If they ignore the hook

Most likely, the PCs will take your hook and go deal with the threat and/or seize the opportunity. But what if they don't?

Do not force them to act on the hook. It's not your job to lead them down a pre-planned story. It's your job to portray a rich, mysterious world, to punctuate their lives with adventure, and to play to find out what happens. It's the players' job to portray their characters. Don't take that away from them.

If something feels off—like, if the players flounder, act helpless, or don't seem to care—then call time out and check in player-to-player. Maybe they need help identifying their options. Maybe there's a mismatch in interest or expectations that needs addressing.

But also: maybe your hook just isn't as compelling as you thought. Maybe your players genuinely don't think the risk is worth the reward. What do you do then?

Shift into downtime. Ask what the PCs get up to for the rest of spring. Frame scenes as you need or want, in order to make GM moves or resolve PC actions. Show the passing of time.

But as you do so, frame scenes and make GM moves that show the consequences of the PCs' inaction. Don't punish the players for ignoring your hook, but portray your NPCs and your threats with integrity.

The PCs let an opportunity pass? Okay, cool with you, but how do your NPCs react? Who's upset? Does an NPC go after it on their own, and what sort of trouble do they get into?

The PCs ignored a threat? Okay, cool with you, but start advancing grim portents. Show NPCs reacting. Have the village Meet With Disaster if it comes to that.

Eventually, something will prompt the PCs to go on an expedition, or else a crisis will erupt in town (see "The next adventure,"). Or, you'll decide that this isn't the game for you and you'll stop playing.

When prepping the first adventure, think about what will happen if the PCs do nothing. If there's a central threat, lean heavily on its grim portents. Jot down a few moves that you'll make to show the consequences of inaction.

If the PCs don't go after Pryder, then I'll probably make the following moves:

Reveal simmering tensions: townsfolk snub Rhianna; she overhears some of her crew complaining to Eira.

Present a want or need: Rheinal, Glenys, and the other parents plead with Rhianna to do something, anything.

Quicken a threat or crisis: Another child goes missing, stolen from a home at the edge of town.

Oppose their wishes: Rheinal puts a posse together to go looking for the kids.

Hurt Them: The posse is attacked and many are killed by crinwin.

Advance a grim portent: Wynfor and the missing girl appear at the edge of town, dirty and thin but glowing with a weird inner joy.