know. If you already                as fact in the game. Mostly that
know twelve people and want to get to              requires asking questions. Conclusions or
know a thirteenth, you'll need to choose           judgments that you draw from the an-
one of the people you already know and             swers to questions don't count as
erase them from your sheet to make                 knowledge, though. Neither does any-
room.                                              thing situational that could change in a
You can only get to know a person if you           day or two. It must tell you something
know her name.                                     about that person that will remain true
                                                   for at least some time to come.
For each of these persons, you have eight
slots — two for each suit. These reflect           You can also use a successful appeal to
different areas of knowledge: knowing              get to know a person. Learn something
about her spirit, knowing her emotions,            about the domain of that person's life
knowing about her physical body, and               that matches the suit of her need. For
knowing her mind. If you learn one                 example, a person with spiritual needs
thing for each suit you know her. When             can reveal something to you about her
you encounter someone that you know,               spirit, and a person with emotional
reveal a card from the needs deck. That            needs can reveal something to you about
eliminates one possibility, making it eas-         her emotions.
ier for you to guess her need.                     When your character appears in an en-
If you learn a second thing about her for          counter and someone else learns some-
each suit, then you know her well. When            thing, you can spend awareness to learn
you encounter someone that you know                it, too.
well, reveal two cards from the needs
deck, making it even easier to guess her                         Teaching
need. You still might get it wrong,
though, since occasionally even the peo-           If one player’s character encounters an-
ple you know best of all can surprise              other and makes a successful appeal, she
you.                                               can teach one piece of knowledge for
                                                   each moment of awareness she spends.


                                             !46
The other character can then learn those         below the first column of things you’ve
pieces of knowledge by spending a mo-            learned about her. She’ll give you a mo-
ment of awareness for each one.                  ment of awareness. If you know her
                                                 well, you can mark the circle below the
           Getting Help                          second column of things you know
                                                 about her to gain her help a second
People that you know can help you. If            time.
she doesn’t belong to any player and ap-         If you know another player’s character
pears in an encounter with you, describe         you can use this benefit when
how she helps and then mark the circle           you help her. That means that after




                               Learning Strategies

    You might notice that the four basic questions you get to ask don’t usually
    get you the answers you need to get to know someone. They give you hints
    about the Other’s present need, which will help you make a successful ap-
    peal, but since her need can change from one encounter to the next it
    doesn’t tell you something that will remain true for at least some time to
    come. They can help you succeed on an appeal, but that route means that
    you’ll need a whole encounter to learn a single thing, so it will take four
    whole encounters to get to know someone (and probably more, since you
    probably won’t always get the suit you need).
    Your value’s question provides a much better chance of learning something,
    but you only have one that you can ask freely. Don’t forget that you can
    mark off family customs to ask other value questions. If your family has a
    good selection, you could ask several value questions and potentially get to
    know someone quickly. Your family customs only provide those extra ques-
    tions as a shared resource, though, so you can’t do that too often, and doing
    so diminishes everyone else’s ability to do so.
    The questions that you unlock by learning the true names of places generally
    work better for gaining knowledge, so if you want to gain knowledge you
    should start by learning the stories of places. That will help you learn names
    at the end of each session, which will unlock better questions for getting to
    know people.
    Gaining knowledge snowballs. You’ll need to aim carefully and find some
    clever ways in to gain knowledge early in your saga, but as you do so the
    knowledge you gain will make it easier to gain more.




                                           !47
spending awareness on her behalf, you'll
gain awareness, meaning that you can                               Bundle
effectively help her for free (so long as
you have the awareness to spend to be-
                                                            Endeavors
gin with). If you know her well, you can          Endeavors allow you to complete long-
do this twice per game.                           term or community efforts, like pre-
                                                  paring for a festival, building a bridge or
       Changes to Setup                           a new village, conducting research, or
                                                  performing a ritual.
The knowledge bundle adds a new op-
tion to setup: when you choose cards for          When you want to start an endeavor,
your characters (step #5), each player            first decide its appropriate scale (other
can spend a moment of awareness to                players should remember to use “I don’t
take a card for a person that she knows           see it” if the scale seems inappropriate
something about. This allows her to               for the intended effect).
choose which card represents that per-            The scale determines the amount of la-
son and add her to the game from the              bor involved to complete it. Divide this
beginning. Having already spent a mo-             among the four suits as spiritual
ment of awareness before the first en-            labor, emotional labor, physical labor,
counter, she begins play with one less            and mental labor.
moment of awareness than she would
normally have.




                             Getting to Know Places

    Places often person, so you can get to know them. The restriction that you
    must know a person’s name to get to know them means that you can only
    get to know a place after you’ve learned its true name. Afterwards, getting
    to know a place works just like getting to know anyone else.
    Getting to know a place comes with an additional reward: the question that
    you unlocked by learning that place’s name gets added to your list of ques-
    tions, allowing you to spend awareness to ask it anywhere, just as you
    would the four base questions or your value’s question.
    When your character dies, she can become the ancestor connecting your
    family to one place that she knew well if it doesn’t already have one.




                                            !48
Scale                          Labor Involved          fruit of your endeavors home, but sitting
                                                       around at home won’t bring them any
Small                                       3
                                                       closer to completion.
Medium                                      5

Large                                       7
                                                                        Bundle
Massive                                     9

Enormous                                   11
                                                                      Hunt
Example                                                This bundle requires the Knowledge bundle.

Wayne’s character Mimus wants to prepare               People in the Fifth World hunt animals
a new play for the upcoming festival, wo-              that provide them with food and the
ven with subtle themes that will help solve            materials they need for clothing and
many of the family’s ongoing problems. Just            shelter. They possess incredible skill, and
preparing a play would probably only count             for them such hunts make up a regular
as a small endeavor, but the added subtlety            part of everyday life. Your character can
makes it a medium one, so it will take five            provide for her needs, including hunting,
labor. Wayne decides it will take at least             without any particular effort or focus.
one of each (spiritual labor to have a clear           The Hunt bundle allows you to go on a
understanding of what he wants to achieve              different sort of hunt, the hunts that
and how to do it, emotional labor to give              you'll tell your children and grandchil-
the play the pathos it needs, physical labor           dren about, hunts for powerful, danger-
for making props and costumes and setting              ous, or spectacular prey.
up the stage, and mental labor to figure out
plot, characters, and scene progression). He                   Changes to Setup
adds one more emotional labor, as he
wants it to really affect his audience, so his         After each player has taken a card from
play will require one spiritual labor, two             the persons deck to represent her char-
emotional labor, one physical labor, and               acter, players can declare any number of
one mental labor.                                      hunts. For each one, choose a card from
                                                       the persons deck to represent your prey.
When you start an encounter, you can                   Set that card aside and place a trail
describe how you fulfill one labor from                marker on it. This marker represents the
an endeavor that matches the suit of the               trail that the prey left behind. If you
place (e.g., spiritual labor at clubs, emo-            have more than one hunt in a game,
tional labor at hearts, physical labor at              you'll need trail markers that you can
diamonds, or mental labor at spades).                  distinguish for each quarry.
Other players might consider it difficult
or dangerous, depending on what it in-                 If you have a hunt from a previous game
volves. If you do it, mark one labor done              that you'd like to pick up, draw the per-
for the endeavor. Home doesn’t have a                  son card for the prey from the persons
suit, and so you cannot work on your                   deck and set it aside, find the place card
endeavors there. You might bring the                   where you last found its trail and add it


                                                 !49
to the row of places in play, and put the           ters with you can come with you if they
trail marker on that card.                          wish, and each of you can bring one
                                                    other character not controlled by anoth-
      Picking Up the Trail                          er player if you wish. Then draw a card
                                                    from the needs deck. If it matches the
When you start an encounter and a trail             suit of that place, you've found your
marker remains on your prey, you can                prey. Add her card to that place with
look for the trail before choosing the              you and remove the trail marker from
Other. Draw a card from the needs deck.             the game.
If you draw the suit of that place, you
pick up the trail. Move the trail marker                         Resolution
to that place.
                                                    The hunt resolves in an encounter with
               Tracking                             the prey, but only when you know your
                                                    prey. If you don't know your prey yet,
While at the place with the trail marker,           you might still encounter her but it will
you can encounter your prey in the form             not reach a conclusive end. She escapes
of the tracks and signs she left behind. If         and the hunt goes on.
you succeed on an appeal, draw a card               While the term “hunt” might seem to
from the places deck (you cannot call               imply that the final encounter will end
the name of a place instead in this in-             in death, and many do, it doesn’t have
stance) and add it to the row. You move             to. You might hunt someone down to
to that place, any other players' charac-           get them to admit to their wrongdoing,




                               Knowledge & Danger

    Finding your prey before you’ve had a chance to get to know her can put
    you in significant danger. You don’t know her, so you can’t finish the hunt
    yet, but the physical presence of a dangerous creature provides ample reason
    for other players to call the situation very dangerous, even at the very be-
    ginning of the encounter before you do anything at all. You might still need
    to encounter her to learn more about her, but doing so could involve signifi-
    cant risk. When that happens, you’ll want to have hunting companions who
    can help you, as you may find yourself spending awareness much faster than
    you can gather it.
    Tracking provides a much safer way to get to know your prey before you
    come face-to-face with her, but each track and sign leads you closer to that
    moment, and you never know when it might happen.




                                              !50
to answer a question, or even to bring             the color of the Other's card (red or
them home. You might hunt an animal                black). If you encounter your home or
to drive it away or give it something.             someone implied by your home (like
                                                   your family as a group) choose either red
     Continuing the Hunt                           or black, as you like.

If the game ends with trail markers on                       Verifying Clues
places, you can write down the place on
the hunt sheet and pick up the trail next          Between encounters any player can
time (see Changes to Setup above). You             spend a moment of awareness to verify a
can record this information on an index            clue. Draw a card from the needs deck. If
card or a scrap of paper, or use our hunt          it matches the color of the person who
sheets.                                            gave you the clue, mark it as true. If it
                                                   doesn't match, mark it as false.

                 Bundle                                  Solving the Mystery
            Mystery                                When you have verified three clues, you
                                                   can encounter the mystery itself. On a
Throughout the game we ask questions               successful appeal, you can spend aware-
and build on the answers, but when it              ness to ask the mystery's question as if it
comes to questions that will give us reli-         appeared on your list. Write down the
able answers we have a much more lim-              answer on the mystery sheet.
ited set to choose from. Mysteries allow
you to spend awareness to ask any ques-
tion and receive a reliable answer.                                 Bundle

      Declaring a Mystery                                      Journey
At any time you can declare that you               The Fifth World focuses on your family
want to solve a mystery. Take a mystery            dwelling in their land, but sometimes
sheet and write a question on it. That             you do want to get away from home and
becomes a mystery that you or any oth-             see other places. Travel in the Fifth
er player can try to solve.                        World has become slower and more of
                                                   an adventure, but it certainly hasn't be-
         Gathering Clues                           come unusual. Bards and traders journey
                                                   the length and breadth of continents,
When an encounter ends in a successful             and some bold adventurers even circle
appeal, you can gather a clue. The person          the globe. With the Journey bundle you
playing the Other provides you with a              can leave your family's territory and set
statement about the mystery that may               off on expeditions to distant lands.
lead to answering the question. Write it
down on the mystery sheet and mark

                                             !51
       Starting a Journey                          When you start an encounter while on a
                                                   journey, reveal the next card from the
To begin a journey, you’ll need a travel           journey deck and read its matching en-
deck. The travel deck consists of 36 cards         try. If you draw a black card, follow its
(2-10 for each of the four suits). Use a           instructions and draw another card. Red
separate deck from the one used for                cards provide encounters along the way.
your needs, persons, and places decks              Play through the encounter per the
(journeys require two decks of playing             normal rules.
cards, rather than one). The ace of hearts         If you set an easy pace, then each time
from this second deck becomes the des-             you draw from the journey deck one
tination card.                                     member of your party regains a moment
Set aside the destination card and shuffle         of awareness.
the travel deck. Take the destination              If you set a hard pace, then each time
card and two cards from the travel deck            you draw from the journey deck one
and shuffle them together. This forms              member of your party must spend a
the start of your journey deck. Each card          moment of awareness.
in the journey deck represents one day
of travel on your journey. How many                     Gathering Awareness
days do you expect your journey to take?
Draw that many cards from the travel                        on a Journey
deck, face-down.
                                                   Life comes with greater difficulty away
If you want to set an easy pace, for every         from home, and you won’t find as many
set of four cards, draw another card               chances to gather awareness on the
from the travel deck.                              road. You can always choose to stop and
If you want to set a hard pace, for every          rest. When you start an encounter you
set of four cards put one back on the              can choose to stop to rest instead of
travel deck.                                       pushing on. If you do, draw from
                                                   the travel deck (not the journey deck).
Place these cards on top of your journey
deck.                                              If you draw a black card, follow the in-
                                                   structions for that card. You then gather
     Going on the Journey                          awareness equal to the card’s value,
                                                   which you can distribute amongst your
Set the journey deck beside the places             party if you can come to a consensus on
deck, separate from the row of places in           how to divide it. If you cannot, then no
your family territory. Leave room for a            one gains awareness. You may then
discard pile.                                      choose to continue the journey or take
                                                   another day of rest.
Everyone going on the journey places
their cards in a column below the jour-            If you draw a red card, you have the en-
ney deck like you would under a place.             counter stated for that card. If you suc-
                                                   ceed on your appeal, you gather aware-



                                             !52
ness equal to the card’s value as you             Reaching Your Destination
would for a black card.
A card that matches the suit and value           When you draw the destination card,
of a place in play reminds you of home,          you reach your destination. What hap-
giving you the opportunity to gather             pens next depends on why you under-
awareness from that place as if you              took this journey. From here you can
found yourself suddenly there.                   continue journeying, or go home (which
                                                 will require another journey, usually of
                                                 equal length).



                       How long does a journey take?

   If you prefer to make broad estimates, by all means do so. If you think it will
   take “about a week,” take seven cards.
   If you prefer to get a little more precise than that, people in the Fifth World
   can usually cover 25 miles in a day of walking. If she has an incredible rela-
   tionship with an animal that will let her ride her, such a mount can run
   much more quickly, but only over relatively short distances. They walk at
   roughly the same pace, so you won’t cover any greater distance on average.
   Canoeing will usually come out to about the same average, too. That means
   you can probably cover about 100 miles every four days, so you could find
   the distance you want to cover, divide the miles by 100, and use four times
   that number for the number of days it will take. For example, in Children of
   Wormwood, Robin and her family travel from Pittsburgh to Three Myland, a
   distance of 230 miles, which takes ten days.
   If you want to get even more precise, apply Naismith's Rule: it takes about
   an hour to cover three miles (five kilometers), or to go up 2,000 feet (600
   meters). When you have the number of hours your journey will take, divide
   by eight to get the number of days.
   Don’t try to cover more than a month (about 750 miles, approximately the
   distance from New York to Chicago) in a single journey. Instead, break the
   journey up into stages, with intermediate destinations along the way. To
   cross the United States, you might journey from the ruins of New York to
   the ruins of Chicago in the first journey, then from Chicago to the old Pine
   Ridge Reservation, then to the ruins of Salt Lake City, and finally from there
   to San Francisco Bay, taking you across a continent in four journeys. It will
   take eight to go there and back again.




                                           !53
                              Travel Deck (Part One)

Card        Instructions

2 Clubs     Ask a fellow traveler what she believes about the spirits.

3 Clubs     Share a belief you have about the spirits with another traveler.

4 Clubs     Pose a moral dilemma to a fellow traveler.

5 Clubs     Ask a fellow traveler about her romantic relationships.

6 Clubs     Share how you feel with another traveler.

7 Clubs     Tell a fellow traveler about your romantic relationships.

8 Clubs     Ask a fellow traveler a philosophical question.

9 Clubs     Tell a fellow traveler about something you know.

10 Clubs    Pose a riddle or tell a joke.

2 Hearts    You encounter scouts who warn you against trespassing in their territory.

3 Hearts    You encounter a magician who says she must ritually purify you before you proceed.

4 Hearts    You encounter emissaries from a family that does not trust you.

5 Hearts    You encounter a scout who offers to lead you through his family's territory.

6 Hearts    You encounter a family that welcomes you to stay the night with them.

7 Hearts    You encounter a young man who challenges you to a friendly contest.

8 Hearts    You encounter a merchant.

9 Hearts    You encounter a traveling bard.

10 Hearts   You encounter a wanderer.




                                                !54
                              Travel Deck (Part Two)

Card          Instructions

2 Diamonds    You encounter a difficult path.

3 Diamonds    You encounter a dangerous path.

4 Diamonds    You encounter a challenging climb.

5 Diamonds    You encounter a storm.

6 Diamonds    You encounter a flood.

7 Diamonds    You encounter intense heat.

8 Diamonds    You encounter a dangerous predator.

9 Diamonds    You encounter a majestic creature.

10 Diamonds   You encounter a territorial beast.

2 Spades      Briefly describe the animal tracks you encounter.

3 Spades      Briefly describe the bird songs you hear.

4 Spades      Briefly describe the animal you glimpse.

5 Spades      Briefly describe the foliage surrounding you.

6 Spades      Briefly describe the plants you smell.

7 Spades      Briefly describe the tree that amazed you.

8 Spades      Briefly describe the lay of the land around you.

9 Spades      Briefly describe the sky above you.

10 Spades     Briefly describe the ruins you pass.




                                                     !55
                                                    needs of a single type (spiritual, emo-
                 Bundle                             tional, physical, or mental), you fail the
               Crisis                               crisis. Your generation will only advance
                                                    once you end a game with fewer than
                                                    five unmet needs of each type.
This bundle requires the Endeavor, Hunt,
Mystery, and Journey bundles.
                                                          Advancing Generations
Every generation faces a crisis that de-
fines it. The Crisis bundle adds rules to           When the crisis resolves — succeed or
your saga that moves your story towards             fail — we move forward twelve years
a major, unifying story with each gener-            into the future.
ation, then skips ahead twelve years.
                                                    For each character you control, pull one
                                                    or more cards from the needs deck based
         Changes to Setup                           on your age class.
When you draw a need for the family,                Age                            Number of Cards
mark which suit you draw. Even if you
satisfy that need by the end of the game,           Child                                        4
that mark remains. The first suit to                Young Adult                                  3
reach three marks determines the crisis.
                                                    Mature Adult                                 2
Suit                                 Crisis
                                                    Elder                                        1
Clubs                            The Curse

Hearts                       The Revolution
                                                    Choose one of the cards you drew.
Diamonds                       The Sickness
                                                    Suit           Effect
Spades                         The Monster
                                                    Clubs          Erase four items from your
                                                                   knowledge sheet.

Each crisis presents a series of endeavors,         Hearts         Nothing.
hunts, mysteries, journeys, or other tasks          Diamonds       Take a scar.
which the players must accomplish to
overcome it, as well as its own condi-              Spades         You die.
tions under which it might fail, and
what failure could mean.
                                                    If your character survived, mark the next
           Overwhelmed                              box in her age track, which may advance
                                                    her into the next class (e.g., children be-
In addition to its own failure conditions,          come young adults, young adults be-
your family can also find itself over-              come mature, and mature adults become
whelmed by concerns on all sides and                elders). If you don’t have any boxes left
unmet needs. If you have five unmet


                                              !56
in your age track, you die of old age,                               Crisis
having lived for nearly 120 years.
                                                                 The Curse
You can add four items to your Knowl-
edge sheet.                                        Your family keeps suffering from spiritu-
Your character’s custom and how she                al needs, and you know why: a curse lays
relates to it could change over the inter-         upon you all. But who laid it on you, and
vening years.                                      why?

                                                                    Power
If you embody your custom, you can
   Continue to do so                               When you reveal this crisis, the power of
   Aspire to a different custom                    the curse equals the number of unmet
                                                   needs the family has. At the end of each
   Rebel against a different custom                encounter, draw a card from the needs
                                                   deck. If you draw clubs, describe an
If you aspire to your custom, you can              ominous sign that someone finds. The
   Embody it                                       curse’s power increases by one.

   Aspire to a different custom                    You can visit one of the three sacred
                                                   places in your territory and perform a
   Rebel against a different custom                ceremony which will allow you to
                                                   spend awareness to reduce the curse’s
If you rebel against your custom, you              power, one-for-one.
can
                                                   If the curse reaches 15 power, the family
   Continue to do so                               offers tribute and the crisis ends. Who
   Subvert it                                      they offer tribute to will depend on
                                                   what you discover about who cursed
   Aspire to it                                    you, and what tribute they offer will de-
   Aspire to a different custom                    pend on what you discover about why
                                                   they did it. Rarely will anything less than
   Rebel against a different custom
                                                   a human life do — children delivered to a
                                                   sorcerer as his apprentices, or a disre-
If you subvert your custom, you can                spectful hunter surrendered to the wild.
   Continue to do so                               When you offer tribute, all players’ char-
   Transgress against it                           acters take a scar.
   Aspire to it
                                                          Discovering the Truth
   Aspire to a different custom
   Rebel against a different custom                First you must solve the mystery “What
                                                   curse lies upon our family?” When you
                                                   have solved that mystery, you must solve



                                             !57
another one: “How can we break this                                   Crisis
curse?”
                                                             The Revolution
The answer to the second mystery will
point you to either the cleansing ritual            The repeated emotional needs of your
or hunting the sorcerer.                            family points to a difficult truth: one of
                                                    the customs that has helped your family
The Cleansing Ritual                                to live together for so many generations
                                                    doesn't work any more. It may have
If you discovered that you must ritually            once helped you, but it has outlived its
cleanse your family, you must go to each            usefulness. The time has come to make a
of the three sacred places in your territo-         change, but change never comes easily.
ry and succeed at three separate appeals
at each of them:                                             Time For a Change
   An appeal for understanding
                                                    You must first solve the mystery, “How
   An appeal for mercy
                                                    must our customs change?” The answer to
   An appeal for forgiveness                        this question should identify one of your
You must also complete a large endeav-              family customs to do away with, a dif-
or to make amends, requiring at least               ferent custom to replace it, and what
four spiritual labor.                               value this new custom reflects.
                                                    When you solve this mystery, any player
Hunting the Sorcerer                                can immediately change her custom
                                                    to aspire to this new one. If necessary,
If you discovered that you must hunt the            change your value as well.
sorcerer, you must first solve the mys-
tery, “Who cursed us?”                                            Opposition
When you have learned the answer, you
must then prepare yourself to hunt the              Once you solve the mystery, your family
sorcerer by making a successful appeal              gains opposition. It starts at zero, but
to a place in the suit of clubs.                    increases every time you fail an appeal to
                                                    a family member or the family as a
Then you can hunt down the sorcerer —               whole. If it reaches five and surpasses
whether to kill him, to force him to                the support for the revolution, the crisis
work some magic to break his curse, or              fails. When this happens, erase the value
to tell you how to do so, you might dis-            that this custom reflects. Your family
cover only when you find him.                       still follows the custom, but out of rigid
Finally, you will need to confront either           orthodoxy and traditionalism, sapped of
the curse itself or the dread that it has           the value that originally inspired it.
created to end its effects for good.




                                              !58
                Support                            Card                       Support Needed

                                                   Joker                                   0
You must gather support for your
change from the family, but not every-             Jack                                    2
one will sign on right away. The more              King or Queen                           4
esteem they have in the current system,
the more goading it will take to get
them to join you. You will need to gain
                                                   You must enlist the support of any family
the support of one family member for
                                                   members who embody or aspire to the
each card in the persons deck, but they'll
                                                   old custom (even if that means enlisting
only join if you already have support
                                                   support from more than fourteen peo-
from a certain number of other family
                                                   ple).
members, depending on their card.




                          Joining Your Own Revolution

    Since you need support from people in your family for each card in the per-
    sons deck, if you want to use the same card for your own character (and
    play the same character) throughout, won’t you need to join your own revo-
    lution? Yes!
    You might support the revolution, but giving it your full-throated, public
    support means something else entirely. Opening yourself to public shame
    and scrutiny — and most importantly, doing so without hesitation — will re-
    quire you to overcome some hurdles. You can encounter the part of yourself
    that holds you back to recruit yourself to the revolution just as you would
    any other family member. Like any other family member, your position in
    the family will mean that it might take more or less support to do that. If
    you have a Joker, you can encounter yourself right away. If you have a Jack,
    you’ll need to see the two Jokers on board first. If you have a King or a
    Queen, you’ll need to see the two Jokers joined by two Jacks before you’ll
    join.
    You can support the revolution, but to put your name on the list you’ll need
    to encounter and confront the things that hold you back. Change doesn’t
    come easily, even when part of you wishes it would.




                                             !59
          Implementation                          dition. Instead, they'll only recover if you
                                                  succeed in making a cure.
When you get support from fourteen dif-           At the end of each round, draw another
ferent members of the family, you can             card from the needs deck. This time if
undertake a massive endeavor to imple-            you draw diamonds, choose a sick family
ment those changes. This requires at              member who dies because of the illness.
least four emotional labor to deal with           Each time a member of the family dies,
people’s feelings about these changes.            one of the players' characters must take
When you complete the endeavor, you               a scar. You won't fail this crisis if you
successfully resolve the crisis. Remove           can keep the family's unmet needs under
the old custom and replace it with the            control. Instead, the question lies in how
new one. Come to a consensus on which             many people will die before you can
of you will put your name down as the             solve the problem.
ancestor for this new custom. Anyone
who aspired to the new custom can                         Addressing the Crisis
now embody it.
                                                  Solving this crisis involves two separate
                                                  tracks which you could pursue simulta-
                  Crisis
                                                  neously or one after the other: making
           The Sickness                           medicine and fixing the problem that
                                                  caused it in the first place.
Your family has faced repeated physical
needs, and it has sapped their strength.
Now a sickness spreads among them,                Making Medicine
and it falls to you to seek a cure.               First you must solve the mystery, “How
                                                  can we cure this sickness?” The answer to
             Getting Sick                         that question will lead you to one of two
                                                  possibilities:
When the crisis begins, choose two
members of the family who get sick. At               A large endeavor requiring at least
the end of each encounter, draw a card               four physical labor to collect and
from the needs deck. If you draw dia-                brew medicine. Then, you must suc-
monds, choose another member of the                  cessfully appeal to the sickness to
family who gets sick.                                treat your family.

Sick family members not controlled by a              A week-long journey to collect a rare
player cannot offer help. Those con-                 medicinal plant (collecting it requires
trolled by players have their maximum                a successful appeal at the destina-
awareness reduced by one, just as if                 tion), followed by another week-long
they'd taken a scar, but with different              journey back home.
rules for recovery. Setting the character         Once you have cured the sickness, any-
aside for a game won't remove this con-           one who has it can recover from it by



                                            !60
succeeding on an appeal in an encounter                               Crisis
with it.
                                                               The Monster
Fixing the Problem                                 It's left hints, clues, puzzles, and signs for
Disease doesn’t spread through the Fifth           you to find, toying with you. The truth
World regularly without reason. Sickness           has become obvious: something mon-
points to some disturbance in the web of           strous has moved into your family's ter-
ecological relationships that your family          ritory. It remains only a matter of time
lives enmeshed within. The crisis hasn’t           before it strikes and one of your kin dies.
passed until you’ve discovered the un-
derlying problem and fixed it. Until then,                    Missing Persons
people will just keep getting sick.
                                                   At the end of each round, draw a card
Fixing the problem starts with the mys-            from the needs deck. If you draw spades,
tery, “What caused this sickness?” The an-         choose a member of your family. The
swer to that question will lead you to             person goes missing. You can begin
one of two possibilities:                          a hunt for her, but when you encounter
   You discover some creature responsi-            her draw a needs card. If you draw a
   ble for this damage. You must hunt it           black card, you find her body, clearly
   down and deal with it one way or                killed by the monster. If you draw a red
   another.                                        card, you find her traumatized but still
                                                   alive. If you haven’t yet solved the mys-
   The solution requires a large project
                                                   tery, “What sort of monster stalks our ter-
   including at least four physical labor.
                                                   ritory?” such a survivor immediately
              Conclusion                           gives you a clue, already verified.
                                                   If you choose a player's character to go
You can pursue the two paths above si-             missing and find her still alive, she has
multaneously or one after the other.               four scars.
Once you have done both, the family                When a fifth person goes missing, the
remains shaken by the experience —                 monster leaves your territory, satisfied
even if only the fear that the same world          with its bloody work. Your family con-
that they rely on, that provides every-            tinues to live in fear of the monster they
thing they want or need, could also kill           could never defeat, and wondering if it
them so easily and seemingly without               will one day return. You fail the crisis.
warning. You’ve addressed the disease,
but the sickness — that social dimension                   Hunting the Monster
of the experience and what they’ve gone
through — remains. To successfully re-             To hunt the monster, you must first
solve the crisis, you must successfully            solve the mystery, “What sort of monster
appeal to your family to help see them             stalks our territory?” The answer to this
through this.



                                             !61
question will tell you a great deal about
the hunt to come.
When you know what kind of monster                   Other Milestones & Bundles
you have to deal with, you can solve the
next mystery, “How can we defeat it?” The            The milestones and bundles in-
answer to this question will lead you to             cluded here shift your Fifth
one of two possibilities:                            World saga into an intergenera-
                                                     tional epic. It should give you a
   You must journey 100 miles (four                  good idea of how they work.
   days) to learn something or gain a                Other Fifth World players add
   special item, and then return.                    new ones all the time. Visit
   You must undertake a medium en-                   https://thefifthworld.com/rpg/
   deavor to create a special weapon.                saga to find the latest milestones
                                                     you can achieve and what they
Then you can embark on a hunt for the
                                                     might unlock.
monster. However, the monster poses a
particularly deadly threat. It will not suf-
fice to know the monster to kill it —
you’ll have to know it well.




                                               !62
            Glossary                               it, aspiring to it, rebelling against it, or
                                                   subverting it.

Agenda: One of the three agendas for               Encounter: The basic unit of gameplay.
playing the Fifth World (p. 5)                     An encounter takes place between a
                                                   main character and an Other. Encounter-
Ancestor: A revered figure from your               ing an Other might mean talking, nego-
family’s history. An ancestor attached to          tiating, bargaining, seducing, fighting, or
a custom can refresh that custom when              even just passing by.
you make an offering to her at home
(making that custom available again to             Family: The basic sovereign unit of the
ask the question associated with its val-          Fifth World. A family could mean a
ue). An ancestor attached to a place               roaming band of 25 hunter-gatherers or
means that the place generates two                 a village of 100 or more gardeners. Even
moments of awareness at the end of                 in the most extended groups, they think
each encounter instead of one, and that            of themselves as family first and fore-
in addition to the normal means of                 most. Families have their own histories
gathering awareness there you can also             and customs.
gather awareness by making an offering             Help: When a main character in the
to that ancestor. In each case, making an          same place as another main character
offering to the ancestor requires you to           spends her awareness on the other’s be-
spend a moment of awareness.                       half.
Appeal: Using the ritual phrase, “I appeal         Main Character: A character player by
to [her] [spirit/heart/body/mind]” (p. 40)         one of the players at the table. The story
Audience: When you don’t have any oth-             told in any game focuses on the main
er part in an encounter, you form part of          characters, played by the players present.
the audience (p. 36)                               Milestone: A goal that players can
Awareness: The main currency of the                achieve in a saga. Many milestones un-
game, represented by tokens. Places gen-           lock new bundles.
erate awareness at the end of each en-             Needs Deck: The four aces in a deck of
counter. Main characters can gather                playing cards, representing different
awareness at those places by acting in             needs that people in the game might
accord with its unique spirit. They spend          have (p. 9).
awareness to accomplish difficult things,
                                                   Other: The person that a main character
avoid danger, and ask questions.
                                                   faces in an encounter.
Bundle: A set of related, additional rules
                                                   Person: Someone that you can have a
that you can unlock in a saga by achiev-
                                                   relationship with, human or otherwise.
ing a milestone.
                                                   Persons Deck: The kings, queens, jacks,
Custom: A family has a number of cus-
                                                   and jokers in a deck of playing cards,
toms. Each custom reflects a particular
                                                   representing the main and secondary
value. Each member of a family relates
                                                   characters in a game (p. 9)
to a particular custom, either embodying

                                             !63
Place: A place where something happens             one of the circles for awareness on your
in the story, represented by a card from           character sheet. If you have five scars,
the places deck. Places can sometimes              your capacity for awareness has dropped
count as persons (and often do).                   to zero, making you incapable of impact-
                                                   ing the world — usually meaning that
Places Deck: The numbered cards in a
                                                   you’ve died.
deck of playing cards, representing
places in the game (p. 9)                          Secondary Character: Any of the charac-
                                                   ters in a game not played by one of the
Principles: One of the nine principles for
                                                   players.
playing the Fifth World (p. 6)
                                                   Setback: If you try to make an appeal
Question: You can (and should) ask any
                                                   and fail, the person playing the Other
question you like at any time, but if you
                                                   will choose a setback that you suffer
ask one from a specific list of questions
                                                   from a list.
and spend a moment of awareness, the
answer establishes a defined truth in the          Value: A moral virtue upheld and re-
story, closing off all other possibilities         spected by families across the Fifth
and moving you closer to the conclusion            World. Each custom reflects a particular
(p. 40)                                            value, and each character has a value
                                                   that she holds in the highest regard (p.
Random Encounter: An encounter with
                                                   20) Mechanically, your value adds a fifth
an Other determined by drawing a face-
                                                   question to the list of questions that you
down persons card.
                                                   can spend awareness to ask. Your fami-
Ritual Phrase: One of several defined              ly’s customs provides an exhaustible pool
phrases which engage specific rules                of resources, allowing you to ask the
when spoken (p. 37)                                questions of values that you don’t hold
Role: A player’s current role in the game.         in the highest regard yourself, on a lim-
Depending on how we set the en-                    ited basis (p. 41)
counter, you might play your own char-
acter, a secondary character, the Other,
or form part of the audience (p. 32)
Round: A round consists of each player
setting one encounter.
Saga: An ongoing, intergenerational story
of a family dwelling in its land, made up
of several interconnected game sessions,
generally played by a group of friends
meeting to play on a regular basis (p. 43)
Scar: The loss of one of a main charac-
ter’s slots for awareness, reducing her
capacity for awareness permanently by
one. When you take a scar, scratch out


                                             !64
                FAMILY                                                                                                                                                                                       DATE




         KING OF CLUBS                                                       KING OF HEARTS                                  KING OF DIAMONDS                                                        KING OF SPADES
           THE PRIEST                                                     THE AMBASSADOR                                      THE GUARDIAN                                                           THE TEACHER
     MASTERY OF SPIRITUAL LIFE                                           MASTERY OF EMOTIONAL LIFE                          MASTERY OF PHYSICAL LIFE                                               MASTERY OF MENTAL LIFE



               IDENTITY                                                            IDENTITY                                          IDENTITY                                                              IDENTITY

                CONCEPTS                                                             CONCEPTS                                         CONCEPTS                                                              CONCEPTS
Ecstatic prophet, ritualist, heirophant,                                     Diplomat, big man,                       Berserker, experienced scout, protector,                                       Philosopher, mentor,
      psychopomp, thaumaturge                                               mediator, trader, herald                     warchief, pillar of the community                                         scholar, logician, recluse




        QUEEN OF CLUBS                                                      QUEEN OF HEARTS                                 QUEEN OF DIAMONDS                                                       QUEEN OF SPADES
          THE HEALER                                                    THE GRANDMOTHER                                       THE HUNTRESS                                                     THE STORYTELLER
     MASTERY OF SPIRITUAL LIFE                                           MASTERY OF EMOTIONAL LIFE                          MASTERY OF PHYSICAL LIFE                                               MASTERY OF MENTAL LIFE



               IDENTITY                                                            IDENTITY                                          IDENTITY                                                              IDENTITY

                CONCEPTS                                                             CONCEPTS                                         CONCEPTS                                                              CONCEPTS
        Doctor, seeress, witch,                                         Matriarch, counselor, clan elder,                   Provider, hunter, Amazon,                                                 Bard, lorekeeper,
        herbalist, wise woman                                               matchmaker, midwife                             beast master, wild woman                                                artist, griot, musician




          JACK OF CLUBS                                                       JACK OF HEARTS                                 JACK OF DIAMONDS                                                        JACK OF SPADES
          THE SEEKER                                                      THE ADVENTURER                                     THE APPRENTICE                                                         THE SCIENTIST
     PURSUIT OF SPIRITUAL LIFE                                           PURSUIT OF EMOTIONAL LIFE                          PURSUIT OF PHYSICAL LIFE                                               PURSUIT OF MENTAL LIFE



               IDENTITY                                                            IDENTITY                                          IDENTITY                                                              IDENTITY

                CONCEPTS                                                             CONCEPTS                                         CONCEPTS                                                              CONCEPTS
    Disciple, apprentice magician,                                           Warrior, daredevil,                           Student, tenderfoot, prodigy,                                   Researcher, investigator, tinkerer,
        ascetic, pilgrim, monk                                             romantic, explorer, rebel                           innovator, craftsman                                              empiricist, inventor




                                              RED JOKER                                                                                                            BLACK JOKER
                                           THE MAGICIAN                                                                                                            THE FOOL
                                  TRANSGRESSION OF TRADITIONAL LIFE                                                                                        SUBVERSION OF TRADITIONAL LIFE



                                                IDENTITY                                                                                                              IDENTITY

                                                  CONCEPTS                                                                                                             CONCEPTS
                                      Wizard, sorcerer, shapeshifter,                                                                                 Trickster, wise fool, village idiot, comic
                                            warlock, mystic                                                                                             relief, clown (sacred or otherwise)
                                                                                                            PLAYERS